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A
Boost For Multiplayer |
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Introduction |
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Every
user of Falcon dreams of an internet experience where setting up
servers and connecting players is easy, gameplay is stable and the
positional updates of aircraft, missiles, and other objects in
the 3D world appear as if the session was a Single Player game. |
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course, the internet is a fickle beast and nothing will ever be
perfect. But Falcon 4.0:
Allied Force has
taken a major step forward in improving the multiplayer experience
for both the novice and experienced hand alike.
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this point it is important to mark the achievements of the
developers of the original Falcon 4.0. They really had a
huge task on their hands. They had to keep a massive database of
some 5,000 entries consistent across multiplayer connections, and
bear in mind that the vast majority of players at the time of
release of Falcon 4.0 were using dial-up modems. Their work was
nothing short of extraordinary.
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The
Problems |
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the developers of Falcon
4.0: Allied Force faced
some significant challenges to bring multiplayer up to the
standard of a 2005 product. One of those was prompted by advances
in technology itself: namely the rise in the use of routers,
devices which allow several computers on a local network to share
a single connection to the internet. |
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led to players having to put in command line switches in their
shortcuts to tell Falcon which internet IP address it would work
on, or what available bandwidth could be allocated. Then there was
the more fundamental question of the process of connection. How
could we make this as simple, and as stable, as
possible for the player, particularly the new player, eliminating
any confusion or complicated set up procedures?
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Falcon 4.0: Allied Force
these hurdles have been overcome. The redesigned multiplayer
user interface (UI) is intuitive and simple to use. And
substantial work on the core code allows as many types of
connection as possible to connect up and fly, producing, we feel,
the best multiplayer experience yet in Falcon.
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The
Solutions
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majority of time in MP coding has been spent attacking bugs and
examining ways to increase performance, reliability and ease of
use.
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brings us to the first area of improvement, the User Interface.
There are two types of multiplay: Local Area Network (LAN)
sessions, where two or more computers are simply hooked up
together with cables to play, or pure Internet
sessions, where players from around the world can take part in
the same mission in real time. Both these options are presented to
the player in a screen when they hit the Multiplayer button.
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choosing the LAN option, the player has the choice of either
setting up a server to host a session (Dogfight, Tactical
Engagement or Campaign) or joining a server to take part in a
session. Selecting a game to join is easy: Falcon 4.0: Allied Force queries the local network and finds games
for the player to select to join.
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Multiplayer
LAN selected. |
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Multiplayer
Internet selected.
When
choosing the internet option, the player simply inputs the IP
address of the player hosting the mission, then connects up. |
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coding also caters for potential problems when connecting, for
example if one player has the wrong theater selected a warning
message appears. |
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If
they enter the wrong IP for the game, or the internet connection
itself fails, another warning message appears. |
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connecting over the internet, the server and the client negotiate
about details such as external IP address, even if the client is
behind a Network Address Translation (NAT) router. Everything is
then properly routed through to the games so that each game talks
to the other games.
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course work hasn’t been confined to the UI and the connection
procedures. Substantial improvements were made to the calculations
in the code to ensure that most important messages get sent out to
all players in order of priority, messages such as positional
updates of missiles, the bleep of the RWR when being locked up by
another player, a whole raft of important information. |
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Final
Thoughts |
No
game will ever produce a 100% problem free multiplayer experience.
But exhaustive tests have been carried out, both with real players
and also newly developed “autosim” coding, where the
equivalent of many days testing is done by speeding up the time in
the User Interface or 3D world up to thirty two times, testing a
succession of missions automatically. Lead Pursuit LLC is
confident you will really enjoy the enhanced MP features.
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This
web site and its contents ©2005 Lead Pursuit. All rights
reserved. |
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