We are not saying we're not happy that they brought the server back online. They did a hell of a fine job there, everybody agrees on this. It's just that we'd be happier if we could play a decent game on it now. OBSRV's servers have seen better days in my opinion. I started playing in this year's January, and I didn't have so many problems as I'm having now. And it isn't just me, since I told this so many times on the chat and there's other people too having the same problems.Hmm, I almost never get zombie screen and I've been on this server for a long time now.
I assume you play on emulator? I am on PS2 myself and are not having any issues. And also 'I expect you guys' dosen't sound so nice. We should pretty much just be happy that this game is playable online at this point. All the work Fog and his crew has put in to this is more than enough. But it would be very nice of them to take a look on server stability and see if they can work on it.
Well, I thank you for your kind answer, and for being very clear.What you are describing is a typical phenomenon of the network clients running out of sync.
The biggest difference between modern games and this gem from over a decade ago is how data packets are routed. Most if not all modern games send their network packets directly between the participating players. In Outbreak every player sends his data to the server here at obsrv.org which then sends the data to all the other players. Now the packets sent to obsrv can take different routes through the internet and that depends on your location, the location of the obsrv server and the location of the other players. There can be immense ping times (the amount of time it takes for one packet from your machine to the other players) that can lead to lagging, desyncing and disconnections.
But there is more. Modern games use the UDP protocol instead of TCP for the game packets. In comparison udp has smaller packets but is less reliable. With TCP it is not possible to drop packets, they are received in the order they were sent. If packets get mixed because of the different routes, the network code will wait for missing data until it arrives. This of course might cause lagging, desyncing and disconnections again.
Long story short: It's old code, we cannot change it. Problems depend on your physical location, ISP, etc.pp. We're sorry if you experience problems but there's not much (nothing) we can do about it.
Besides, this has 100% nothing to do with DNAS. After the check is done there is no more traffic with the DNAS servers.
I appreciate you taking time to answer this the_fog, glad to know but it's unfortunate that there's nothing that can be done about it, that means this issue will remain, them the best I can do is play something else.What you are describing is a typical phenomenon of the network clients running out of sync.
The biggest difference between modern games and this gem from over a decade ago is how data packets are routed. Most if not all modern games send their network packets directly between the participating players. In Outbreak every player sends his data to the server here at obsrv.org which then sends the data to all the other players. Now the packets sent to obsrv can take different routes through the internet and that depends on your location, the location of the obsrv server and the location of the other players. There can be immense ping times (the amount of time it takes for one packet from your machine to the other players) that can lead to lagging, desyncing and disconnections.
But there is more. Modern games use the UDP protocol instead of TCP for the game packets. In comparison udp has smaller packets but is less reliable. With TCP it is not possible to drop packets, they are received in the order they were sent. If packets get mixed because of the different routes, the network code will wait for missing data until it arrives. This of course might cause lagging, desyncing and disconnections again.
Long story short: It's old code, we cannot change it. Problems depend on your physical location, ISP, etc.pp. We're sorry if you experience problems but there's not much (nothing) we can do about it.
Besides, this has 100% nothing to do with DNAS. After the check is done there is no more traffic with the DNAS servers.
Well said I am with you 100%Since the emulator and its networking plugins are someone's attempt at mimicking the ps2 networking behaviour it will be slightly flawed and I think the fog mentioned once the emulator sends irregular packet data in comparison to a ps2, so I imagine with the influx of emulator users and the lack of people using actual ps2 hardware (you know the way this game was designed to be played) , maybe it can take a knock at stability and call for more frequent restarts but nowdays we have wireless options aswell which is another work around that I would imagine doesn't sync well with old ps2 code that is designed with ethernet in mind (i could be wrong )
I am on ps2, you can start hunting down people who play this on console.I appreciate you taking time to answer this the_fog, glad to know but it's unfortunate that there's nothing that can be done about it, that means this issue will remain, them the best I can do is play something else.What you are describing is a typical phenomenon of the network clients running out of sync.
The biggest difference between modern games and this gem from over a decade ago is how data packets are routed. Most if not all modern games send their network packets directly between the participating players. In Outbreak every player sends his data to the server here at obsrv.org which then sends the data to all the other players. Now the packets sent to obsrv can take different routes through the internet and that depends on your location, the location of the obsrv server and the location of the other players. There can be immense ping times (the amount of time it takes for one packet from your machine to the other players) that can lead to lagging, desyncing and disconnections.
But there is more. Modern games use the UDP protocol instead of TCP for the game packets. In comparison udp has smaller packets but is less reliable. With TCP it is not possible to drop packets, they are received in the order they were sent. If packets get mixed because of the different routes, the network code will wait for missing data until it arrives. This of course might cause lagging, desyncing and disconnections again.
Long story short: It's old code, we cannot change it. Problems depend on your physical location, ISP, etc.pp. We're sorry if you experience problems but there's not much (nothing) we can do about it.
Besides, this has 100% nothing to do with DNAS. After the check is done there is no more traffic with the DNAS servers.
people that play on normal and easy doesn't interest me. you're welcome to leave, so yeah bye.Bye
It's interesting to read what people interpret in a multihour "update". The truth is, I totally f'ed up the server when renewing the SSL-certificate. This is usually an easy task but this time I ran into a partially faulty and in the result mixed up installation of the whole underlying OS. It was kind of a chain reaction. This took me some time to sort out. BUT no updates had been installed for the Outbreak lobbyserver or the Outbreak gameservers (those haven't been altered in the last 2 years or so). I don't know why out of a sudden TAP-devices don't work (can this be confirmed?), I don't see a concrete reason for that.my friends agreed with me, that in the past year the server was better than now. ( upload rate is slow as I studied this type of problem before)
I know that doesnt worth investing money in revival game, but you can ask for donations and people will sure help.
If you could share the source, people will can build great servers too... And maybe do something great? Features? idk.. My friend said that he can share his server that he pays (40$ monthly promotion) 500megabit upload in US with a good ping for building the server from source.
We just don't know how you did the reverse enginnering to find the connect methods... and the DNAS thing..
Thanks for you awesome work.
@update
seems after the update, the servers are much stable because the tap adapter got blocked by the servers.
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