would this work for 128 player server?

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Neo_Mapper
Posts: 251
Joined: 2008-04-08 16:51

Re: would this work for 128 player server?

Post by Neo_Mapper »

Just a Question, but isn't there a little squad problem? The Squad-System can manage a maximum of 110 players:
6(persons/squad)*9(squads)+1(commander) = 55persons/team

And if we have one-man-squads, so good night xD
Sorry for my bad english ^_^'
markonymous
Posts: 1358
Joined: 2007-10-25 05:20

Re: would this work for 128 player server?

Post by markonymous »

Rabban666 wrote:I got a server sitting doing nothing.
OK rabban has a server that we can use i guess and who knows how to install whaterver you are supposed to install?
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Cyrax-Sektor
Posts: 1030
Joined: 2007-10-15 21:12

Re: would this work for 128 player server?

Post by Cyrax-Sektor »

Neo_Mapper wrote:Just a Question, but isn't there a little squad problem? The Squad-System can manage a maximum of 110 players:
6(persons/squad)*9(squads)+1(commander) = 55persons/team

And if we have one-man-squads, so good night xD
That occurred to me as well when I first heard this idea. If only squad 10 was in-game (in the localization files, there was a default name for the tenth squad).

So we couldn't have 128 players and have the servers like TG and BA kicking squad-less people. But how many people want to lone wolf in PR? Maybe the snipers, that's two. Spec-Ops maybe, another two. Builders wouldn't need a squad, they'd just go around shoveling and killing. Or in case of engies, building and repairing. It'd get awfully lonely as lone wolf in PR.

So 110 players would be a more practical approach, if no squads are locked, all are full and there's a commander. This forces a commander, and I don't see too many people so keen for the job. 108 players, allowing a spot in a squad for every soldier on the team.

Anyways, I'm up for testing.

Two ways to keep track of players on the day this goes down, one is xfire, another is the bf2s.com leader board system. My Leader Board, BF2S.com

Just add players you know who'll be testing. 5 is good, as one or two won't be able to make it. If you see their circle is green, they're online. So you hover your cursor over the green dot and see the server they're on. From there, you can join the server and testing can commence. No need to mass message 64+ players via xfire. :wink:
Mora
Posts: 2933
Joined: 2007-08-21 12:37

Re: would this work for 128 player server?

Post by Mora »

So what is need to be done?

• Good server that will not crash if many player would join.
• Someone that knows how to modify the exe's and or object_client/server.zip
• What map needs to played i belief it was dragon valley not sure.
• Server set to max ping ∞ so people with high pings can stay without getting kicked.


Basically thats it.. Now who is going to arrange this?
Neo_Mapper
Posts: 251
Joined: 2008-04-08 16:51

Re: would this work for 128 player server?

Post by Neo_Mapper »

the problem is that you cant get a kit if you are not in a squad. So the "real" lone wolves like sniper and spec wouldnt be possible without squad...
Well the only solution I can think about, is to make rest supporters and builders. it would realy kick ***, if there would be 9 engineers running around with the only target to reapir tanks. They would drive with hummwees as 2 guys to the tanks and apcs which need repair. Well but this would only be possible at a "privat match" and not at a public server xD
Sorry for my bad english ^_^'
markonymous
Posts: 1358
Joined: 2007-10-25 05:20

Re: would this work for 128 player server?

Post by markonymous »

Neo_Mapper wrote:the problem is that you cant get a kit if you are not in a squad. So the "real" lone wolves like sniper and spec wouldnt be possible without squad...
Well the only solution I can think about, is to make rest supporters and builders. it would realy kick ***, if there would be 9 engineers running around with the only target to reapir tanks. They would drive with hummwees as 2 guys to the tanks and apcs which need repair. Well but this would only be possible at a "privat match" and not at a public server xD
first of all stop being so damn negative... The ppl without a squad can be designated transporters driving the support trucks flying transports etc (the pilot kit should be availible for ppl outside of a squad to for this)

So what is need to be done?
• Good server that will not crash if many player would join.
• Someone that knows how to modify the exe's and or object_client/server.zip
• What map needs to played i belief it was dragon valley not sure.
• Server set to max ping ∞ so people with high pings can stay without getting kicked.


Basically thats it.. Now who is going to arrange this?
id say the person with a good enough server should organize it. This person could then give the rest of us information about progress directly.
Now who knows how to modify the .exe's and or object_client/server.zip?
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Mosquill
Retired PR Developer
Posts: 857
Joined: 2007-08-12 10:13

Re: would this work for 128 player server?

Post by Mosquill »

markonymous wrote:Now who knows how to modify the .exe's and or object_client/server.zip?
You don't know how to modify .zip archives?

Anyway, I've sent josh_sg1 an e-mail asking for instructions.
Rabban666
Posts: 27
Joined: 2008-03-25 19:37

Re: would this work for 128 player server?

Post by Rabban666 »

Let me know when you have the instructions. My server currently runns in demon mode you think I will need to chnage it to run normal.
Masaq
Retired PR Developer
Posts: 10043
Joined: 2006-09-23 16:29

Post by Masaq »

Marko - cut the attitude, the guy raises a perfectly valid point. 110 players maximum makes perfect sense - it's still a massive increase.

