23.07.2014, 22:40
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Accidentally voted for option 1 even though I wanted to vote for option 2.
I think you should disallow people from joining when only a few people are left or the time is almost up though. EDIT: How about a lobby/spectating system for people that join when a round is almost over, or for people that died during it? |
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If I were you I would go for a wider solution: run multiple "games" at once. Only one game is open for public at all time. For example; players join like with option 1. When there are enough players and the round starts, the current game is locked off for new players and a new "game/lobby" is created for the players who join next. So in the end you'll have like 5 "games/lobbies" running simultaneously on the same server. In the end, when a game finishes, you just dump everyone into the current open game lobby.
In short:
Edit: you could split the games up with virtual worlds and limit chat only to the game the player is in. |
Virtual worlds would help reducing the server load as it wouldnt need to stream all the players, but just some smaller independent groups. But Im rather concerned about what the samp server itself can handle. Even without the player/NPC streaming theres a lot of work for the server. Considering the independent rounds and virtual worlds would also be extra work for the server, and its also a big scripting effort, as I completely designed the gamemode to run just one game at a time so far.
Thats why I thought about several samp servers. That would be easier and a sure thing performance-wise. A global lobby would still be possible via sockets between the servers. Spectators just couldnt jump between the single rounds without joining a different server, and people would eventually need to switch the server to join a new round on a different one. But that wouldnt be much extra work for the players, especially if the server tells them which server to join.