PR 128 Player Server Test - Official
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Johncro
- Posts: 1146
- Joined: 2009-06-11 20:50
Re: PR 128 Player Server Test - Official
Personally I would have loved to join mumble, but I could tell everyone was super excited, so i didn't feel the need to be ear raped at main.
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Warpig-
- Posts: 1610
- Joined: 2008-08-06 20:29
Re: PR 128 Player Server Test - Official
It's just a proof of concept test. There's no adminscript, it'll crash a lot, it's not a freakin' playtest.
Be patient, it's completely barebones stress test / proof of concept work right now, they just need the public to fill a 128 player server.
Be patient, it's completely barebones stress test / proof of concept work right now, they just need the public to fill a 128 player server.

Cause we throw bombs on it, throw bombs on it. Just smash something, yeah mosh for me.
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ma21212
- Posts: 2551
- Joined: 2007-11-17 01:12
Re: PR 128 Player Server Test - Official
Is this "legal" as in would EA let you guys do this to bf2?


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Warpig-
- Posts: 1610
- Joined: 2008-08-06 20:29
Re: PR 128 Player Server Test - Official
I don't see why not. Mods are the only thing keeping BF2 alive right now.
Last edited by Warpig- on 2011-01-27 03:33, edited 1 time in total.

Cause we throw bombs on it, throw bombs on it. Just smash something, yeah mosh for me.
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Sniperdog
- Retired PR Developer
- Posts: 1177
- Joined: 2009-02-27 00:06
Re: PR 128 Player Server Test - Official
Yes, our official implementation of this is completely legal (does not touch or even modify any compiled code from EA) and uses the same kind of system memory writing technique used for 2d markers with tr.exe.ma21212 wrote:Is this "legal" as in would EA let you guys do this to bf2?
PR would never endorse anything illegal.


Will Stahl aka "Merlin" in the Squad community
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SlLeNceR
- Posts: 41
- Joined: 2010-05-09 00:23
Re: PR 128 Player Server Test - Official
You guys shouldn't have used a German server for it, but it was fucking intense! haha I loved it!

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SGT.MARCO
- Posts: 341
- Joined: 2010-07-08 03:01
Re: PR 128 Player Server Test - Official
I agree, as soon as the team is able( if ever) to stabilize the server, they should come out with a server side hot fix. Its no use containing it to .97 or 1.0 it should just be elaborated upon to make it better next version
I have no problem with it now, just add more tickets and use 4km only maps. Because 2km would be chaos.
Question 1: Is it against EA, DICE to exploit it like this, or is it legit because i see no harm, its attracting more players to Battlefield 2.
Q2: Is it possible to add more heavy assets to severs such as (choppers, tanks, Apcs, humvees, etc.)
Q3: Is it possible to increase the amount squads possibly to say 12, also change squad numbers to letters because Alpha/bravo/Charlie squad sounds better than squad 1/2/3/4
The little bit of time i spent on the server included a huge 56 player para drop in Silent Eagle. Te main trouble i saw was the player tags not showing up. thus the TK issue, but people shall adjust if not fixable. Being able to play with mumble would be legit, just saying
How long would it be until we will be able to fix up and realease such a innovation

Giant step for PR
Next we shall see, fire teams, more kits, assets, better teamwork, an actual front line. And people not minding large 4 km maps. also room for AA,tow,hat devoted squads.
I have no problem with it now, just add more tickets and use 4km only maps. Because 2km would be chaos.
Question 1: Is it against EA, DICE to exploit it like this, or is it legit because i see no harm, its attracting more players to Battlefield 2.
Q2: Is it possible to add more heavy assets to severs such as (choppers, tanks, Apcs, humvees, etc.)
Q3: Is it possible to increase the amount squads possibly to say 12, also change squad numbers to letters because Alpha/bravo/Charlie squad sounds better than squad 1/2/3/4
The little bit of time i spent on the server included a huge 56 player para drop in Silent Eagle. Te main trouble i saw was the player tags not showing up. thus the TK issue, but people shall adjust if not fixable. Being able to play with mumble would be legit, just saying
How long would it be until we will be able to fix up and realease such a innovation

Giant step for PR
Next we shall see, fire teams, more kits, assets, better teamwork, an actual front line. And people not minding large 4 km maps. also room for AA,tow,hat devoted squads.
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dtacs
- Posts: 5512
- Joined: 2008-12-07 23:30
Re: PR 128 Player Server Test - Official
People just need to learn the uniforms of the enemies/friendlies. I had someone in my squad literally kill a friendly 10ft from him when there were about 15 other friendlies around, because he was so used to friendly tags.

Needless to say trying to run an 8 man squad is total bedlam, fireteams will be much easier once tag and kits are organized (1 AR is pretty ****) It was Qinling so infantry combat was bleeurgh but having 5 rifleman with scopes really buffs up the squads' lethality.

