would this work for 128 player server?

Suggestions from our community members for PR:BF2. Read the stickies before posting.
AnRK
Posts: 2136
Joined: 2007-03-27 14:17

Re: would this work for 128 player server?

Post by AnRK »

I don't think closing it is necessary, I know most of the theories have been exhausted but there have been a few miraculous posts brining something fresh to the idea.
Saobh
Retired PR Developer
Posts: 8124
Joined: 2006-01-21 11:55

Re: would this work for 128 player server?

Post by Saobh »

Indeed this will stay open, as hopefully new ideas and info about a way of doing this will eventually surface.
The only acceptable 'Lone Wolf' you'll be allowed to play : http://www.projectaon.org/en/Main/Home

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GLQ
Posts: 80
Joined: 2006-11-09 10:54

Re: would this work for 128 player server?

Post by GLQ »

idea - make server, put 100+ bots, make it inactive, and not in the game actually (like choose team), but with reserved slots, and when someone connect to the server, gets control on the bot, or just him slot ...

... wow, that's sound lil' impossible, but on theory is OK ..
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Sabre_tooth_tigger
Posts: 1922
Joined: 2007-06-01 20:14

Re: would this work for 128 player server?

Post by Sabre_tooth_tigger »

Basra with 64 players and 64 civilian bots :)
symk0014
Posts: 7
Joined: 2008-08-29 09:27

Re: would this work for 128 player server?

Post by symk0014 »

oh...my video card's end...
Panzar
Posts: 92
Joined: 2008-08-25 06:19

Re: would this work for 128 player server?

Post by Panzar »

Well, you know how bots in CoOP mode are disabled from the server list (from the server selector HUD), so they are practically invisible, like you could see a server with 0/64 but it has 100 invisible bots, well isnt there a way that players could become invisible?
AnRK
Posts: 2136
Joined: 2007-03-27 14:17

Re: would this work for 128 player server?

Post by AnRK »

I imagine someone will have thought of that, but that'd be good if you could get away with it. Getting some bots in game would be very useful for random civvys on Ins maps, but would also be quite cool if they deployed in a base defence role manning AA and stationary MGs and stuff.
AnRK
Posts: 2136
Joined: 2007-03-27 14:17

Re: would this work for 128 player server?

Post by AnRK »

Until it's done, or PR comes out for a new engine, then it had better stay! :p
GLQ
Posts: 80
Joined: 2006-11-09 10:54

Re: would this work for 128 player server?

Post by GLQ »

#306, well the bots don't make input traffic to the server ...

I still cannot understand - why other people CAN make 200+ multi mods for games like GTA:San Andreas, but dev's here don't ...

And don't tell that engine will crash, my computer only slow down because the CPU is too weak for 100 bots, but the game doen't bug out !
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fubar++
Posts: 248
Joined: 2007-07-08 17:04

Re: would this work for 128 player server?

Post by fubar++ »

The word here is, as mentioned several times in a way or another: Proprietary. To get around it is the problem.
AnRK
Posts: 2136
Joined: 2007-03-27 14:17

Re: would this work for 128 player server?

Post by AnRK »

Eh? The issue isn't really so much to do with strain on servers and people's rigs. In don't know the ins and outs of why it doesn't work, but I seem to remember it being due to certain files we're not legally allowed to mod, and people have been looking for a way round these issues.

Stuff like 200+ mods for GTA San Andreas aren't a great example anyway, things done on that kinda level are usually very unreliable as the engine wasn't intended to cope with it. I could be wrong with GTA specifically, but you see enough of people that mod games well beyond the engines limitations. On the subject, BF2 is pretty much the most solid multi-platform (infantry, armour, air etc) game with a high level of players about, I don't know personally but I've heard games like arma are pretty sketchy when it comes to reliability..

*EDIT* In other words what he ^ said :p
IronTaxi
Retired PR Developer
Posts: 4925
Joined: 2006-05-31 12:56

Re: would this work for 128 player server?

Post by IronTaxi »

GLQ wrote:#306, well the bots don't make input traffic to the server ...

I still cannot understand - why other people CAN make 200+ multi mods for games like GTA:San Andreas, but dev's here don't ...

