Sure, but not just for admins. I like to know who is standing next to me, and I find it an essential feature. IRL you have faces, body type, voice AND uniform to distinguish who is who. Without nametags, I'd have to ask or check the map and caps lock screen EVERY time I need to know who someone right next to me (or 20m away) is.Mellanbror wrote:Ofc a nightmare for admins witout them, just wish there was some other way to ID players.
128 player tests: Feedback and Observations
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Oskar
- Posts: 481
- Joined: 2009-09-27 11:36
Re: 128 Tests: Feedback and Observations
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Psyrus
- Retired PR Developer
- Posts: 3841
- Joined: 2006-06-19 17:10
Re: 128 Tests: Feedback and Observations
Saw this while searching for something else, I thought it was humorous enough to warrant posting in this thread 
https://www.realitymod.com/forum/f10-pr ... post554964
https://www.realitymod.com/forum/f10-pr ... post554964
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Wicca
- Posts: 7336
- Joined: 2008-01-05 14:53
Re: 128 Tests: Feedback and Observations
With time comes new doors that open. its true fact.
No longer the time of What is hardcoded, its a question of when.
No longer the time of What is hardcoded, its a question of when.
Xact Wicca is The Joker. That is all.
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Mellanbror
- Posts: 320
- Joined: 2009-09-05 10:56
Re: 128 Tests: Feedback and Observations
Yes, this too. Maybe squads can be marked with diffrent colors on minimap and each sm get a number (1-8 if squadlimit isOskar wrote:Sure, but not just for admins. I like to know who is standing next to me, and I find it an essential feature. IRL you have faces, body type, voice AND uniform to distinguish who is who. Without nametags, I'd have to ask or check the map and caps lock screen EVERY time I need to know who someone right next to me (or 20m away) is.
That way you would know that this is e.g your squads medic.
I know nothing about what can or can't be done. Just know that game felt better without tags floating in the air.
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HunterMed
- Posts: 2080
- Joined: 2007-04-08 17:28
Re: 128 Tests: Feedback and Observations
Maybe warfare tactics from old times have to be used again... Lines standing face off each other and then shooting ? la Napolean wars or so 
on a serious note though: formations could be come more useful and maybe even used...
on a serious note though: formations could be come more useful and maybe even used...
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KingKong.CCCP
- Posts: 396
- Joined: 2006-10-25 08:13
Re: 128 Tests: Feedback and Observations
War tactics didn't change that much, as people think. 90% of the tactics are the same as in WWII. Rifles didn't change that much, some MGs from WWII are still in use, modified of course. Foxholes are pretty much the same.
Just because there are no big wars in the world today, doesn't mean that modern battles of the 21st century between Russia and China (Wanda Shan, eh?) would be fought in the same fashion that US troops fight against Taliban insurgents.
Just think about it... Let's say, the front line is as long as... equator line, 40,000km.
China has 2,800,000 active personnel. That is 70 active soldiers per km. Oh, yeah, I forgot to mention, China has 380,000,000 males with military training, available for a fight. If we would count them too, that would be 9570 soldiers per km, in a war between two hemispheres, land and sea.
Russians have 21,000 tanks, thou many of them not operational. US about 16,000... But with other members from NATO, it goes way beyond 0.5tank per km all around the globe. And it's peace now.
If there would be a war between big countries they could increase the production of armored vehicles.
Warsaw pact had something like 70,000+ tanks.
All together, long trench warfare and massive infantry battles head-on would be a part of any full scale war in 21st century, even nuclear one. Good thing we can't afford another WW, cos it would be a massive bloodbath all over again.
Just because there are no big wars in the world today, doesn't mean that modern battles of the 21st century between Russia and China (Wanda Shan, eh?) would be fought in the same fashion that US troops fight against Taliban insurgents.
Just think about it... Let's say, the front line is as long as... equator line, 40,000km.
China has 2,800,000 active personnel. That is 70 active soldiers per km. Oh, yeah, I forgot to mention, China has 380,000,000 males with military training, available for a fight. If we would count them too, that would be 9570 soldiers per km, in a war between two hemispheres, land and sea.
