No, I ment 6+6=12 +6=18 +6=24 +6=30 +6=36 +6=42 +6=48 +6 =54 + 1 is 55x2 is 110 as Eggman said... I dont know, where my head is *searches the desk*Zodiaccup wrote:O.K., sounds much better now.![]()
128 players part two.
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AfterDune
- Retired PR Developer
- Posts: 17094
- Joined: 2007-02-08 07:19
Been thinking about something like that myself. If bots were supported, that would be great.'[R-CON wrote:DJJ-Terror']Mate, can we test 64 players + 64 bots?
Couse if that work, theres a lot of potential in bot controlled civilians or rescuing POW or similar scenarios...
I'm not sure how much is possible with scripting, but if it's possible to do something like this, that would be awesome:
if (player.isBot == true)
{
player.class = "civilian";
player.runScript("civilian", "angry");
}

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MrD
- Posts: 3399
- Joined: 2006-05-13 16:21
Cheesygoodness wrote:Yes Yar is the guy we have working on it. Again I am very sorry to waste your time again but we can only try. Hopefully with our next attempt we will get past that stupid network error!
I'll talk to the head cheese and get him to throw some bots on the server and see how that goes.
Good idea for Bots.
From experience with other games, might I point out that they can man fixed weapons at bases unless relieved, cutting down on surprise attacks, can man guns at checkpoints where you have to pass through in certain gamemodes, can even supply gunners to choppers unless relieved to provide random AI controlled fire on people. (with chopper idea, one pilot could provide transport for his entire squad like in JOTR and allow them all to get off the chopper and fight, to be picked up later to be moved)

[R-MOD]Mongolian Dude: AH man, sarcasm is so hard to get across the web, even if we are both british
[R-DEV]Jaymz: That has to be...the most epic response to a welcome thread I have ever seen. [R-CON]Mr.D ladies and gentlemen!
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Rambo Hunter
- Posts: 1899
- Joined: 2006-12-22 18:40
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Zodiaccup
- Posts: 167
- Joined: 2007-04-02 16:17
Sorry my post was not that clear, with "sounds much better now", I was referring to that headbanging part, cause I have to do it too from time to time.Outlawz wrote:No, I ment 6+6=12 +6=18 +6=24 +6=30 +6=36 +6=42 +6=48 +6 =54 + 1 is 55x2 is 110 as Eggman said... I dont know, where my head is *searches the desk*
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ZaZZo
- Posts: 1494
- Joined: 2007-02-03 18:37
Therefore it doesn'y matter what the order is, that's waht I've been taught.. Lols let's not turn this into a maths discussion.Rambo Hunter wrote:You mean 9*6*2+2?
multiplication before addition.![]()
@ bots, now I've been playing single player a couple of times.. And the bots seem to act very "selfish" like taking a chopper then hopping out over enemy territory, ALONE...
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eggman
- Retired PR Developer
- Posts: 11721
- Joined: 2005-12-27 04:52
Not a waste of time! An absolutely brilliant thiing if you can pull it off.Cheesygoodness wrote:Yes Yar is the guy we have working on it. Again I am very sorry to waste your time again but we can only try. Hopefully with our next attempt we will get past that stupid network error!
Kashan with >100 players!!!
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AfterDune
- Retired PR Developer
- Posts: 17094
- Joined: 2007-02-08 07:19
Perhaps some things can be scripted. It's just an idea, would be cool if it were possible..ZaZZo wrote:@ bots, now I've been playing single player a couple of times.. And the bots seem to act very "selfish" like taking a chopper then hopping out over enemy territory, ALONE...
And of course it's no waste of time! I love these things. I'll join you anytime you want to test something, mate.

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Dunehunter
- Retired PR Developer
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R@ge
- Posts: 413
- Joined: 2006-06-12 17:32
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Yar
- Posts: 5
- Joined: 2007-06-01 15:53
Well, I am still working on it, here is my theory of what is going on:
processPlayerLimit(text parameterFromFile){
int tmpInt = ConvertInt( parameterFromFile )
Call setSv_MaxPlayers( tmpInt)
Call initialize_arrays( tmpInt) <--- still passes 64 dispite removal of player limit
Return
}
setSv_MaxPlayers( tmpInt){
if tmpInt > 64 then tmpInt = 64 <---- This is what I removed
sv.maxPlayers = tmpInt <--- only effects display, not array sizes
}
If I am correct about the above theory, I should still be able to crack the server limit still. But if I am wrong, and there is a player-side check when you join a server on how many players are in the game, then we are screwed, but I do not think that is the case.
processPlayerLimit(text parameterFromFile){
int tmpInt = ConvertInt( parameterFromFile )
Call setSv_MaxPlayers( tmpInt)
Call initialize_arrays( tmpInt) <--- still passes 64 dispite removal of player limit
Return
}
setSv_MaxPlayers( tmpInt){
if tmpInt > 64 then tmpInt = 64 <---- This is what I removed
sv.maxPlayers = tmpInt <--- only effects display, not array sizes
}
If I am correct about the above theory, I should still be able to crack the server limit still. But if I am wrong, and there is a player-side check when you join a server on how many players are in the game, then we are screwed, but I do not think that is the case.
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Jay
- Posts: 281
- Joined: 2006-07-03 19:39
I don't see what's so hard about this...
Just change the:
"allow_128Players=false"
to "true"! Easy as that!
Heh, just kidding... I'd adore you if you could get this to work! Keep it up!
Just change the:
"allow_128Players=false"
to "true"! Easy as that!
Heh, just kidding... I'd adore you if you could get this to work! Keep it up!
Help Project Reality in Australia, join the bigD community!
http://www.bigdgaming.net/
http://www.bigdgaming.net/
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-=shootmeplz=-
- Posts: 46
- Joined: 2006-12-28 20:44
first of all: i have no feckn clue of programming, but my logical thinking tells me to set a new maximum, not just to remove the old one!
just a suggestion...
if tmpInt > 128 then tmpInt = 128 <---- This is what I would add. too easy to be true?Yar wrote: if tmpInt > 64 then tmpInt = 64 <---- This is what I removed
just a suggestion...
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Yar
- Posts: 5
- Joined: 2007-06-01 15:53
Unfortunately that would do the same thing as we just saw. In that case, if you specified 120 players it would create a 120 player server, but not work when the 65th player joined. If you created a 130 player server, it will create a 128 player server with the same problem =(-=shootmeplz=- wrote:first of all: i have no feckn clue of programming, but my logical thinking tells me to set a new maximum, not just to remove the old one!
if tmpInt > 128 then tmpInt = 128 <---- This is what I would add. too easy to be true?
just a suggestion...
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tupla_s
- Posts: 145
- Joined: 2007-05-24 17:14
Would it be possible that the palyer id system in bf is only 7bits so when there's more than 64 players the 65th player wouldn't be assigned a id so he gets a connection error. Just something random that game in to my mind.
Here's a short text about Player ID, if you don't get what I mean by that.
http://bf2.fun-o-matic.org/index.php/Player_Identity
EDIT: Changed 8bits to 7, a small counting error =)
Here's a short text about Player ID, if you don't get what I mean by that.
http://bf2.fun-o-matic.org/index.php/Player_Identity
EDIT: Changed 8bits to 7, a small counting error =)
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Yar
- Posts: 5
- Joined: 2007-06-01 15:53





