128 player tests: Feedback and Observations

General discussion of the Project Reality: BF2 modification.
Locked
J.F.Leusch69
Retired PR Developer
Posts: 2988
Joined: 2008-04-23 16:37

Re: 128 Tests: Feedback and Observations

Post by J.F.Leusch69 »

bummer wrote:....
you all might already know this and I have spent a lot of time trying to figure out why but if you play CoOp with more than 80 bots you will start to get the name tag bug with the bots as well. So that might help narrow down the problem.
...
i think that is down to the ainames.con in the ai folder, which has not enough names listed
bummer
Posts: 8
Joined: 2008-08-07 07:17

Re: 128 Tests: Feedback and Observations

Post by bummer »

[R-DEV]J.F.Leusch69 wrote:i think that is down to the ainames.con in the ai folder, which has not enough names listed
Yeah I added bot names, still had the name tag bug. I think what ever the problem is will fix both CoOp and Muti player.
Bellator
Posts: 511
Joined: 2009-07-13 13:52

Re: 128 Tests: Feedback and Observations

Post by Bellator »

Why do I always miss cool things like these :(

I didn't participate so I can't really comment. But 128 sounds great, especially on larger 4 km maps.
Psyrus
Retired PR Developer
Posts: 3841
Joined: 2006-06-19 17:10

Re: 128 Tests: Feedback and Observations

Post by Psyrus »

lol @ 'half a bit'

Bit - Wikipedia, the free encyclopedia

Definitely was not the issue :)
SGT.Ice
Posts: 985
Joined: 2010-01-28 02:47

Re: 128 Tests: Feedback and Observations

Post by SGT.Ice »

Wouldn't be too much to ask for a Fire Team Leader kit though and assign it within the squad if at all possible.
Image
DankE_SPB
Retired PR Developer
Posts: 3678
Joined: 2008-09-30 22:29

Re: 128 Tests: Feedback and Observations

Post by DankE_SPB »

It would, not a suggestion thread :roll: not to mention other issues...
Image
[R-DEV]Z-trooper: you damn russian bear spy ;P - WWJND?
Wicca
Posts: 7336
Joined: 2008-01-05 14:53

Re: 128 Tests: Feedback and Observations

Post by Wicca »

When a player doesnt have a tag. Does mumble "record" that its there? Like what file or code makes your tag appear ingame?

Im just thinking this sounds like a client issue. IE you cant see more than "64" players. But the question is then, can you just make it so that the ones that you can see stays on one side, and the others who see eachother stays on the other?

Cause if im thinking correct, everyone can see tags, its just selected few who can see certain tags, and if they are somehow connected, IE i am part of a 64 player group, that can all see eachother, and your part of another group of 64 players, all mixed between the two teams. And if there was an explenation of how the "exe" worked. Like what it does, it might shed some light on all this.

Does Battlefield 2 split groups up in, Team 1, Team 2, and connecting. To create the 128 player server, you had to deactivate something, maybe deactivate, and reinstate the same things, but change the settigns?
Xact Wicca is The Joker. That is all.
Kain888
Posts: 954
Joined: 2009-04-22 07:20

Re: 128 Tests: Feedback and Observations

Post by Kain888 »

Wicca wrote:Im just thinking this sounds like a client issue. IE you cant see more than "64" players. But the question is then, can you just make it so that the ones that you can see stays on one side, and the others who see eachother stays on the other?
Ye, that's interesting, we don't need player to see all 128 tags in pr, just 63 (sometimes more) of its own team I guess.
Image
SeanRamey
Posts: 96
Joined: 2009-06-16 15:53

Re: 128 Tests: Feedback and Observations

Post by SeanRamey »

Well now that I've actually got to play a few actual full 128 player games, I have to say that its freakin awesome. It adds significantly to the game. The 4km maps don't seem so huge and empty anymore but its not like its got too many people in it. It's alot of fun to be commander, and the games weren't laggy at all for me. I also got to play on Wanda Shan with 128 players, and that was great. Still wasn't laggy and it really made that map come alive. It was a great battle too. Keep up the great work!
PLODDITHANLEY
Posts: 3608
Joined: 2009-05-02 19:44

Re: 128 Tests: Feedback and Observations

Post by PLODDITHANLEY »

If nametags do prove to be a problem with the space or load they take IMHO a simple green or blue dot would suffice. For ammo or medic needs voip or mumble's enough.

