128 players part two.
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A-10Warthog
- Posts: 1911
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AfterDune
- Retired PR Developer
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- Joined: 2007-02-08 07:19
Let's say you start a BF2 coop game. You have changed the con-files to allow like 30 bots, not including players. Then let about 60 players join... is it possible that'll work?Outlawz wrote:Ive downlaoded it, never really worked, so I just modified the .con files to ahve more bots...PR SP crashes with over 57 bots, I think...had 47, and still some frame lag...
Couldn't find the coop mode in PR, was bugged I believe, so perhaps it needs testing on........ vanilla
Edit:
That seems to work. I changed the AIDefault.con and started a local coop server in vanilla. I was able to run the game with 70 bots and 1 player, me

Now, this was a local server (multiplayer > create local), so I don't know how this thing will work on a multiplayer internet game. If someone is able to test that... we might be able to give the whole coop-thing some more thoughts?
Imagine scripted bots, if such a thing is even possible
Last edited by AfterDune on 2007-06-03 12:22, edited 1 time in total.

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KingKong.CCCP
- Posts: 396
- Joined: 2006-10-25 08:13
Well, there is only one proper way of doing this 128p thing...
Talk to EA, get the premision on 64+.
At least make them say why they are not interested in helping the BF comunity.
OR, we can sign a petition!
Like, make a thread on official EA forum, and hit 10,000 signatures for 128p server patch...
Btw, you could mention squad limit 6+ (10 would be nice - I played with some guys that can actualy lead a squad of 10 ppl).
Talk to EA, get the premision on 64+.
At least make them say why they are not interested in helping the BF comunity.
OR, we can sign a petition!
Like, make a thread on official EA forum, and hit 10,000 signatures for 128p server patch...
Btw, you could mention squad limit 6+ (10 would be nice - I played with some guys that can actualy lead a squad of 10 ppl).
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A-10Warthog
- Posts: 1911
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wushu1
- Posts: 89
- Joined: 2006-02-25 05:45
Dice was once a respectable company, they created a great game(BF42) were the mod community thrived. Unfortunatly though, they were corrupted by greed, and were assimilated by EA. Dice is no longer the respected company I once new, I say to hell with whatever rules and regulations they tried to use to limit us modders. Go for it, do whatever it takes to reach the limits that this oh so pitiful engine throws at us. If Dice wants us to listen to them, they must earn are respect, and from what I have seen recently....they have no intention of doing so....'[R-DEV wrote:eggman']i dont care if they care heh .. if we need a hacked client we should test that and evaluate distributing one.
Whatever you do, I will be behind you....if something like this could work, who knows what else could be achieved....
"If you do not change direction you may end up were your headed". Lau Zi
"The Taoist sage has no ambitions, therefore he can never fail. He who never fails always succeeds. And he who always succeeds is all powerful". Lao Zi
ingame name-Zuiquan1
"The Taoist sage has no ambitions, therefore he can never fail. He who never fails always succeeds. And he who always succeeds is all powerful". Lao Zi
ingame name-Zuiquan1
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.:iGi:.U.G.H.
- Posts: 850
- Joined: 2006-04-20 09:49
Hell yeah.'[R-DEV wrote:eggman']i dont care if they care heh .. if we need a hacked client we should test that and evaluate distributing one.
We are recruiting high skill players for PR - http://www.imgoingin.co.uk/forums
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AfterDune
- Retired PR Developer
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- Joined: 2007-02-08 07:19
Just thinking... back in the BF2-demo-days, you could run 128-player servers, correct?
Now, I'm not into reverse engineering and such, but is it possible to somehow reverse engineer the code that was used in the demo? Perhaps that way we can figure out what differences there are regarding the player limit...
Plus, guys, what are your thoughts about the coop-game, with bot support and stuff? I'm don't know how far we can go there and/or if it's something we want, but I kinda like the idea, if 64+ players does not work out..
Now, I'm not into reverse engineering and such, but is it possible to somehow reverse engineer the code that was used in the demo? Perhaps that way we can figure out what differences there are regarding the player limit...
Plus, guys, what are your thoughts about the coop-game, with bot support and stuff? I'm don't know how far we can go there and/or if it's something we want, but I kinda like the idea, if 64+ players does not work out..

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AfterDune
- Retired PR Developer
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Jedimushroom
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