128 player tests: Feedback and Observations

General discussion of the Project Reality: BF2 modification.
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Ts4EVER
Posts: 1111
Joined: 2009-02-18 13:43

Re: 128 player tests: Feedback and Observations

Post by Ts4EVER »

No, 2km max.
Jesper107
Posts: 15
Joined: 2009-03-23 23:55

Re: 128 player tests: Feedback and Observations

Post by Jesper107 »

Isnt this supposed to be for PR?
Tema567
Retired PR Developer
Posts: 124
Joined: 2008-08-28 00:31

Re: 128 player tests: Feedback and Observations

Post by Tema567 »

Server with the same patch is now called "128 AWESOME BATTLES - WORKING 64 bit" (instead of Sisu worked 128p because there is no online), now running map Kokan.
Anyone who wants to test please join right now, we must raise the line to get the last result.
Soppa
Posts: 360
Joined: 2009-02-23 14:24

Re: 128 player tests: Feedback and Observations

Post by Soppa »

Tema567 wrote:Server with the same patch is now called "128 AWESOME BATTLES - WORKING 64 bit" (instead of Sisu worked 128p because there is no online), now running map Kokan.
Anyone who wants to test please join right now, we must raise the line to get the last result.
thanks for renaming, maybe that will sell better ;)

server which runs PR 128 has way better rig and connection than FH one.
So go please and use it :o
Last edited by Soppa on 2011-03-04 22:32, edited 1 time in total.
Tim270
PR:BF2 Developer
Posts: 5166
Joined: 2009-02-28 20:05

Re: 128 player tests: Feedback and Observations

Post by Tim270 »

Pretty sure it is still a 2k but I could be wrong. Fh2 felt much better with 128 players. Obviously you need to tweak/create a 128p layer but It really felt so much more like a huge chaotic battle. Name tag problem is not so much a issue as well.
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Soppa
Posts: 360
Joined: 2009-02-23 14:24

Re: 128 player tests: Feedback and Observations

Post by Soppa »

[R-DEV]Rudd wrote:would love to see some pics/vids of FH2 128 players lads, especially on the 4k maps
there could be some at their forum
http://fhpubforum.warumdarum.de/index.php?topic=13947.0
Ts4EVER
Posts: 1111
Joined: 2009-02-18 13:43

Re: 128 player tests: Feedback and Observations

Post by Ts4EVER »

BTw Soppa, the Fh2 devs want to talk to you about something on FH2 IRC.
Rhino
Retired PR Developer
Posts: 47909
Joined: 2005-12-13 20:00

Re: 128 player tests: Feedback and Observations

Post by Rhino »

Tim270 wrote:Name tag problem is not so much a issue as well.
probably because the name tags never show up in FH2 anyways :p
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Ts4EVER
Posts: 1111
Joined: 2009-02-18 13:43

Re: 128 player tests: Feedback and Observations

Post by Ts4EVER »

[R-DEV]Rhino wrote:probably because the name tags never show up in FH2 anyways :p
I think they do over short range. IIRC that was put into some patch because of team kills.
Soppa
Posts: 360
Joined: 2009-02-23 14:24

Re: 128 player tests: Feedback and Observations

Post by Soppa »

nice, we got server full but insurgency maps seems to be bad idea as there is 60 peps spawning to same cache and lagging like hell :? ??:

and crash.. on FH2 its been up now for 20 maps without crashes. hmmph :(

well Ill traceback that coredump and see what we can do.
Last edited by Soppa on 2011-03-05 00:44, edited 2 times in total.
TrialsLife
Posts: 67
Joined: 2007-08-12 11:43

Re: 128 player tests: Feedback and Observations

Post by TrialsLife »

Thanks for hosting the server, had a good time even though I only had two kills over four rounds! All played smooth until the forest maps, not sure if that was the reason why though.

One things for certain, your going to need alot more admin to control a crowd like that!

