Official 100p Testing Sessions
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Nemes1s
- Posts: 42
- Joined: 2011-08-04 13:40
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paul161616
- Posts: 377
- Joined: 2008-07-08 17:24
Re: Official 100p Testing Sessions
Sounds like fun, see ya all there!
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BloodyDeed
- Retired PR Developer
- Posts: 4452
- Joined: 2008-05-07 17:43
Re: Official 100p Testing Sessions
We had to cancel the 100p test due to some errors with Punkbuster and Mumble.
Thanks for all who joined, it helped a lot. We needed that playercount to try a few things.
Anyway, server is still running the modified settings as mentioned above, so feel free to join.
Thanks for all who joined, it helped a lot. We needed that playercount to try a few things.
Anyway, server is still running the modified settings as mentioned above, so feel free to join.
100 player
8p per squad
2 medics per squad
Removed kit allocation delay for all infantry kits
UAV doesn't expire anymore, takes 1min to relocate
Amount of needed informants to give commander intel reduced from 6 to 4; time for informants to deplay reduced from 180 to 60 seconds.
Rallypoints last 2 minutes. Overrun takes now 3 enemies within 25m radius on 1km, 50m radius on 2km, 100m radius on 4km. Rallypoint needs to get reloaded by time or firebase.
Officer needs 2 squadmates to set a rally.
Removed need of mortar firemission
Removed ability to pickup enemy kits
Soundmod is allowed but not mandatory
Several minor python bugfixes

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Arnoldio
- Posts: 4210
- Joined: 2008-07-22 15:04
Re: Official 100p Testing Sessions
What kit allocation delay? Does this mean we can basejump and just request a kit close to the ground again and survive?

Orgies beat masturbation hands down. - Staker
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K4on
- Retired PR Developer
- Posts: 5055
- Joined: 2009-05-08 19:48
Re: Official 100p Testing Sessions
try it yourself & see what happens 
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BloodyDeed
- Retired PR Developer
- Posts: 4452
- Joined: 2008-05-07 17:43
Re: Official 100p Testing Sessions
Infantry kits like Marksman and Grenadier are faster back in the kit pool so you can request them more often (the limit of 4 per team still exists).

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K4on
- Retired PR Developer
- Posts: 5055
- Joined: 2009-05-08 19:48
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WeeD-KilleR
- Posts: 792
- Joined: 2009-11-01 13:32
Re: Official 100p Testing Sessions
btw., were you able to fix the "nametag-not-showing-up"-thing?
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AfterDune
- Retired PR Developer
- Posts: 17094
- Joined: 2007-02-08 07:19
Re: Official 100p Testing Sessions
Needs a client-side patch as far as I know.
Someone would have to look into that btw
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Someone would have to look into that btw

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Nemes1s
- Posts: 42
- Joined: 2011-08-04 13:40
Re: Official 100p Testing Sessions
It would probably cause conflicts with Punkbuster as it would technically be a hack.

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AfterDune
- Retired PR Developer
- Posts: 17094
- Joined: 2007-02-08 07:19
Re: Official 100p Testing Sessions
FH2 is using their own .exe, without running BF2.exe. Of course one shouldn't modify the original BF2.exe.
Or simply let something like PR.exe change values on runtime, so there's no need to modify BF2.exe or anything.
Or simply let something like PR.exe change values on runtime, so there's no need to modify BF2.exe or anything.

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Nemes1s
- Posts: 42
- Joined: 2011-08-04 13:40
Re: Official 100p Testing Sessions
Patching Memory is not a problem at all it's simply that modifications to nametags is something that'd make PB suspicious of the client.

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BloodyDeed
- Retired PR Developer
- Posts: 4452
- Joined: 2008-05-07 17:43
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WeeD-KilleR
- Posts: 792
- Joined: 2009-11-01 13:32
Re: Official 100p Testing Sessions
Isn't there any posibility to tell PB that this is not a hack? Doesn't it work over MD5 checksums? Like SM does it.
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BloodyDeed
- Retired PR Developer
- Posts: 4452
- Joined: 2008-05-07 17:43
Re: Official 100p Testing Sessions
We figured out what was causing the crashes and problems with punkbuster this saturday. Expect a new test soon.

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Cassius
- Posts: 3958
- Joined: 2008-04-14 17:37
Re: Official 100p Testing Sessions
Its kinda sad its not 128 and squads have been limited to 8 instead of 12. I have seen good things happening with 12 men squads. And who wants less because he wants to go mechanized or something can lock at 8 or whatever he needs.
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Rudd
- Retired PR Developer
- Posts: 21225
- Joined: 2007-08-15 14:32
Re: Official 100p Testing Sessions
lolzI have seen good things happening with 12 men
8 is more streamlined and encourages more efficient team distribution, I don't see why a big public event wouldn't be able to lock their server and put 12 man squads in though; because that is where it would possible work - in organised gameplay rather than public gameplay
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Brainlaag
- Posts: 3923
- Joined: 2009-09-20 12:36
Re: Official 100p Testing Sessions
Facepalm, if you want to promote good teamplay in public matches by limiting features, you should lock down PR completely and give up on it. Either that, or you put up some kind of riddle on the installation exe so only capable people get to install the game.Rudd wrote:lolz
8 is more streamlined and encourages more efficient team distribution, I don't see why a big public event wouldn't be able to lock their server and put 12 man squads in though; because that is where it would possible work - in organised gameplay rather than public gameplay
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Rudd
- Retired PR Developer
- Posts: 21225
- Joined: 2007-08-15 14:32
Re: Official 100p Testing Sessions
that's strange, because alot of people complain to me that the PR team creates gameplay dynamics that can only work on HQ servers like TG...whereas if we try and keep the game simple for the public we're complained at for limiting features?
Just
Can't
Win
Just
Can't
Win