Russians have 21,000 tanks, thou many of them not operational. US about 16,000... But with other members from NATO, it goes way beyond 0.5tank per km all around the globe. And it's peace now.
If there would be a war between big countries they could increase the production of armored vehicles.
Warsaw pact had something like 70,000+ tanks.
All together, long trench warfare and massive infantry battles head-on would be a part of any full scale war in 21st century, even nuclear one. Good thing we can't afford another WW, cos it would be a massive bloodbath all over again.
Last edited by KingKong.CCCP on 2011-02-14 02:26, edited 1 time in total.
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Soppa
- Posts: 360
- Joined: 2009-02-23 14:24
Re: 128 Tests: Feedback and Observations
bf2 has build-in support even up to 26 squads per side!
Alpha,Bravo,Charlie,Delta,Echo,Foxtrot,Gamma,Hotel,India,Juliet,Kilo,Lima,Mike,November,Oscar,Papa,Quebec,Romeo,Sierra,Tango,Uniform,Victor,Whiskey,Xray,Yankee,Zulu
But build-in VOIP has only support for 38 channels as follows:
CHANNEL TEAM 1 SQUAD A-I LEADER
CHANNEL TEAM 1 SQUAD A-I MEMBER
CHANNEL TEAM 2 SQUAD A-I LEADER
CHANNEL TEAM 2 SQUAD A-I MEMBER
Means A-I squads is 9 channels per side + leader/commander channels.
It could be tricky to active more support for voip but maybe solution is to disable voip and go for forced mumble/ts3 instead.
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Soppa @ Finland
Alpha,Bravo,Charlie,Delta,Echo,Foxtrot,Gamma,Hotel,India,Juliet,Kilo,Lima,Mike,November,Oscar,Papa,Quebec,Romeo,Sierra,Tango,Uniform,Victor,Whiskey,Xray,Yankee,Zulu
But build-in VOIP has only support for 38 channels as follows:
CHANNEL TEAM 1 SQUAD A-I LEADER
CHANNEL TEAM 1 SQUAD A-I MEMBER
CHANNEL TEAM 2 SQUAD A-I LEADER
CHANNEL TEAM 2 SQUAD A-I MEMBER
Means A-I squads is 9 channels per side + leader/commander channels.
It could be tricky to active more support for voip but maybe solution is to disable voip and go for forced mumble/ts3 instead.
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Soppa @ Finland
Last edited by Soppa on 2011-02-14 12:30, edited 1 time in total.
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Soppa
- Posts: 360
- Joined: 2009-02-23 14:24
Re: 128 player tests: Feedback and Observations
Yes but as bf2 voip only support squads from A to I (9), and if you enable more squads, it could cause problems.echo wrote:I don't think de-activating BF2 voip would be a good decision as I don't think you should force people to use third party programs for compatibility issues which people do face problems with.
If it runs without errors, ingame voip still wont work for squads made after "India".
Maybe external voip users could make squads after India is done
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Soppa
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KingKong.CCCP
- Posts: 396
- Joined: 2006-10-25 08:13
Re: 128 player tests: Feedback and Observations
Soppa, I don't think I understand what your saying...
bf2 has build-in support even up to 26 squads per side!
So... which one of these two is correct?Yes but as bf2 voip only support squads from A to I (9)
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Soppa
- Posts: 360
- Joined: 2009-02-23 14:24
Re: 128 player tests: Feedback and Observations
I did list all squad names earlier which are build-in.KingKong.CCCP wrote:Soppa, I don't think I understand what your saying...
So... which one of these two is correct?
Build-in voip channels are:
CHANNEL TEAM 1 SQUAD ALPHA LEADER
CHANNEL TEAM 1 SQUAD BRAVO LEADER
CHANNEL TEAM 1 SQUAD CHARLIE LEADER...
CHANNEL TEAM 1 SQUAD ALPHA MEMBER
CHANNEL TEAM 1 SQUAD BRAVO MEMBER... and so on.
So there is INDIA channels but not JULIET, KILO etc etc.
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Soppa
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psychickactivity
- Posts: 586
- Joined: 2008-08-14 10:45
Re: 128 player tests: Feedback and Observations
When is the next time ?
I am on hollidays this period , when can we fight on Iron Eagles ?gentlemen?......
I am on hollidays this period , when can we fight on Iron Eagles ?gentlemen?......
[img]psychickactivity[/img]
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KingKong.CCCP
- Posts: 396
- Joined: 2006-10-25 08:13
Re: 128 player tests: Feedback and Observations
Any news about this?
I searched through PR forum, found nothing.
Then I searched the interweb with the google machine for "128 project reality", found old posts about The First Big One (NEW test server), then I got this:
Britney Spears - Page 128 - Reality TV Games
with this gif on it...

