Alternative 64+ player code confirmed

General discussion of the Project Reality: BF2 modification.
Zeno
Posts: 3430
Joined: 2008-09-07 14:16

Alternative 64+ player code confirmed

Post by Zeno »

today the 64 max limit has been broken yet again:

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more in this thread
FH2 Thread

this is not Soppa`s code and has been promised to be released for free :mrgreen:

Quote from Nemes1s:
It's a pre-patched binary atm so I need to code a patcher first otherwise it'd be illegal for me to distribute a modified binary.

I will not "charge" for the server, maybe I'll accept donations but I'm not planning to create a buisness by selling the code or something. If the code gets released it will be free.
The problem of the test today will be that the bandwith of my server will be reduced after a few GB of traffic
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[R-DEV]Ninja2dan: Not having a spotter is like masturbating with a cheese grater...mildly amusing at first, but generally painful and bloody in the end.

Thornehaw: If all this have been evidently true, Battlefield is a much scarier and dirtier than ever imagined. Not a conspiracy, but a possibility. If it is true, then trusting another is quite worrisome.
SShadowFox
Posts: 1123
Joined: 2012-01-25 21:35

Re: Alternative 64+ player code confirmed

Post by SShadowFox »

Awesome news, keep it up until we can get 500 (lol) players per-server on every BF2 mod...

Really good news, hopefully the 64 player server will become thing from the past...
UKrealplayER666
Posts: 551
Joined: 2009-02-22 16:33

Re: Alternative 64+ player code confirmed

Post by UKrealplayER666 »

Most players have issues coordinating on a 64 man server, i dread to think what would happen if every server went 64+ :P

Good work though, good to know people are working towards this kind of thing, one question though, does this version show name tags over the heads of every player not just the first 32?
Anderson29
Posts: 891
Joined: 2005-12-19 04:44

Re: Alternative 64+ player code confirmed

Post by Anderson29 »

Image
i lol@ this ^
UKrealplayER666 wrote:Most players have issues coordinating on a 64 man server, i dread to think what would happen if every server went 64+ :P
servers are only as good as its rules and the admins that enforce them.

i just wish this progress had been done years ealier....i would of never thought i would still be playing this game after buying it in june 05 much less a mod i downloaded in Aug or Sept of 05.
i want to see a future game of "Battlefield 2 MMO" with mumble integrated.

thx to Nemes1sGER
in-game name : Anderson2981
steam : Anderson2981
40mmrain
Posts: 1271
Joined: 2011-08-17 05:23

Re: Alternative 64+ player code confirmed

Post by 40mmrain »

UKrealplayER666 wrote:Most players have issues coordinating on a 64 man server, i dread to think what would happen if every server went 64+ :P

Good work though, good to know people are working towards this kind of thing, one question though, does this version show name tags over the heads of every player not just the first 32?
coordiantion issues are different from player counts. Limitless player counts are only a good thing, more freedom forthe developers is only a good thing. Testing and finding a perfect limit is better than having one imposed on you.
Nemes1s
Posts: 42
Joined: 2011-08-04 13:40

Re: Alternative 64+ player code confirmed

Post by Nemes1s »

Anderson29 wrote:Image
i lol@ this ^



servers are only as good as its rules and the admins that enforce them.

i just wish this progress had been done years ealier....i would of never thought i would still be playing this game after buying it in june 05 much less a mod i downloaded in Aug or Sept of 05.
i want to see a future game of "Battlefield 2 MMO" with mumble integrated.

thx to Nemes1sGER
The "yes" of me in this picture is non-related to this insult of soppa, it was directed to a question someone gave me before but the chat was cut off. I'd like everyone to behave and stop insulting soppa or anyone else just because 64 is broken again.
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Mineral
Retired PR Developer
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Location: Belgium

Re: Alternative 64+ player code confirmed

Post by Mineral »

we have gone to 300 players, why is this news?
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Kain888
Posts: 954
Joined: 2009-04-22 07:20

Re: Alternative 64+ player code confirmed

Post by Kain888 »

GP_MineralWouter wrote:we have gone to 300 players, why is this news?
Because it's new, independent code?
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Nemes1s
Posts: 42
Joined: 2011-08-04 13:40

Re: Alternative 64+ player code confirmed

Post by Nemes1s »

GP_MineralWouter wrote:we have gone to 300 players, why is this news?
300 is impossible afaik client is limited to 256 (you can have 255 bots max I think) but even if client has no limitation 300 is near impossible to get stable with current hardware and the bf2 engine limitations.
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J.F.Leusch69
Retired PR Developer
Posts: 2988
Joined: 2008-04-23 16:37

Re: Alternative 64+ player code confirmed

Post by J.F.Leusch69 »

did you fix the nametag issue?
Nemes1s
Posts: 42
Joined: 2011-08-04 13:40

Re: Alternative 64+ player code confirmed

Post by Nemes1s »

Also just found this

.text:08475990 public _ZN4dice3hfe2io9NetServer25setMaxNumberOfConnectionsEj
.text:08475996 cmp edx, 100h

means that max number of connections is also hardcoded into server (100 is in hex means 256 in decimal). I think Dice put that number there for a reason ;)
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Nemes1s
Posts: 42
Joined: 2011-08-04 13:40

Re: Alternative 64+ player code confirmed

Post by Nemes1s »

[R-DEV]J.F.Leusch69 wrote:did you fix the nametag issue?
No I have not looked into that (yet).
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Pesticide
Posts: 307
Joined: 2009-11-09 02:57

Re: Alternative 64+ player code confirmed

Post by Pesticide »

i find the initial thread rather very aggresive towards sopa, as far as i know he finished his 128 player code, offering us many many beta tests on a server he spent lots of money on to optimize the code. The 128 code is rdy for pr1 release is the latest i read.

