Official 100p Testing Sessions

General discussion of the Project Reality: BF2 modification.
Nemes1s
Posts: 42
Joined: 2011-08-04 13:40

Re: Official 100p Testing Sessions

Post by Nemes1s »

I think we will play the 128 Layer Maps as they need testing.
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paul161616
Posts: 377
Joined: 2008-07-08 17:24

Re: Official 100p Testing Sessions

Post by paul161616 »

Sounds like fun, see ya all there!
BloodyDeed
Retired PR Developer
Posts: 4452
Joined: 2008-05-07 17:43

Re: Official 100p Testing Sessions

Post by BloodyDeed »

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.
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

Post by Arnoldio »

What kit allocation delay? Does this mean we can basejump and just request a kit close to the ground again and survive?
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Orgies beat masturbation hands down. - Staker
K4on
Retired PR Developer
Posts: 5055
Joined: 2009-05-08 19:48

Re: Official 100p Testing Sessions

Post by K4on »

try it yourself & see what happens :)
BloodyDeed
Retired PR Developer
Posts: 4452
Joined: 2008-05-07 17:43

Re: Official 100p Testing Sessions

Post by BloodyDeed »

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

Re: Official 100p Testing Sessions

Post by K4on »

damn, now he won't try^^
WeeD-KilleR
Posts: 792
Joined: 2009-11-01 13:32

Re: Official 100p Testing Sessions

Post by WeeD-KilleR »

btw., were you able to fix the "nametag-not-showing-up"-thing?
AfterDune
Retired PR Developer
Posts: 17094
Joined: 2007-02-08 07:19

Re: Official 100p Testing Sessions

Post by AfterDune »

Needs a client-side patch as far as I know.

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

Post by Nemes1s »

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

Post by AfterDune »

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.
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Nemes1s
Posts: 42
Joined: 2011-08-04 13:40

Re: Official 100p Testing Sessions

Post by Nemes1s »

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
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Post by BloodyDeed »

Its like modifying a program which it's only purpose is to prevent these modifications ;)
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WeeD-KilleR
Posts: 792
Joined: 2009-11-01 13:32

Re: Official 100p Testing Sessions

Post by WeeD-KilleR »

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.
BloodyDeed
Retired PR Developer
Posts: 4452
Joined: 2008-05-07 17:43

Re: Official 100p Testing Sessions

Post by BloodyDeed »

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

Post by Cassius »

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.
|TG|cap_Kilgore
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Rudd
Retired PR Developer
Posts: 21225
Joined: 2007-08-15 14:32

Re: Official 100p Testing Sessions

Post by Rudd »

I have seen good things happening with 12 men
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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Brainlaag
Posts: 3923
Joined: 2009-09-20 12:36

Re: Official 100p Testing Sessions

Post by Brainlaag »

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
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
Retired PR Developer
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Joined: 2007-08-15 14:32

Re: Official 100p Testing Sessions

Post by Rudd »

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
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