I searched through PR forum, found nothing.
Then I searched the interweb with the google machine for "128 project reality", found old posts about The First Big One (NEW test server), then I got this:
Britney Spears - Page 128 - Reality TV Games
with this gif on it...

Last edited by KingKong.CCCP on 2011-02-19 05:44, edited 1 time in total.
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Reddeath
- Posts: 308
- Joined: 2010-03-02 01:39
Re: 128 player tests: Feedback and Observations
The tests are not for the players, its for the developers.
Stop expecting them to just start running 128 player servers every weekend, when they make a change that they feel needs a stress test or a large audience to scout error/problems, they will most definitely bring it back, until then stop asking when the next time it will be up is.
Stop expecting them to just start running 128 player servers every weekend, when they make a change that they feel needs a stress test or a large audience to scout error/problems, they will most definitely bring it back, until then stop asking when the next time it will be up is.
Ingame: # SuperBagel
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KingKong.CCCP
- Posts: 396
- Joined: 2006-10-25 08:13
Re: 128 player tests: Feedback and Observations
Sir, yes sir, sir.
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Arnoldio
- Posts: 4210
- Joined: 2008-07-22 15:04
Re: 128 player tests: Feedback and Observations
128 slot test permanently damaged my brain. Now i can hardly play with only 64 people...

Orgies beat masturbation hands down. - Staker
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Acemantura
- Posts: 2463
- Joined: 2007-08-18 06:50
Re: 128 player tests: Feedback and Observations
I'd like to know which memory address(es) they changed. Every time I try to change a 64 my server crashes or nothing happens.
Dammit.
Dammit.
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BloodyDeed
- Retired PR Developer
- Posts: 4452
- Joined: 2008-05-07 17:43
Re: 128 player tests: Feedback and Observations
We dont run 128p tests just for fun. Running these tests is a hard time for our community and admins. Without adjusted maps its hardly playable and we got a lot of negative (as well as positive) feedback.psychickactivity wrote:When is the next time ?
I am on hollidays this period , when can we fight on Iron Eagles ?gentlemen?......
The Devs got the intel they wanted for now and as long as they dont want to try out anything new there wont be another testing period.

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Wicca
- Posts: 7336
- Joined: 2008-01-05 14:53
Re: 128 player tests: Feedback and Observations
So wait, this is like mumble? Once you try it, you cant go back? lol
Xact Wicca is The Joker. That is all.
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Blargh.o
- Posts: 6
- Joined: 2010-11-22 14:55
Re: 128 player tests: Feedback and Observations
I think you're mistaking intrest in the project for a "ZOMG let me play it you meanies!" attitude. Alot of people are just interested in any progress being made behind the scenes. It would be nice to have a dev blog or thread on here just to give updates on what is being worked on.BloodyDeed wrote:We dont run 128p tests just for fun. Running these tests is a hard time for our community and admins. Without adjusted maps its hardly playable and we got a lot of negative (as well as positive) feedback.
The Devs got the intel they wanted for now and as long as they dont want to try out anything new there wont be another testing period.
You guys are also closing the doors on anyone who may be able to help with the project by keeping it all hush hush.




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