128 player tests: Feedback and Observations

General discussion of the Project Reality: BF2 modification.
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KingKong.CCCP
Posts: 396
Joined: 2006-10-25 08:13

Re: 128 player tests: Feedback and Observations

Post by KingKong.CCCP »

[R-DEV]Chuc wrote:Don't worry, be happy. We love 'more than 64 players'.
See, that's what I was been talking about. Just a little hint what's going on like that, and I'm ok now. :mrgreen:
Soppa
Posts: 360
Joined: 2009-02-23 14:24

Re: 128 player tests: Feedback and Observations

Post by Soppa »

SGT.MARCO wrote:what is the deal with this new server with 128, it hasnt been full all day. I would join but not until it uses better maps and not fullujah, and muttrah. use silent eagle and iron eagle, and kashan, also if the server actually gets above 100
Thanks for the tip, still doubt it will change anything as peps just wants to play on 128, not really test for get it working ;)

Server hardware is Dual Xeon and process running with all 8 cores, 12GB memory and 1/1Gbit internet connection.

Every time server crashes, it gives a lot of debug information to get things working for next patch. So its not wasted time if you join and it happen to crash.
Last edited by Soppa on 2011-02-24 01:11, edited 6 times in total.
BloodyDeed
Retired PR Developer
Posts: 4452
Joined: 2008-05-07 17:43

Re: 128 player tests: Feedback and Observations

Post by BloodyDeed »

Do you use another method of implementation than Tema or the same?
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Sniperdog
Retired PR Developer
Posts: 1177
Joined: 2009-02-27 00:06

Re: 128 player tests: Feedback and Observations

Post by Sniperdog »

BloodyDeed wrote:Do you use another method of implementation than Tema or the same?

We are working alongside Tema on this.

And to clarify, as Chuc said we would love to have 64+ servers, the work we are doing now is focused on making our implementation both polished, and stable.
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Will Stahl aka "Merlin" in the Squad community
Soppa
Posts: 360
Joined: 2009-02-23 14:24

Re: 128 player tests: Feedback and Observations

Post by Soppa »

BloodyDeed wrote:Do you use another method of implementation than Tema or the same?
Yes its about rewriting addresses, only way to do it. Dunno about tema but im not doing it at runtime. Im using pre-patched .exe but its technically same thing.
BloodyDeed
Retired PR Developer
Posts: 4452
Joined: 2008-05-07 17:43

Re: 128 player tests: Feedback and Observations

Post by BloodyDeed »

[quote=""'[R-DEV"]Sniperdog;1552798']We are working alongside Tema on this.

And to clarify, as Chuc said we would love to have 64+ servers, the work we are doing now is focused on making our implementation both polished, and stable.[/quote]

Yeah I know that the DEV Team is working together with Tema, me and madcop provided the server ;)
I talked alot to AncientMan concerning this stuff.
I just wanted to know what Soppa is working on.


[quote="Soppa""]Yes its about rewriting addresses, only way to do it. Dunno about tema but im not doing it at runtime. Im using pre-patched .exe but its technically same thing.[/quote]
Ok, maybe you guys should work together ;) Tema already said that he might need some help.
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Elektro
Posts: 1824
Joined: 2009-01-05 14:53

Re: 128 player tests: Feedback and Observations

Post by Elektro »

[R-DEV]Chuc wrote:Don't worry, be happy. We love 'more than 64 players'.


Dont worry King Kong. EA earn a bigger profit if they manage to sell more servers and by limiting the player limit to 64 they accomplish that. PR developers on the other hand prioritise teamwork and the overall in game player experience. :razz:
KingKong.CCCP
Posts: 396
Joined: 2006-10-25 08:13

Re: 128 player tests: Feedback and Observations

Post by KingKong.CCCP »

@Elektro,
You are aware of the fact Bobby McFerrin committed suicide 4 years after he released that single?
Elektro
Posts: 1824
Joined: 2009-01-05 14:53

Re: 128 player tests: Feedback and Observations

Post by Elektro »

I guess he didnt live up to his own words. :(
KingKong.CCCP
Posts: 396
Joined: 2006-10-25 08:13

Re: 128 player tests: Feedback and Observations

Post by KingKong.CCCP »

64bit CrashTestDummies 128 test server by Soppa is up.
If we can get 7 guys on the server, and if we all join one squad, and the server does not crash, Soppa knows kung fu.
But if we can get 10 guys on the server, and make 10 squads, then Soppas kung fu is strong!




