Author Topic: The Worlds "LARGEST PERSISTENT WORLD"  (Read 1268 times)

Legacy_antirelic

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The Worlds "LARGEST PERSISTENT WORLD"
« Reply #15 on: February 15, 2014, 11:29:27 am »


               Hello Everyone

Here is a brief youtube video I put together in regards to NWN Cloud.


               
               

               


                     Modifié par antirelic, 15 février 2014 - 11:29 .
                     
                  


            

Legacy_Fester Pot

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The Worlds "LARGEST PERSISTENT WORLD"
« Reply #16 on: February 15, 2014, 09:13:48 pm »


               Cool video and concept. It could certainly be used as a system for a PW, storing their own area modules on NWN Cloud, so their world could be split - Overland or Underworld as an example.

Why does the Cloud NWN server shut down eventually? Will it only do this if there is no one on that server?

FP!
               
               

               
            

Legacy_antirelic

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The Worlds "LARGEST PERSISTENT WORLD"
« Reply #17 on: February 16, 2014, 01:50:30 am »


               The primary server wont shut down, just the secondary loaded modules. It basically keeps the account owner from paying for a lot of un used resources. Those servers will keep running if anyone is in them though.
               
               

               
            

Legacy_BelowTheBelt

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The Worlds "LARGEST PERSISTENT WORLD"
« Reply #18 on: February 18, 2014, 09:03:48 pm »


               I get the concept and think it's very interesting.  I've considered moving to a multi-module format eventually to support the growth of my PW.

I am considering breaking the world into different modules and portalling people over to them when they access those parts of the world. That's essentially what this does, correct? (using the Activate Portal command)

In this case, those sub-modules would just be shut down and not used/paid for, while in a portalled version, the modules would be always live, just nobody in them, correct (and accruing server time cost)?

In a self-host environment, are there any advantages to doing this vs. portalling?
               
               

               
            

Legacy_antirelic

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« Reply #19 on: February 18, 2014, 10:14:52 pm »


               So this concept is using the ActivePortal command. Instead of having NWN running multiple times on different ports on the same server, it creates new servers (or powers on existing ones), and then loads the modules for you. Its similar to the concept that your already considering, with the exception that you can do the NWN Cloud on substantially less powerful servers. In the model your considering, you will have to have a more powerful server because of the resource utilization requirements for multiple modules on the same server. Or, if your going with multiple servers, then you will have a fix cost even if the server isn't being used...
               
               

               
            

Legacy_Aelis Eine

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« Reply #20 on: February 19, 2014, 12:17:13 pm »


               It's pretty cool tech. Ever considered porting it to NWN2? I think the NWN2 people would really love a system like this. NWN2 servers are even more constrained by area limits than NWN1 is because of all the walkmeshes.
               
               

               


                     Modifié par Aelis Eine, 19 février 2014 - 12:17 .
                     
                  


            

Legacy_Shadooow

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« Reply #21 on: February 19, 2014, 01:47:19 pm »


               

antirelic wrote...

So this concept is using the ActivePortal command. Instead of having NWN running multiple times on different ports on the same server, it creates new servers (or powers on existing ones), and then loads the modules for you. Its similar to the concept that your already considering, with the exception that you can do the NWN Cloud on substantially less powerful servers. In the model your considering, you will have to have a more powerful server because of the resource utilization requirements for multiple modules on the same server. Or, if your going with multiple servers, then you will have a fix cost even if the server isn't being used...

Ok Ive been there tried that, watched your video.

I have question. Why would someone wanted to do this at all?

Its possible that I may just not reached limits that others reached but I can host a 90MB module with 300areas on a 1ghz laptop without problems. The main stress is the internet connection which is in my home really slow, but other than that I see no problems with hosting big modules. The Sinfar is a great example that it is technically possible to host extremely big modules on just one machine and one nwserver.
               
               

               
            

Legacy_BelowTheBelt

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« Reply #22 on: February 19, 2014, 06:52:22 pm »


               I can certainly see value in the approach for super-large or highly detailed modules.   Or, in cases where hosts don't have the technical skills to achieve what some of the other more advanced server hosts can do.

Can a pseudo-cloud environment be set up on a non-commercial server (i.e. self-hosted) that achieves the same thing (servers going live and ending dynamically)?  Are you tracking players in each sub-module to determine when the player count reaches 0 and then end the module/server instance?

I love the thinking and believe that we should continue to look at new and innovative ways to drive the engine/game forward, including hosting.
               
               

               
            

Legacy_antirelic

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« Reply #23 on: February 20, 2014, 03:08:24 am »


               Hello BelowtheBelt,

Yeah, there are way to do non-commercial clouds, its just a little more pain than most people would want to do. I mean, if our up to the challenge, and have a few spare desktops, you could load OpenStack on them, and achieve essentially the same thing I'm doing in Amazon, as I'm doing some fairly basic cloud things with this approach.

ShaDoOoW, like I said above, I just like trying new things and integrating technology in weird ways... we all have our hobbies.

Aelis, this should work pretty seamlessly for NWN2. I haven't built in NWN2 much, but if the NWNX4 engine has the ODBC to Postgresql built in, this should be a trivial effort... the cloud_include is not very elaborate at all, probably take an hour to port to NWN2.
               
               

               
            

Legacy_Shadooow

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« Reply #24 on: February 20, 2014, 06:00:04 am »


               

antirelic wrote...

ShaDoOoW, like I said above, I just like trying new things and integrating technology in weird ways... we all have our hobbies.

I see! Yes, I absolutely understand this point. Well done then.