One thing I did think about, people were mentioning the lag could be due to voip. Is there any way that mumble could be intergrated into PR, so it runs on PR start up and when you then join a server, it automaticlly joins that servers mumble server? If that was possible you could possibly disable voip. Just a thought, have no idea how or if it would work mind...
Tema567
Retired PR Developer
Posts: 124
Joined: 2008-08-28 00:31

Re: 128 player tests: Feedback and Observations

Post by Tema567 »

Soppa wrote:nice, we got server full but insurgency maps seems to be bad idea as there is 60 peps spawning to same cache and lagging like hell :? ??:

and crash.. on FH2 its been up now for 20 maps without crashes. hmmph :(

well Ill traceback that coredump and see what we can do.
Crash occurred when i kicked some peoples with higher ping (>300ms), maybe that is reason of this first crash..
I think server could be also very stable, as with FH2
KingKong.CCCP
Posts: 396
Joined: 2006-10-25 08:13

Re: 128 player tests: Feedback and Observations

Post by KingKong.CCCP »

mumble channels needed. :)

too many people using VOIP makes 12 people squads not efficient enough.
too much VOIP chatter... maybe that caused lag?
Redamare
Posts: 1897
Joined: 2007-10-30 21:09

Re: 128 player tests: Feedback and Observations

Post by Redamare »

FIRST you should take a look at my Post for a team Hierarchy
Quick preview includes Fire team leaders and Squads within the jurisdiction of those Fire team leaders.

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I believe this will help us control the overwhelming sensation of the amount of people inside squads and coordinate attacks more efficiently.
Psyko
Posts: 4466
Joined: 2008-01-03 13:34

Re: 128 player tests: Feedback and Observations

Post by Psyko »

havnt been following this thread. too busy. i just want to know if you guys are still hacking the shit out of this, or if you found a legit workaround.
Pvt.LHeureux
Posts: 4796
Joined: 2009-04-03 15:45

Re: 128 player tests: Feedback and Observations

Post by Pvt.LHeureux »

Ok FH2 trafic is dead for now. Like every night, when the EU people leave.

Going to be back on FH2 128 players server tommorow! :D

Psyko, get FH2 if you don't they have a 128 players server too with 10 people limit by squad.
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Chuva_RD : You want to remove bugged thing but dont tell how to fill formed void.
Soppa
Posts: 360
Joined: 2009-02-23 14:24

Re: 128 player tests: Feedback and Observations

Post by Soppa »

Tema567 wrote:Crash occurred when i kicked some peoples with higher ping (>300ms), maybe that is reason of this first crash..
I think server could be also very stable, as with FH2
Ok modmanager is installed now and will kick +250ms players. let see if this will sort some of lag.
Maybe its better keep servers down so peps wont get frustrated sitting there and waiting more.
Will start em later today (saturday).
Pvt.LHeureux
Posts: 4796
Joined: 2009-04-03 15:45

Re: 128 player tests: Feedback and Observations

Post by Pvt.LHeureux »

I got around 125 ~ ping on the server. It's hosted in finland no? I had better ping on hslan or 762.
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Chuva_RD : You want to remove bugged thing but dont tell how to fill formed void.
Soppa
Posts: 360
Joined: 2009-02-23 14:24

Re: 128 player tests: Feedback and Observations

Post by Soppa »

echo wrote:I don't think ping is your problem. When the official test was done on the NwA server, a lot of people had high pings yet people still experienced the same performance. I had a high ping on your server (300 ms) and didn't receive any lag at-all and it was totally playable. ... being warned of being kicked.

I don't think you'll fill it up to the full 128 if you restrict on ping. Just my opinion.
Yes it could be hard. But we really need to find out which is causing these lags.
Last night we enabled some more debug info with tema to sort this thing.
Its most simple to restrict ping to 250ms. Voip quality is set to 2 now. I think I will decrease sq size to 8 to see if it has anything to do with it. Also will decrease max players to 126 to be sure there isnt any issues with limit.

Server is also experiencing this mapload issue which could cause some of problems.
I dont know anything about it and somehow I cant find Server Administrator area where could be solution for it. If I try to push apply for server license, it just says that I already have license.

If any of Realitymod site manager is reading this, can you please contact me?
Last edited by Soppa on 2011-03-05 10:56, edited 2 times in total.
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