@Elektro,
It's a joke. Popular myth.
Many people think this is true. If I'm right, he's alive and performing today.
Last edited by KingKong.CCCP on 2011-02-22 20:29, edited 3 times in total.
General_J0k3r
Posts: 2051
Joined: 2007-03-02 16:01

Re: 128 player tests: Feedback and Observations

Post by General_J0k3r »

KingKong.CCCP wrote:@Elektro,
You are aware of the fact Bobby McFerrin committed suicide 4 years after he released that single?
he's still alive though :P

Bobby McFerrin - Wikipedia, the free encyclopedia
Tema567
Retired PR Developer
Posts: 124
Joined: 2008-08-28 00:31

Re: 128 player tests: Feedback and Observations

Post by Tema567 »

Soppa wrote:Yes its about rewriting addresses, only way to do it. Dunno about tema but im not doing it at runtime. Im using pre-patched .exe but its technically same thing.
Well, Good luck in your beginnings
If you have troubles/crashes - i can help (PM)

P.S. We need one more guy for win32/port
SGT.MARCO
Posts: 341
Joined: 2010-07-08 03:01

Re: 128 player tests: Feedback and Observations

Post by SGT.MARCO »

Soppa wrote:Thanks for the tip, still doubt it will change anything as peps just wants to play on 128, not really test for get it working ;)

There is few good reasons for unofficial project but not gonna say em at here.
Notice also that this is 64 bit linux server while official is working on 32bit.

Server hardware is Dual Xeon and process running with all 8 cores, 12GB memory and 1/1Gbit internet connection.

Anyway, server should not crash anymore on hitting 64 limit, thats been fixed 22.02.2011.
Max squad limit is changed from 9 to 18 per side as well as squad size limit from 6 to 10.
When you make 10th squad, it could cause crash or other problems as its not been tested yet.

Server name has now also date which patch it has running.
64bit CrashTestDummies v22.02.2011 #7

It is really hard to get these things working if people are not willing to hit the limits.

Every time server crashes, it gives a lot of debug information to get things working for next patch. So its not wasted time if you join and it happen to crash.
In that case i am sorry for my stubbornness, If the server goes up tomorrow i will join, I hope this works and i would like to play soon, you should list these benefits on the server info and also make a post when server goes up to spread the word.

I would really enjoy if you put it up tomorrow, BTW. It would be easier for me if you choose all 4km or large open 2km maps(silent eagle, Iron eagle, fools road, kashan, operation archer, etc. to test on because my **** computer dies in areas with large amounts of people.

good luck
Bringerof_D
Posts: 2142
Joined: 2007-11-16 04:43

Re: 128 player tests: Feedback and Observations

Post by Bringerof_D »

how would one find this server? it does not seem to be visible in the deployment screen
Information in the hands of a critical thinker is invaluable, information alone is simply dangerous.
Soppa
Posts: 360
Joined: 2009-02-23 14:24

Re: 128 player tests: Feedback and Observations

Post by Soppa »

Bringerof_D wrote:how would one find this server? it does not seem to be visible in the deployment screen
64bit linux server is now running with name "128 Sisu" with patch version number after.
I think you will find it if you just scroll list and look for 128 player servers.

feel free to use and test it. running on 126 mode as need still to double check some playerinput functions.
Last edited by Soppa on 2011-02-23 23:49, edited 4 times in total.
Neighbor Kid
Posts: 30
Joined: 2006-03-06 23:50

Re: 128 player tests: Feedback and Observations

Post by Neighbor Kid »

this is awesome hope all goes well with this
xambone
Posts: 548
Joined: 2010-04-20 16:58

Re: 128 player tests: Feedback and Observations

Post by xambone »

ok i asked soppa to switch from new 4km map with helos on it and switch to muttrah city, he allowed it and then there was a long wait, about 60 seconds before the server showed the next map and started loading.
When i loaded i was in the same squad as from the last map me and my friend. we switched sides correctly but were in a squad already with custom name "Crazy Pilots". I spawned got in a trans truck and the "CONNECTION PROBLEM"

KungFu?
xambone
Posts: 548
Joined: 2010-04-20 16:58

Re: 128 player tests: Feedback and Observations

Post by xambone »

ok 10 man works per squad woot woot !
Soppa
Posts: 360
Joined: 2009-02-23 14:24

Re: 128 player tests: Feedback and Observations

Post by Soppa »

xambone wrote:ok i asked soppa to switch from new 4km map with helos on it and switch to muttrah city, he allowed it and then there was a long wait, about 60 seconds before the server showed the next map and started loading.
When i loaded i was in the same squad as from the last map me and my friend. we switched sides correctly but were in a squad already with custom name "Crazy Pilots". I spawned got in a trans truck and the "CONNECTION PROBLEM"

KungFu?
yes thanks, im working on mapload issue. I noticed too that it took longer than normal.

we managed to get only 24 peps today but found out that squad size 10 works good.
I hope more peps will show up at weekend and we can hit that 64 limit.
Last edited by Soppa on 2011-02-24 20:11, edited 1 time in total.
SGT.MARCO
Posts: 341
Joined: 2010-07-08 03:01

Re: 128 player tests: Feedback and Observations

Post by SGT.MARCO »

xambone wrote:ok 10 man works per squad woot woot !
i am not seeing this server, is it up at this time or was it already over?
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