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How exactly is SS using Peer2Peer technology...

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  • How exactly is SS using Peer2Peer technology...

    How exactly is SS using Peer2Peer technology? I mean all media is downloaded from a server. Zones are hosted on a server... Maybe i'm just dumb, or maybe P2P is another name for a server-based technology...
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  • #2
    I don't think Continuum is a P2P program at all. It's purely a client/server interaction.
    Music and medicine, I'm living in a place where they overlap.

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    • #3
      I've heard some rumblings about a re-write for the next server side upgrade that would include some server-to-server shit, but as far as I can tell there is no client-client (Peer2Peer) interaction at the moment. Everything you do either goes through the zone server, or gets piggy backed through central billing.

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      • #4
        P2P is also used to mean 'pay to play'

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        • #5
          ya but i keep hearing that SS is a tester of P2P technology
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          • #6
            i was play one slime volleyball, and i was thinking "this would be a very fun online multiplayer game" and i was thinking of how it would be done, and i was thinking about peer-to-peer... i'm pretty sure (but i'm completely sure) that peer-to-peer is one ocmputer connects to another (hence peer-to-peer) like in kazaa when you dl stuff from other people.... anyways i was thinking how that doesn't seem as if it'd work well with subspace.. anyways, maybe you're thinking, as vert said, p2p as pay-to-play, which is sometimes discussed about subspace

            anyways, there's a server (that runs the game and shizzle) and the billing server, which runs off the server (right?) and stores player info/pw's/scores/squads and stuff, and although the server can run in stand alone, it doesn't save names and shizzle..

            anyways, i think it'd be cool for one slime volleyball to be a multiplayer online game... which has nothing to do with subspace.
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            1:trashed> wha
            1:EpicLi <ZH>> you will hack into my computer and steal my child porn
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            • #7
              Subspace is client based and so all the critical data is handled on your own computer versus the server. This alleviates data load off of the server and puts it on your own machine instead. Your own machine interprets everything and then when you do something you send data to the server which relays it to everyone else playing. This is why you can cheat in this game, and why two people can play with different versions of the game.
              Maybe this is what you meant by P2P?

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              • #8
                Virgin originally made the game as a test of programming and concept. The concept being, a pay to play game.

                It was so accepted that they made it into a marketable game. Called it "The internet game!"

                People bought the game.

                The servers lost funding. [translation; People got fucked.]

                The ssCouncil formed and started the player run servers.

                If you've seen P2P in any documentation or website related to subspace, it means pay to play. Nothing to do with peer to peer.

                ...bitch.
                I'm a rocker. I rock out.

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                • #9
                  omg
                  stark, slime volleyball rules

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                  • #10
                    P2P is NOT pay2play, i've seen "SS is peer2peer tester" not pay2play. And wouldnt pay2play mean we have to pay for it?! And sending info from client to server to another client is not direct thus not peer2peer.

                    But anyway, now im wondering how peer2peer techno can be used in subspace... Maybe each player could have it's own ship/other graphics/sounds and upon entering an arena you would have to download everyone's shit. That would make the game more colorful, interesting and different but it would be a pain in the ass to d/l junk every time.
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                    • #11
                      Originally posted by Scout1
                      P2P is NOT pay2play, i've seen "SS is peer2peer tester" not pay2play. And wouldnt pay2play mean we have to pay for it?! And sending info from client to server to another client is not direct thus not peer2peer.

                      But anyway, now im wondering how peer2peer techno can be used in subspace... Maybe each player could have it's own ship/other graphics/sounds and upon entering an arena you would have to download everyone's shit. That would make the game more colorful, interesting and different but it would be a pain in the ass to d/l junk every time.
                      Subspace was intended to be a Pay to play game, and it was for a while. The game in no way is a peer2peer tester or whatever.

                      But anyway, now im wondering how peer2peer techno can be used in subspace
                      but it would be a pain in the ass to d/l junk every time.
                      I think you answered your own question. Theres no point in doing it since it would take too long to download and it just seems like a waste of time.

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                      • #12
                        well there could be certain filesize limits for players wanting to import their own media... or a check in your options that disables all imported graphics from other players. Or a check in the zone options that disables it. Yah, there are many choices...
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                        • #13
                          Doesn't P2P solve the costly bandwidth problem we have? Like many of us, I don't want this game to be pay to play, so is P2P a good alternative? How does it work? I think Ragnarock online uses P2P now?
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