Now all we need is someone willing to re-write Oolite from scratch!

Moderators: winston, another_commander
As a member of group of people who were actually daft enough to try this and failed miserably I would definitely put my vote in for a complete rewrite being required. There is no simple "just-add-water" solution to this, the whole thing is just wired up wrongly for a client/server system.Staer9 wrote:Perhaps not a complete re-write, maybe it is possible to just write a LAN-play OXP then just use some VPN to simulate LAN w
Oolite Life is now revealed hereSelezen wrote:Apparently I was having a DaddyHoggy moment.
We were looking at a persistent server solution with a single instanced universe. I can't comment either way on how difficult a peer-to-peer solution would be to implement, I've got no real world experience in deploying those mechanics.DaddyHoggy wrote:I'm still not endorsing Oolite MP but why client/server? Probably better peer-to-peer where everybody has an agreed common view of the Ooniverse - ships, weapons, system(s) pre-downloaded. Then positions, orientations, velocities, weapons firing are multicast to the participating players to deal with on their local machine.
However, either way, Oolite couldn't do it, the rewrite, I suspect given the way Oolite is designed, would be a complete new code that had nothing to do with Oolite in its current form but could perhaps load Oolite OXPs using the same data structures and pretty much nothing else (gfx engine may be?)
I must chime in and say that making a persistent server solution creates a can-of-worms in terms of needing MORE hardware to run the game instead of people joining someone else's already-running game. And a persistent server which can have random joins from outside, you will have unknown people there just to make others miserable.Spooky wrote:We were looking at a persistent server solution with a single instanced universe. I can't comment either way on how difficult a peer-to-peer solution would be to implement, I've got no real world experience in deploying those mechanics.
has anyone actually tried? all you need is two planets to fly between and 3 or 4 different ships to fly and it would be great fun, one planet tech14 rich industrial and another poor agricultural tech4, that means that all equipment can be purchased and also gives the basis for trading (so therefore allso piracyof course, you could give it a try
Actually, latency issues can occur with just 2 players. With 30, you're certain to have a few with really bad pingtimes due to distance, bad ISPs, and/or bad networking equipment.Staer9 wrote:for just two planets all you need are 30 people online at the same time, which is easy, so therefore no huge servers (and huge costs)
Definitely, do give it a try!Staer9 wrote:what do people think?
Very Zen.Ahruman wrote:Everything is easy when you’re imagining someone else doing it.
Oolite Life is now revealed hereSelezen wrote:Apparently I was having a DaddyHoggy moment.
Whatever gave you that idea?Staer9 wrote:seeing as oolite 2 is going to be re-writen from scratch