And don't tell that engine will crash, my computer only slow down because the CPU is too weak for 100 bots, but the game doen't bug out !
the game wont allow more than 64 to enter the server...We tried before (twice i believe)

although it allows it client side...the server side code will not allow that 65th player to enter the serever...

simple as that....trust me.. if it could be done we would do it..

but up to this point it has always failed.. and devs in general know more than just about anyone about the bf2 engine
Soppa
Posts: 360
Joined: 2009-02-23 14:24

Re: would this work for 128 player server?

Post by Soppa »

Heya peps,

Can you please test and join to this 128 player server, thanks.

kompassi.com BiG Reality [PR]FIN

IP Address: 85.23.203.31 Port: 16567
Status: Alive Current Players: 0 / 128

kompassi.com BiG Reality [PR]FIN [bf2] Battlefield 2

---
[FIN] Soppa
AfterDune
Retired PR Developer
Posts: 17094
Joined: 2007-02-08 07:19

Re: would this work for 128 player server?

Post by AfterDune »

Interesting. New ideas, new insights? Why would it work this time? I'm just curious :) .
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LithiumFox
Posts: 2334
Joined: 2007-07-08 18:25

Re: would this work for 128 player server?

Post by LithiumFox »

Well, it never hurts to try, unless it does hurt.. then SURPRISE!

But seriously... I don't care for that 255 people thing.. I think we should work on making everything work on the Large maps we have CURRENTLY and work on making those more "efficient" THEN maybe work on this stuff...


(Efficient is used in quotes in this post because it needs to efficiently designed to the fullest potentional.. meaning Hack the "8 person per vehicle" thing before hacking the amount of people into the server)

=D Learn from Project Wildfire or the GTP mod and their hacking of the NR2003 source exe.. hell.. they even got down to distributing the full exe modified to precisely what they needed... XD then got sued.... (mainly cause of the new owners)

=/ I mean I understand Dice and EA would have a problem with that.. but like said... Dice is generally a bit better than EA when coming to actually talking (at least in my efforts) and since PR was posted up on the battlefield website, maybe you could talk to them about some modifications involving BF2 that they could help you combat Piracy while allowing you to complete the tasks we want.

As much as I would love to use the frostbite engine, I feel like if there is any way to continue down the path of bringing the BF2 engine to it's fullest potential, there will have to be some kind of legal actions made eventually for the modifying of the exe

=D Legally modifying... in the good way... with the ok from dice... of course....
Last edited by LithiumFox on 2009-04-10 08:37, edited 1 time in total.

[url=http://www.realitymod.com/forum/f112-pr-bf2-tales-front/91678-universal-teamwork-oriented-player-tag.html]
Sinn_Ah_Taggh
Posts: 218
Joined: 2008-10-23 14:33

Re: would this work for 128 player server?

Post by Sinn_Ah_Taggh »

Soppa wrote:Heya peps,

Can you please test and join to this 128 player server, thanks.

kompassi.com BiG Reality [PR]FIN

IP Address: 85.23.203.31 Port: 16567
Status: Alive Current Players: 0 / 128

kompassi.com BiG Reality [PR]FIN [bf2] Battlefield 2

---
[FIN] Soppa
Seems to be up and running..
Dunno annything about stability yet,but might be worth a try

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[img]http://media.realitymod.com/userbars/pr_moty2008.gif[/img]
WilsonPL
Posts: 510
Joined: 2008-03-27 17:32

Re: would this work for 128 player server?

Post by WilsonPL »

I cant find this server in browser..

edit: when im trying to join thru GameTracker, game is switching to Vanilla BF2..
Last edited by WilsonPL on 2009-04-10 11:29, edited 1 time in total.
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Rhino
Retired PR Developer
Posts: 47909
Joined: 2005-12-13 20:00

Re: would this work for 128 player server?

Post by Rhino »

I doubt you will get more than 64 players in it... when the 65th player tries to connect he will most likly get disconnected.
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Zimmer
Posts: 2069
Joined: 2008-01-12 00:21

Re: would this work for 128 player server?

Post by Zimmer »

Whats new? How have you worked out the problem that the server is full when the 65th player joins?
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