Although this wouldn't solve the immediate problem as it would need to same system to work but maybe it could save a little space/bandwidth/FPS somewhere?

Would VOIP with 128 need alot more capacity/bandwidth than on a 64 I assume it must use twice as much, again if a third party system could be configured to allow SM's to 'force center' in their squads that too may save a little space somewhere?

No VOIP mumble battles have been tried but the problem is always if an SM is out of mumble local distance text is the only answer.

I personaly think it could be nice if everyone was on mumble and using it to have text for only admin and server messages - I get tired with so much spam on it sometimes.
killonsight95
Posts: 2123
Joined: 2009-03-22 13:06

Re: 128 Tests: Feedback and Observations

Post by killonsight95 »

Wicca wrote:When a player doesnt have a tag. Does mumble "record" that its there? Like what file or code makes your tag appear ingame?
Mumble still works fine
Answer in caps
Elektro
Posts: 1824
Joined: 2009-01-05 14:53

Re: 128 Tests: Feedback and Observations

Post by Elektro »

Still cant join - server is full at 120
TrialsLife
Posts: 67
Joined: 2007-08-12 11:43

Re: 128 Tests: Feedback and Observations

Post by TrialsLife »

PLODDITHANLEY wrote:If nametags do prove to be a problem with the space or load they take IMHO a simple green or blue dot would suffice. For ammo or medic needs voip or mumble's enough.
The only problem I could see with this, is that by doing so you have no real way of identifing individual players. This would mainly be a problem with squad leaders, trying to get an idea of where people are around you. In real life you have faces that are recognisable to you. The problem would only get worse with an increase in squad size.
KingKong.CCCP
Posts: 396
Joined: 2006-10-25 08:13

Re: 128 Tests: Feedback and Observations

Post by KingKong.CCCP »

Wicca wrote: Does Battlefield 2 split groups up in, Team 1, Team 2, and connecting. To create the 128 player server, you had to deactivate something, maybe deactivate, and reinstate the same things, but change the settigns?
Wow... good point Wicca.
Now get this - in BF2 vanilla you can, if you aim at the enemy, see the enemy tag. If so, then the group has to be the size of 64. Then it is possible that, if there are two 64 player groups on 128p server, get one group on one team. That way, you could fix the problem with it.

I bet a good server in an organized match could do this, just by switching people without tags to the opposite team.
That is, IF there are two groups. I'll check this in another hour.


EDIT:
AAAAAAAAAAAAAAAAAAAAAAAAA IT'S OVER!!!
NOOOOOOOOOOOOOOOOOOOOOOOOOOO!!!!!!!! :28_behead :26_suicid :hissyfit:

They killed The Big 128. :(
Last edited by KingKong.CCCP on 2011-02-06 14:43, edited 3 times in total.
Zoddom
Posts: 1029
Joined: 2008-02-11 15:29

Re: 128 Tests: Feedback and Observations

Post by Zoddom »

just wanted to join, where is it?? :(
Brainlaag
Posts: 3923
Joined: 2009-09-20 12:36

Re: 128 Tests: Feedback and Observations

Post by Brainlaag »

Zoddom wrote:just wanted to join, where is it?? :(
Server goes up and dies again every few days, phase 5(?) of testing is over. You'll have to wait a few days, till they start a new run.
Mora
Posts: 2933
Joined: 2007-08-21 12:37

Re: 128 Tests: Feedback and Observations

Post by Mora »

First they will have the fix the bugs after that we can talk about balancing it.
Von_Gnome
Posts: 563
Joined: 2010-10-22 13:00

Re: 128 Tests: Feedback and Observations

Post by Von_Gnome »

Insurgency on Archer was fun, but there was alot of baseraping.
Image
Locked

Return to “PR:BF2 General Discussion”