Needless to say trying to run an 8 man squad is total bedlam, fireteams will be much easier once tag and kits are organized (1 AR is pretty ****) It was Qinling so infantry combat was bleeurgh but having 5 rifleman with scopes really buffs up the squads' lethality.
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bloodthirsty_viking
- Posts: 1664
- Joined: 2008-03-03 22:02
Re: PR 128 Player Server Test - Official
I put replys in your quote so i feel cool
(and edited out long parts im not commenting on =)
SGT.MARCO wrote:
I have no problem with it now, just add more tickets and use 4km only maps. Because 2km would be chaos.
Some 2K maps could be epic, Like, whats it called, Op archer might be cool, But im thinking of the other one with the giant mountians, taliban Vs US and their is the base in the middle of the map that either team can cap
Q2: Is it possible to add more heavy assets to severs such as (choppers, tanks, Apcs, humvees, etc.)
I think its the mapper but the would just add another car here and their, Might remove a boat and add a chopper or something if nothing else.
Q3: Is it possible to increase the amount squads possibly to say 12, also change squad numbers to letters because Alpha/bravo/Charlie squad sounds better than squad 1/2/3/4
Or, as they have allready done, Increase the squad size![]()
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Johncro
- Posts: 1146
- Joined: 2009-06-11 20:50
Re: PR 128 Player Server Test - Official
To add, they tried 12 man squads, crashed all the time irrc. Plus if you read the whole thread SGT.Marco, mostly all of your Questions would be answered.bloodthirsty_viking wrote:I put replys in your quote so i feel cool(and edited out long parts im not commenting on =)
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VapoMan
- Retired PR Developer
- Posts: 1139
- Joined: 2009-05-29 07:11
Re: PR 128 Player Server Test - Official
Look at [R-DEV]Sniperdog post, its only 2 posts above yours.SGT.MARCO wrote:Question 1: Is it against EA, DICE to exploit it like this, or is it legit because i see no harm, its attracting more players to Battlefield 2.
"Eight glorious sides and eight stunning angles!"
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ShockUnitBlack
- Posts: 2100
- Joined: 2010-01-27 20:59
Re: PR 128 Player Server Test - Official
I wonder if anybody has ever looked into an effective way of managing a fireteam system.dtacs wrote:Needless to say trying to run an 8 man squad is total bedlam, fireteams will be much easier once tag and kits are organized
"I Want To Spend The Rest Of My Life With You Tonight."
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qsmith
- Posts: 70
- Joined: 2009-04-26 14:21
Re: PR 128 Player Server Test - Official
so many nubs on this server right now... firing aa in main tk dicking around...
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ma21212
- Posts: 2551
- Joined: 2007-11-17 01:12
Re: PR 128 Player Server Test - Official
thats good cuz I was concerned that DICE or EA might try to destory this idea...any way one last question, why do some pics have squads that say they have 12 ppl, I thought the max number of ppl in a squad was 8.'[R-DEV wrote:Sniperdog;1537988']Yes, our official implementation of this is completely legal (does not touch or even modify any compiled code from EA) and uses the same kind of system memory writing technique used for 2d markers with tr.exe.
PR would never endorse anything illegal.


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ShockUnitBlack
- Posts: 2100
- Joined: 2010-01-27 20:59
Re: PR 128 Player Server Test - Official
It can go to a max of 12, the devs just advise against it for anti-crash reasons.ma21212 wrote:I thought the max number of ppl in a squad was 8.
"I Want To Spend The Rest Of My Life With You Tonight."
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Archerchef
- Posts: 196
- Joined: 2008-10-05 22:05
Re: PR 128 Player Server Test - Official
........
This is madness
This is madness
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TomDackery
- Posts: 611
- Joined: 2009-01-11 02:23
Re: PR 128 Player Server Test - Official
I would like to learn the outcome of this.
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Nebsif
- Posts: 1512
- Joined: 2009-08-22 07:57
Re: PR 128 Player Server Test - Official
lol at the tags.. Got TKed by a medic yesterday that simply kept walking instead of atleast reviving me.
Is it possible to remove all name tags except squad mate ones?
Is it possible to remove all name tags except squad mate ones?
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Acemantura
- Posts: 2463
- Joined: 2007-08-18 06:50
Re: PR 128 Player Server Test - Official
Round Ending...
CTD
ATI 4870 @ 1080p x8AA
4GB
That was still fun as hell. I hope you guys rock the hell out of this now Softcoded motherfather.
Peace
Ace
CTD
ATI 4870 @ 1080p x8AA
4GB
That was still fun as hell. I hope you guys rock the hell out of this now Softcoded motherfather.
Peace
Ace
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crot
- Posts: 1786
- Joined: 2010-09-07 19:05
Re: PR 128 Player Server Test - Official
idk, but I had a pretty pro squad just now on kashan and iron eagle maps, we even walked in formationdtacs wrote:Its still going, but the lack of English speaking players and people uninterested in following orders makes for some pretty crappy teamwork.



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