I'm glad more people are digging into it but its not like sopa was evil or anything... . he made possible some of my most memorable pr gameplay sessions at no expense!

looking forward to also having memorable FH moments like we had before with soppas code pr whoever is able to provide it. (and i have to say it , fh2 and pr fob system and squad and wounded system would make fh2 that much more enjoyable for me :( )
Proud member of Forgotten Honor Tournament.
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Broadcasting PR live from big servers every week http://www.justin.tv/pesticide/videos
Zeno
Posts: 3430
Joined: 2008-09-07 14:16

Re: Alternative 64+ player code confirmed

Post by Zeno »

Pesticide wrote:i find the initial thread rather very aggresive towards sopa, as far as i know he finished his 128 player code, offering us many many beta tests on a server he spent lots of money on to optimize the code. The 128 code is rdy for pr1 release is the latest i read.

I'm glad more people are digging into it but its not like sopa was evil or anything... . he made possible some of my most memorable pr gameplay sessions at no expense!

looking forward to also having memorable FH moments like we had before with soppas code pr whoever is able to provide it. (and i have to say it , fh2 and pr fob system and squad and wounded system would make fh2 that much more enjoyable for me :( )
that was never the intention, Soppa has nothing to do with this code and i was just pointing out that this is another code and is not related to his work...

and why should we wait for PR1.0 when we can have the code now for free? :wink:
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[R-DEV]Ninja2dan: Not having a spotter is like masturbating with a cheese grater...mildly amusing at first, but generally painful and bloody in the end.

Thornehaw: If all this have been evidently true, Battlefield is a much scarier and dirtier than ever imagined. Not a conspiracy, but a possibility. If it is true, then trusting another is quite worrisome.
Nemes1s
Posts: 42
Joined: 2011-08-04 13:40

Re: Alternative 64+ player code confirmed

Post by Nemes1s »

Zeno wrote: and why should we wait for PR1.0 when we can have the code now for free? :wink:
I doubt that PR Management would allow servers to run with more then 64p until 1.0. But if any server admin has the balls to try it lol you know who to contact :mrgreen:
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SGT.Ice
Posts: 985
Joined: 2010-01-28 02:47

Re: Alternative 64+ player code confirmed

Post by SGT.Ice »

GP_MineralWouter wrote:we have gone to 300 players, why is this news?
Because it's not exclusive anymore.
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Arnoldio
Posts: 4210
Joined: 2008-07-22 15:04

Re: Alternative 64+ player code confirmed

Post by Arnoldio »

UKrealplayER666 wrote:Most players have issues coordinating on a 64 man server, i dread to think what would happen if every server went 64+ :P

Good work though, good to know people are working towards this kind of thing, one question though, does this version show name tags over the heads of every player not just the first 32?
PR lately is far worse in coordinating or even common sense. Not to mention this will bring out the real FH2. But they must NOT touch the assets otherwise ill be flipping tables. Infantry is what is missing and 20 more per side is just perfect. If they went all retarded and add more tanks and planes... like some people did in pr... it will be the same shit wich means literally pissing on Nemesis.
Last edited by Arnoldio on 2012-07-27 09:51, edited 1 time in total.
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Orgies beat masturbation hands down. - Staker
Pvt.LHeureux
Posts: 4796
Joined: 2009-04-03 15:45

Re: Alternative 64+ player code confirmed

Post by Pvt.LHeureux »

Arnoldio wrote:PR lately is far worse in coordinating or even common sense. Not to mention this will bring out the real FH2. But they must NOT touch the assets otherwise ill be flipping tables. Infantry is what is missing and 20 more per side is just perfect. If they went all retarded and add more tanks and planes... like some people did in pr... it will be the same shit wich means literally pissing on Nemesis.
"Yeah we finally have more infantry and whatnot!"
"Alright boys, let's add more assets so it becomes 64/64 but on a greater scale"


I hope they don't do this with FH2. It's fine to add more trans vehicles though :razz:


Btw, the FH2 community has more "hatred" towards Soppa because they didn't follow the 128 code like the PR community did, and the fresh memories from the "private costy" code is still there.
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Chuva_RD : You want to remove bugged thing but dont tell how to fill formed void.
KingKong.CCCP
Posts: 396
Joined: 2006-10-25 08:13

Re: Alternative 64+ player code confirmed

Post by KingKong.CCCP »

Well done, FH! :15_cheers
GP_MineralWouter wrote:we have gone to 300 players, why is this news?
If you think about it... EA did 100p back in 2005... ;-)
I don't remember going more than 250.
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