PR 128 Player Server Test - Official
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HunterMed
- Posts: 2080
- Joined: 2007-04-08 17:28
Re: PR 128 Player Server Test - Official
so with only inf there were no crashes?
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AncientMan
- Retired PR Developer
- Posts: 5111
- Joined: 2007-05-22 07:42
Re: PR 128 Player Server Test - Official
We're pretty well aware of all the issues that are going to come up with increased player limit and increase squad size limit, this by no means will be a simple implementation, and a lot of the mod will have to be changed to account for it.
Also, this will not be a replacement for 64 player servers, there will be a lot of servers, and players, that won't be able to play with the higher player count, so don't worry, the option for 64 player servers won't suddenly disappear.
Anyway, Tema567 is working on fixing some stuff, hopefully we should be able to get vehicles happening soon
. This guy is a legend, make sure you let him know it
.
Also, this will not be a replacement for 64 player servers, there will be a lot of servers, and players, that won't be able to play with the higher player count, so don't worry, the option for 64 player servers won't suddenly disappear.
Anyway, Tema567 is working on fixing some stuff, hopefully we should be able to get vehicles happening soon

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Arquin
- Posts: 122
- Joined: 2009-12-30 17:16
Re: PR 128 Player Server Test - Official
I laughed. So hard.illidur wrote:most kills by pipebomb ever.
Test was fun, 128 player skirmishes are everything i could wish from PR
Performance wise, i can report that i didn't experience any drop in FPS due to increased players.
/Heil Tema567. He sounds like a new future deity due to this.[R-DEV]AncientMan wrote:We're pretty well aware of all the issues that are going to come up with increased player limit and increase squad size limit, this by no means will be a simple implementation, and a lot of the mod will have to be changed to account for it.
Also, this will not be a replacement for 64 player servers, there will be a lot of servers, and players, that won't be able to play with the higher player count, so don't worry, the option for 64 player servers won't suddenly disappear.
Anyway, Tema567 is working on fixing some stuff, hopefully we should be able to get vehicles happening soon. This guy is a legend, make sure you let him know it
.
I wonder if he can do more... Fastropez? Who knows. This is like breaking the Light Barrier.
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BloodBane611
- Posts: 6576
- Joined: 2007-11-14 23:31
Re: PR 128 Player Server Test - Official
First off, a hearty well done to Tema!
Bandwidth certainly increases a great deal, but it didn't seem like the NEW server was having much of an issue. Moar testing
Weapons are much heavier in terms of tris than the soldier models. A G36 Geo 1 lod 0 is ~5600 tris, player model Geo 1 lod 0 is ~3200 tris.Tim270 wrote:Yeah but with much harsher solider lods it definitely has potential.
Any word on the bandwidth increase? Probably was not a huge consideration when they were writing the netcode for bf2 but I am sure it would be pretty dam hefty with 128.
Bandwidth certainly increases a great deal, but it didn't seem like the NEW server was having much of an issue. Moar testing
[R-CON]creepin - "because on the internet 0=1"
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Elektro
- Posts: 1824
- Joined: 2009-01-05 14:53
Re: PR 128 Player Server Test - Official
I guess its official now'[R-DEV wrote:AncientMan;1537530']We're pretty well aware of all the issues that are going to come up with increased player limit and increase squad size limit, this by no means will be a simple implementation, and a lot of the mod will have to be changed to account for it.
When PR2 becomes game of the year this will be in the history part of the wiki page
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samthegreat4
- Posts: 185
- Joined: 2010-06-13 10:46
Re: PR 128 Player Server Test - Official
Same here: Ping = 20; FPS on Silent Eagle was 15-30..DarkSparky123 wrote:On Kashan desert i had 50 fps with 128 players wherever i look but on the village map (germans vs russians) when i look at the center where the pew pew is my fps drops to 15... the ping is great anyways.
Herbiie
''I never have had to wait for deviation, all you have to do is fire from the hip alot screaming like a girl like I do and you'll be fine.''
http://www.youtube.com/watch?v=v3bVctvzcwQ&feature=related
Some comment on IDF movie
''Key words: two dead terrorists. End of story. High fuckin 5.''
''I never have had to wait for deviation, all you have to do is fire from the hip alot screaming like a girl like I do and you'll be fine.''
http://www.youtube.com/watch?v=v3bVctvzcwQ&feature=related
Some comment on IDF movie
''Key words: two dead terrorists. End of story. High fuckin 5.''
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John-117
- Posts: 1253
- Joined: 2009-04-15 18:45
Re: PR 128 Player Server Test - Official
So are you able to play a full game etc?
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X-Link
- Posts: 10
- Joined: 2010-04-01 13:59
Re: PR 128 Player Server Test - Official
It?s like the moment the sound barrier was broken.
A milestone for PR and the BF2 community.
A milestone for PR and the BF2 community.

