128 player tests: Feedback and Observations

General discussion of the Project Reality: BF2 modification.
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Oskar
Posts: 481
Joined: 2009-09-27 11:36

Re: 128 Tests: Feedback and Observations

Post by Oskar »

Mellanbror wrote:Ofc a nightmare for admins witout them, just wish there was some other way to ID players.
Sure, but not just for admins. I like to know who is standing next to me, and I find it an essential feature. IRL you have faces, body type, voice AND uniform to distinguish who is who. Without nametags, I'd have to ask or check the map and caps lock screen EVERY time I need to know who someone right next to me (or 20m away) is.
Psyrus
Retired PR Developer
Posts: 3841
Joined: 2006-06-19 17:10

Re: 128 Tests: Feedback and Observations

Post by Psyrus »

Saw this while searching for something else, I thought it was humorous enough to warrant posting in this thread :)

https://www.realitymod.com/forum/f10-pr ... post554964
Wicca
Posts: 7336
Joined: 2008-01-05 14:53

Re: 128 Tests: Feedback and Observations

Post by Wicca »

With time comes new doors that open. its true fact.

No longer the time of What is hardcoded, its a question of when.
Xact Wicca is The Joker. That is all.
Mellanbror
Posts: 320
Joined: 2009-09-05 10:56

Re: 128 Tests: Feedback and Observations

Post by Mellanbror »

Oskar wrote:Sure, but not just for admins. I like to know who is standing next to me, and I find it an essential feature. IRL you have faces, body type, voice AND uniform to distinguish who is who. Without nametags, I'd have to ask or check the map and caps lock screen EVERY time I need to know who someone right next to me (or 20m away) is.
Yes, this too. Maybe squads can be marked with diffrent colors on minimap and each sm get a number (1-8 if squadlimit is 8) and visually ingame squadmembers wears a colored armlet.
That way you would know that this is e.g your squads medic.

I know nothing about what can or can't be done. Just know that game felt better without tags floating in the air.
HunterMed
Posts: 2080
Joined: 2007-04-08 17:28

Re: 128 Tests: Feedback and Observations

Post by HunterMed »

Maybe warfare tactics from old times have to be used again... Lines standing face off each other and then shooting ? la Napolean wars or so ;)

on a serious note though: formations could be come more useful and maybe even used...
KingKong.CCCP
Posts: 396
Joined: 2006-10-25 08:13

Re: 128 Tests: Feedback and Observations

Post by KingKong.CCCP »

War tactics didn't change that much, as people think. 90% of the tactics are the same as in WWII. Rifles didn't change that much, some MGs from WWII are still in use, modified of course. Foxholes are pretty much the same.

Just because there are no big wars in the world today, doesn't mean that modern battles of the 21st century between Russia and China (Wanda Shan, eh?) would be fought in the same fashion that US troops fight against Taliban insurgents.


Just think about it... Let's say, the front line is as long as... equator line, 40,000km.
China has 2,800,000 active personnel. That is 70 active soldiers per km. Oh, yeah, I forgot to mention, China has 380,000,000 males with military training, available for a fight. If we would count them too, that would be 9570 soldiers per km, in a war between two hemispheres, land and sea.
Russians have 21,000 tanks, thou many of them not operational. US about 16,000... But with other members from NATO, it goes way beyond 0.5tank per km all around the globe. And it's peace now.
If there would be a war between big countries they could increase the production of armored vehicles.
Warsaw pact had something like 70,000+ tanks.

All together, long trench warfare and massive infantry battles head-on would be a part of any full scale war in 21st century, even nuclear one. Good thing we can't afford another WW, cos it would be a massive bloodbath all over again.
Last edited by KingKong.CCCP on 2011-02-14 02:26, edited 1 time in total.
Soppa
Posts: 360
Joined: 2009-02-23 14:24

Re: 128 Tests: Feedback and Observations

Post by Soppa »

bf2 has build-in support even up to 26 squads per side!

Alpha,Bravo,Charlie,Delta,Echo,Foxtrot,Gamma,Hotel,India,Juliet,Kilo,Lima,Mike,November,Oscar,Papa,Quebec,Romeo,Sierra,Tango,Uniform,Victor,Whiskey,Xray,Yankee,Zulu

But build-in VOIP has only support for 38 channels as follows:
CHANNEL TEAM 1 SQUAD A-I LEADER
CHANNEL TEAM 1 SQUAD A-I MEMBER
CHANNEL TEAM 2 SQUAD A-I LEADER
CHANNEL TEAM 2 SQUAD A-I MEMBER

Means A-I squads is 9 channels per side + leader/commander channels.

It could be tricky to active more support for voip but maybe solution is to disable voip and go for forced mumble/ts3 instead.