Having 9 guys on your team to do transport duties etc unable to use VOIP at all would be a nightmare on pubbie servers.


110 players maximum would be fine.




Mosquill and Rabban - you guys sort out getting the server enabled. Then contact me and let me know when you're ready for a proper test - I'll make sure the PR test team are able to help out on the day you choose, reducing the number of pubbies you're going to rely on.
Mosquill
Retired PR Developer
Posts: 857
Joined: 2007-08-12 10:13

Re: would this work for 128 player server?

Post by Mosquill »

Rabban666 wrote:Let me know when you have the instructions. My server currently runns in demon mode you think I will need to chnage it to run normal.
Ok I'll let you know.

I have absolutely no experiece with bf2's dedicated server so I have no idea what demon mode means :)
'[R-MOD wrote:Masaq']
Mosquill and Rabban - you guys sort out getting the server enabled. Then contact me and let me know when you're ready for a proper test - I'll make sure the PR test team are able to help out on the day you choose, reducing the number of pubbies you're going to rely on.
Ok
Masaq
Retired PR Developer
Posts: 10043
Joined: 2006-09-23 16:29

Re: would this work for 128 player server?

Post by Masaq »

Rabban - I'd take that up with Josh; I'd assume it would need to be run outside of Daemon mode at least until BF2CC could be updated to recognise more than 64 slots. Basically, run it as simply as you can.

"That's how it starts, Mas, with that warm happy feeling inside. Pretty soon you're rocking in the corner, a full grown dog addict, wondering where your next St Bernand is coming from..." - IAJTHOMAS
"Did they say what he's angry about?" asked Annette Mitchell, 77, of the district, stranded after seeing a double feature of "Piranha 3D" and "The Last Exorcism." - Washington Post
Cyrax-Sektor
Posts: 1030
Joined: 2007-10-15 21:12

Re: would this work for 128 player server?

Post by Cyrax-Sektor »

[R-CON]Mosquill wrote: I have absolutely no experience with bf2's dedicated server so I have no idea what demon mode means :)
I think it's BF2CC daemon mode. :) Battlefield 2: Command & Control Server Software
http://www.bf2cc.com/
markonymous
Posts: 1358
Joined: 2007-10-25 05:20

Re: would this work for 128 player server?

Post by markonymous »

[R-MOD]Masaq wrote:Marko - cut the attitude, the guy raises a perfectly valid point. 110 players maximum makes perfect sense - it's still a massive increase.

Having 9 guys on your team to do transport duties etc unable to use VOIP at all would be a nightmare on pubbie servers.


110 players maximum would be fine.




Mosquill and Rabban - you guys sort out getting the server enabled. Then contact me and let me know when you're ready for a proper test - I'll make sure the PR test team are able to help out on the day you choose, reducing the number of pubbies you're going to rely on.
ah **** i forgott about the VoiP sorry. Well 110 players is still good.
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General Dragosh
Posts: 1282
Joined: 2005-12-04 17:35

Re: would this work for 128 player server?

Post by General Dragosh »

Well wen the server is gona be set up give me a PM cause ill forget easly :D
[img][/img]Newly ordered sig !


Mora
Posts: 2933
Joined: 2007-08-21 12:37

Re: would this work for 128 player server?

Post by Mora »

I will be there no matter what time :)
markonymous
Posts: 1358
Joined: 2007-10-25 05:20

Re: would this work for 128 player server?

Post by markonymous »

Mora wrote:I will be there no matter what time :)
indeed
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Zimmer
Posts: 2069
Joined: 2008-01-12 00:21

Post by Zimmer »

Give me a notification and can see if I cant get some of the nubs from .:iGi:. to join in as well.
Cheesygoodness
Posts: 226
Joined: 2007-05-03 23:06

Re: would this work for 128 player server?

Post by Cheesygoodness »

Its Cheesy from Rubberduckygaming. We were the ones that ran the 128 player server testing it out. So you are aware we modified both the client and server files for the game and found it still to continue to crash.

We did manage a decent demo based server running mods however that succeeded rather well. It would require a lot of coding work I assume to transfer all of PR to that and maps were a pain and required a lot of tinkering and renaming. We found you could only run one map per server and manually swap out the map on the server box.

I don't mean to tell you not to try further but I feel I should say we did in fact test both modified clients and modified server files privately and found the engine was not very helpful in the matter and could never get it to run.

I do apologize for not reading the full thread but I skimmed most of it. If someone has gathered more info I'm sure we can arrange sharing ours and the guys that did the work might be willing to show you what we modified and what didn't work.

We all felt it would require a lot of editing of source code to get it to function properly and that would require speaking with DICE personally. We attempted through POE2 team and their contacts but they were resistant and we stopped trying.
Mora
Posts: 2933
Joined: 2007-08-21 12:37

Re: would this work for 128 player server?

Post by Mora »

by client and server do you also mean the exe's?
Cheesygoodness
Posts: 226
Joined: 2007-05-03 23:06

Re: would this work for 128 player server?

Post by Cheesygoodness »

Yes we did both modified exes and modified server and client files based off the demo hack.
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