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AquaticPenguin
- Posts: 846
- Joined: 2008-08-27 19:29
Re: PR 128 Player Server Test - Official
Seems like good progress, I hope the various bugs can be ironed out. I was very excited to hear it was successful though. Well done to Tema for being awesome!
I suppose any performance issues that were there before are going to be much more pronounced with twice as many players, way to test the engine to its limits.
I suppose any performance issues that were there before are going to be much more pronounced with twice as many players, way to test the engine to its limits.
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Anderson29
- Posts: 891
- Joined: 2005-12-19 04:44
Re: PR 128 Player Server Test - Official
tema....are you the Neil Armstrong of battlefield 2? "This is one small step for gamers....one giant leap for project reality...."
in-game name : Anderson2981
steam : Anderson2981
steam : Anderson2981
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Spec
- Retired PR Developer
- Posts: 8439
- Joined: 2007-09-01 22:42
Re: PR 128 Player Server Test - Official
It's not been a small step for anyone 
This is simply... pretty... pretty badass.
This is simply... pretty... pretty badass.

--- currently reduced activity ---
Thanks to [R-MOD]IINoddyII for the signature!
_____________________________
Propriety is an adequate basis for behavior towards strangers, honesty is the only respectful way to treat friends.
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killonsight95
- Posts: 2123
- Joined: 2009-03-22 13:06
Re: PR 128 Player Server Test - Official
we can. or at least in that test we could get12 people in a SQ or more, however it mgiht cause a server crash.Ghost1800 wrote:squads with more then 6 would be great too.
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Wakain
- Posts: 1159
- Joined: 2009-11-23 21:58
Re: PR 128 Player Server Test - Official
I've been thinking, I don't know much about models but does the game load the tri's on the right side of the weapon(mostly invisible for 1st person)? if it does we might reduce tri's on that side as they're only seen in 3rd person. I've noticed weapons in cod 4 don't even have a modelled right side, just a texture.[R-MOD]BloodBane611 wrote:First off, a hearty well done to Tema!
Weapons are much heavier in terms of tris than the soldier models. A G36 Geo 1 lod 0 is ~5600 tris, player model Geo 1 lod 0 is ~3200 tris.
sry for straring off-topic here, to make this right I want to thank Tema# as well an express my awe on this amazing breakthrough! I also noticed in the first post this was one of the things the dev's're trying to break, who knows what's next?
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PatrickLA_CA
- Posts: 2243
- Joined: 2009-07-14 09:31
Re: PR 128 Player Server Test - Official
History is written... and if VoIP makes trouble, we got mumble!
In-game: Cobra-PR
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Katarn
- Retired PR Developer
- Posts: 3358
- Joined: 2006-01-18 22:15
Re: PR 128 Player Server Test - Official
It is true that PR weapons retain higher detail in third person than most games but they also have levels of detail that mitigate whatever hit the highest level of detail entails.Wakain wrote:I've been thinking, I don't know much about models but does the game load the tri's on the right side of the weapon(mostly invisible for 1st person)? if it does we might reduce tri's on that side as they're only seen in 3rd person. I've noticed weapons in cod 4 don't even have a modelled right side, just a texture.
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frankwilliam
- Posts: 61
- Joined: 2010-02-05 12:22
Re: PR 128 Player Server Test - Official
How did 128 skirmish work out, were you able to play without crashes?
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Bufl4x
- Posts: 252
- Joined: 2009-05-05 03:37
Re: PR 128 Player Server Test - Official
This is mind blowing.
I would give a lot of graphical detail and voip for 128 players, the possibilities are awesome!
PR indeed has to change for this but i believe it's worth it.
I would give a lot of graphical detail and voip for 128 players, the possibilities are awesome!
PR indeed has to change for this but i believe it's worth it.
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WithoutPurpose
- Posts: 131
- Joined: 2010-11-26 19:29
Re: PR 128 Player Server Test - Official
Nice job, played half of the round on Silent Eagle skirmish. Okay screw these crashes, I was crashing anyway all the time. PR without crashes is not PR 
But anyway it would be cool if one or two servers would go online with 128 player support,playing awesome rounds on Muttrah with full scale attacks and not 3vs3 fire-fights.
But anyway it would be cool if one or two servers would go online with 128 player support,playing awesome rounds on Muttrah with full scale attacks and not 3vs3 fire-fights.
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Elirah
- Posts: 50
- Joined: 2010-03-20 16:46
Re: PR 128 Player Server Test - Official
Here a video from the first 128 Players on the Server:
Last edited by 77SiCaRiO77 on 2011-01-26 17:56, edited 1 time in total.