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Soppa @ Finland
Last edited by Soppa on 2011-02-14 12:30, edited 1 time in total.
Soppa
Posts: 360
Joined: 2009-02-23 14:24

Re: 128 player tests: Feedback and Observations

Post by Soppa »

echo wrote:I don't think de-activating BF2 voip would be a good decision as I don't think you should force people to use third party programs for compatibility issues which people do face problems with.
Yes but as bf2 voip only support squads from A to I (9), and if you enable more squads, it could cause problems.
If it runs without errors, ingame voip still wont work for squads made after "India".

Maybe external voip users could make squads after India is done ;)

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Soppa
KingKong.CCCP
Posts: 396
Joined: 2006-10-25 08:13

Re: 128 player tests: Feedback and Observations

Post by KingKong.CCCP »

Soppa, I don't think I understand what your saying...
bf2 has build-in support even up to 26 squads per side!
Yes but as bf2 voip only support squads from A to I (9)
So... which one of these two is correct?
Soppa
Posts: 360
Joined: 2009-02-23 14:24

Re: 128 player tests: Feedback and Observations

Post by Soppa »

KingKong.CCCP wrote:Soppa, I don't think I understand what your saying...
So... which one of these two is correct?
I did list all squad names earlier which are build-in.

Build-in voip channels are:
CHANNEL TEAM 1 SQUAD ALPHA LEADER
CHANNEL TEAM 1 SQUAD BRAVO LEADER
CHANNEL TEAM 1 SQUAD CHARLIE LEADER...
CHANNEL TEAM 1 SQUAD ALPHA MEMBER
CHANNEL TEAM 1 SQUAD BRAVO MEMBER... and so on.

So there is INDIA channels but not JULIET, KILO etc etc.

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Soppa
psychickactivity
Posts: 586
Joined: 2008-08-14 10:45

Re: 128 player tests: Feedback and Observations

Post by psychickactivity »

When is the next time ?

I am on hollidays this period , when can we fight on Iron Eagles ?gentlemen?......
[img]psychickactivity[/img]
KingKong.CCCP
Posts: 396
Joined: 2006-10-25 08:13

Re: 128 player tests: Feedback and Observations

Post by KingKong.CCCP »

Any news about this?

I searched through PR forum, found nothing.
Then I searched the interweb with the google machine for "128 project reality", found old posts about The First Big One (NEW test server), then I got this:

Britney Spears - Page 128 - Reality TV Games
with this gif on it...
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Last edited by KingKong.CCCP on 2011-02-19 05:44, edited 1 time in total.
Reddeath
Posts: 308
Joined: 2010-03-02 01:39

Re: 128 player tests: Feedback and Observations

Post by Reddeath »

The tests are not for the players, its for the developers.

Stop expecting them to just start running 128 player servers every weekend, when they make a change that they feel needs a stress test or a large audience to scout error/problems, they will most definitely bring it back, until then stop asking when the next time it will be up is.
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Ingame: # SuperBagel
KingKong.CCCP
Posts: 396
Joined: 2006-10-25 08:13

Re: 128 player tests: Feedback and Observations

Post by KingKong.CCCP »

Sir, yes sir, sir.
Arnoldio
Posts: 4210
Joined: 2008-07-22 15:04

Re: 128 player tests: Feedback and Observations

Post by Arnoldio »

128 slot test permanently damaged my brain. Now i can hardly play with only 64 people...
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Orgies beat masturbation hands down. - Staker
Acemantura
Posts: 2463
Joined: 2007-08-18 06:50

Re: 128 player tests: Feedback and Observations

Post by Acemantura »

I'd like to know which memory address(es) they changed. Every time I try to change a 64 my server crashes or nothing happens.

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

Re: 128 player tests: Feedback and Observations

Post by BloodyDeed »

psychickactivity wrote:When is the next time ?

I am on hollidays this period , when can we fight on Iron Eagles ?gentlemen?......
We dont run 128p tests just for fun. Running these tests is a hard time for our community and admins. Without adjusted maps its hardly playable and we got a lot of negative (as well as positive) feedback.
The Devs got the intel they wanted for now and as long as they dont want to try out anything new there wont be another testing period.
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Wicca
Posts: 7336
Joined: 2008-01-05 14:53

Re: 128 player tests: Feedback and Observations

Post by Wicca »

So wait, this is like mumble? Once you try it, you cant go back? lol
Xact Wicca is The Joker. That is all.
Blargh.o
Posts: 6
Joined: 2010-11-22 14:55

Re: 128 player tests: Feedback and Observations

Post by Blargh.o »

BloodyDeed wrote:We dont run 128p tests just for fun. Running these tests is a hard time for our community and admins. Without adjusted maps its hardly playable and we got a lot of negative (as well as positive) feedback.
The Devs got the intel they wanted for now and as long as they dont want to try out anything new there wont be another testing period.
I think you're mistaking intrest in the project for a "ZOMG let me play it you meanies!" attitude. Alot of people are just interested in any progress being made behind the scenes. It would be nice to have a dev blog or thread on here just to give updates on what is being worked on.

You guys are also closing the doors on anyone who may be able to help with the project by keeping it all hush hush.
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