Yeah...the original servers were high-end (for the time) P6-200s. On which we estimated about 5000 players would comfortably run.
The server side software is complicated. Rick Lambright, who is honestly one of the smartest people I've ever met, built a system that did all the stuff you'd expect from an MMOG, but he did it before there were any examples to learn from. Unfortunately, our goals never explicitly included making the software run for anyone else, so I'm not surprised it has taken some work to port it.
I was one of the original client-side programmers at Starwave. We put an awful lot of ourselves into Castle Infinity and it was heartbreaking to see how badly Starwave managed/marketed it. It's really nice to see new people taking the system over and keeping it running.
Congratulations on keeping the game online and bringing it back to people's attention.
Yeah...the original servers were high-end (for the time) P6-200s. On which we estimated about 5000 players would comfortably run.
The server side software is complicated. Rick Lambright, who is honestly one of the smartest people I've ever met, built a system that did all the stuff you'd expect from an MMOG, but he did it before there were any examples to learn from. Unfortunately, our goals never explicitly included making the software run for anyone else, so I'm not surprised it has taken some work to port it.
I was one of the original client-side programmers at Starwave. We put an awful lot of ourselves into Castle Infinity and it was heartbreaking to see how badly Starwave managed/marketed it. It's really nice to see new people taking the system over and keeping it running.
Congratulations on keeping the game online and bringing it back to people's attention.
nathan
Yeah...the original servers were high-end (for the time) P6-200s. On which we estimated about 5000 players would comfortably run.
The server side software is complicated. Rick Lambright, who is honestly one of the smartest people I've ever met, built a system that did all the stuff you'd expect from an MMOG, but he did it before there were any examples to learn from. Unfortunately, our goals never explicitly included making the software run for anyone else, so I'm not surprised it has taken some work to port it.
I was one of the original client-side programmers at Starwave. We put an awful lot of ourselves into Castle Infinity and it was heartbreaking to see how badly Starwave managed/marketed it. It's really nice to see new people taking the system over and keeping it running.
Congratulations on keeping the game online and bringing it back to people's attention.
nathan
Yeah...the original servers were high-end (for the time) P6-200s. On which we estimated about 5000 players would comfortably run. The server side software is complicated. Rick Lambright, who is honestly one of the smartest people I've ever met, built a system that did all the stuff you'd expect from an MMOG, but he did it before there were any examples to learn from. Unfortunately, our goals never explicitly included making the software run for anyone else, so I'm not surprised it has taken some work to port it. I was one of the original client-side programmers at Starwave. We put an awful lot of ourselves into Castle Infinity and it was heartbreaking to see how badly Starwave managed/marketed it. It's really nice to see new people taking the system over and keeping it running. Congratulations on keeping the game online and bringing it back to people's attention. nathan