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Re: 128 player tests: Feedback and Observations
Posted: 2011-02-19 13:11
by Elektro
Wicca wrote:So wait, this is like sex? Once you try it, you cant go back? lol
Exactly
Re: 128 player tests: Feedback and Observations
Posted: 2011-02-19 13:18
by BloodyDeed
Blargh.o wrote: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.
I think you getting me wrong also.
We only provided a managed and administrated server, nothing more. With the project in specific we have nothing to do.
Its not our business, its the DEVs call which intel they want to give to you, not mine.
Re: 128 player tests: Feedback and Observations
Posted: 2011-02-19 15:40
by KingKong.CCCP
hm... there is a 128 server on now... weird name... 64bit CrashTestDummies.
UNOFFICIAL NORDIC TEST SERVER.
Re: 128 player tests: Feedback and Observations
Posted: 2011-02-19 16:21
by SnipeHunt
Blargh.o wrote: 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.
Perhaps not a DEV blog, but informative nonetheless...
https://www.realitymod.com/forum/f10-pr ... icial.html
Re: 128 player tests: Feedback and Observations
Posted: 2011-02-19 16:26
by Rudd
Blargh.o wrote: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.
if you feel you can contribute in some substantial way to the project, PM a red tag with your qualifications and offer...
want the work done, or do you want the work to be put in to dev blogs telling you that the work is being done? Please remind yourself that the people working on this
do it in their free time, they are not being paid, misallocating time isn't an option
Re: 128 player tests: Feedback and Observations
Posted: 2011-02-19 22:26
by SGT.MARCO
what is the deal with this new server with 128, it hasnt been full all day. I would join but not until it uses better maps and not fullujah, and muttrah. use silent eagle and iron eagle, and kashan, also if the server actually gets above 100
Re: 128 player tests: Feedback and Observations
Posted: 2011-02-19 22:42
by Soldier_Zyc0
The new 128 player server crashed when it was 64 players in it...
Re: 128 player tests: Feedback and Observations
Posted: 2011-02-19 23:07
by SuperArmy
yeh it eventually crashed at less then 50 + Lots of lagg for everyone today ...
Re: 128 player tests: Feedback and Observations
Posted: 2011-02-19 23:23
by SGT.MARCO
that server was disappointing, I wish they would give us a open beta because 128 is da best. I was waiting all week for one to pop up. I hate that they set them up 2 times and then stopped because now i am spoiled. : (
Re: 128 player tests: Feedback and Observations
Posted: 2011-02-20 00:19
by SnipeHunt
SGT.MARCO wrote:what is the deal with this new server with 128, it hasnt been full all day. I would join but not until it... also if the server actually gets above 100
The server won't fill up with this kind of thinking.
You have to join knowing that when you add yourself to the server population you increase the chances of others joining, until pretty soon the server is fulll.
Re: 128 player tests: Feedback and Observations
Posted: 2011-02-20 18:10
by Silly_Savage
Well, is was an unofficial server, what did you expect?
Re: 128 player tests: Feedback and Observations
Posted: 2011-02-20 18:37
by SGT.MARCO
Silly_Savage wrote:Well, is was an unofficial server, what did you expect?
I know that. because it was unofficial i knew it most likely wouldn't work, And i was right. when it finally got to 64 players it crashed and never came back up. If it is not legit why join. that was what i was thinking.
Re: 128 player tests: Feedback and Observations
Posted: 2011-02-21 18:07
by fludblud
SGT.MARCO wrote:I know that. because it was unofficial i knew it most likely wouldn't work, And i was right. when it finally got to 64 players it crashed and never came back up. If it is not legit why join. that was what i was thinking.
if everyone thought like you then this thread would not exist, how can you test a 128 player server if nobody will join because it didnt have 128 players? justifying non participation because 'it crashed' doesnt change the fact that you still aernt contributing in helping this dream come true.
Re: 128 player tests: Feedback and Observations
Posted: 2011-02-21 21:23
by Sniperdog
Don't worry too much ppl, I can assure you progress is being made you just have to be patient.
As far as trying to recreate this, I wouldn't bother. The current incarnation of the writing program rewrites over 40 separate addresses and took years of work to reach.
Re: 128 player tests: Feedback and Observations
Posted: 2011-02-21 23:13
by KingKong.CCCP
Sniperdog, are you saying that PR DEV team IS working on pushing the limits above toward bigger servers?
Cos my greatest fear is PR team will have a statement soon saying "We tried lots of things, and we tested it, and we came with the conclusion (same as EA) that we should limit PR to not more than 64 players per server".
Judging by the lack of any (locked) threads, news, posts on the forum, I got the impression 128 players servers are not welcome in PR.
I hope I'm wrong about that.
Can we interpret your post as a hint that PR will move to bigger battles?
Re: 128 player tests: Feedback and Observations
Posted: 2011-02-21 23:34
by Chuc
Don't worry, be happy. We love 'more than 64 players'.
Re: 128 player tests: Feedback and Observations
Posted: 2011-02-22 00:18
by SGT.MARCO
fludblud wrote:if everyone thought like you then this thread would not exist, how can you test a 128 player server if nobody will join because it didnt have 128 players? justifying non participation because 'it crashed' doesnt change the fact that you still aernt contributing in helping this dream come true.
Like the devs said, it takes years of work to recreate. It would be nearly impossible to get it working. I wonder if any of you who are accusing me actually joined at a point. I would rather play my favorite server than to wait till 7:00 PM to find that a server did not work. I would put faith in those who actually are working towards this such as the official test server, where what ever happens, actually matters. also if it was in america where my Ping wouldn't shoot up.
Re: 128 player tests: Feedback and Observations
Posted: 2011-02-22 00:56
by centralhigh76
Kong not all servers would be 128 slot due to cost there would be many 64 player servers. My guess would be the devs to prevent all the servers going 128 slot right away would be to have another licence for 128 slot servers. And slowly let all SAs have the 128 licence. Because I know that I for one would not have a 128 slot server. I don't plan on managing that many people. There would be alot of servers that will have 64 slots. The first servers that would do this probably is TG and Hardcore the other might follow later (Hog might but muttrah with 128 players might not be fun).
IMO I think the DEVs should do another test with a stronger server and try running it on either ADF or CCD. (I think they used ADF so then they should use CCD just to test stability). Now im not saying this to
Re: 128 player tests: Feedback and Observations
Posted: 2011-02-22 08:33
by Johny_B_Nasty
I just fear that instead of 64 n00bs you'll get 128 tards.
OK now, just let my steam off.
Re: 128 player tests: Feedback and Observations
Posted: 2011-02-22 08:59
by General_J0k3r
[R-DEV]Sniperdog wrote:Don't worry too much ppl, I can assure you progress is being made you just have to be patient.
As far as trying to recreate this, I wouldn't bother. The current incarnation of the writing program rewrites over 40 separate addresses and took years of work to reach.
So the rumors I heard are correct? You are overwriting the memory addresses at runtime?