would this work for 128 player server?

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DJJ-Terror
Posts: 671
Joined: 2006-06-14 21:51

Post by DJJ-Terror »

[R-DEV]IronTaxi wrote:hehe...we could just use the battlefield 2 demo to run PR...no reason why not i would think...

IF it actually worked..
Hmmm... that's not to bad idea at all! ;)
Who want to get things done will find a way and who dosen't will find an excuse.

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nicoX
Posts: 1181
Joined: 2007-07-24 10:03

Post by nicoX »

Joint Operations allowed 128 players. The servers where divided in European, North American and Asia. So if you lived in Europe you should enter the European servers to get lower ping.
Clypp
Posts: 2148
Joined: 2006-07-17 18:36

Post by Clypp »

You can't legally mod demos unfortunately.

The BF2 demo was superior in several ways to the retail. The bigger servers, the ability to accepts locked squad requests and promote people to squad leader, and it ran better than early retail versions.
AnRK
Posts: 2136
Joined: 2007-03-27 14:17

Post by AnRK »

AnRK wrote:...will DICE not give people permission to mod some of the more integral things that cause alot of "hardcoded" issues? Even if you sent them a really nice polite email asking them?... with some freshly baked muffins.
Sorry to quote myself but I'm really confused by the legal issues surrounding modifying stuff, and why PR can't do numerous things that are potentially possible.
Jay
Posts: 281
Joined: 2006-07-03 19:39

Post by Jay »

AnRK wrote:Sorry to quote myself but I'm really confused by the legal issues surrounding modifying stuff, and why PR can't do numerous things that are potentially possible.
They don't have access to the code I think. They can only change stuff with "Python" scripts, which adds onto the original code, but doesn't change it.

Or something like that.
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AnRK
Posts: 2136
Joined: 2007-03-27 14:17

Post by AnRK »

Is there no way of asking DICE for access/permission/whatever to alter the coding of the more integral parts? Or has this already been done?
Mosquill
Retired PR Developer
Posts: 857
Joined: 2007-08-12 10:13

Post by Mosquill »

New info:
'josh_sg1 from bfeditor.org forums' wrote: I did this by taking the already configured map of dragon valley and it is already configured for 128.

You have to use dragon valley, open it in the editor and set control points for 128. Then you get a hex editor and after hours of searching there is a line you change in the bf2_server exe you go to display, Double lines of code, then you see 4000, needs to be changed to FFFF which will give you an unlimited amount of player numbers. The dragon valley map must now be loaded with the server and you should see 128 player compatability in the server command instead of 64 and you will also see 9999 in the server menu in game.

The 9999 changes what the number of players are allowed server side. The dragon Valley map with the new settings shows 128 player map and that allows up to 128 players. You have to turn off all the map filters to see your server becasue the menu wasnt configured to show 128 player size maps and dragon valley is the only one there is.

I thought of recreating dragon valley all you have to do is level the level with the terrain editor and use the prefab manager for your custom map.

If you want me to post a tutorial I will. I will make a video tutorial if you want a tutorial.

I tried to get 128 people on my server but only 48 people came to in game.

-Josh_sg1
(Upto 128 Players / Server Or Single Player..with Screens! - Official BF Editor Forums)

I wonder if this will work.
Clypp
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Joined: 2006-07-17 18:36

Post by Clypp »

I just emailed josh_sg1 and alerted him to this topic.

Dreams of >64 players have been rekindled!
zangoo
Posts: 978
Joined: 2007-09-01 03:42

Post by zangoo »

i would love to try this, it would make pr so much better. if some one could ask him to try to set up another test date we could see if this works.
TexLax
Posts: 541
Joined: 2007-02-14 01:38

Post by TexLax »

zangoo wrote:well if you got your hands on the demo code could you kinda copy and paste it into project reality?(i know it is harder then that) also how much bandwidth is needed for one player to connect to a server?
it's all in the .exe
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Clypp
Posts: 2148
Joined: 2006-07-17 18:36

Post by Clypp »

zangoo wrote:i would love to try this, it would make pr so much better. if some one could ask him to try to set up another test date we could see if this works.
I did email him and refer him to this topic and the PR idea. Hopefully he will give us a hand. He might not have PR on his server, but he might help another PR server admin make the change.
Mosquill
Retired PR Developer
Posts: 857
Joined: 2007-08-12 10:13

Post by Mosquill »

128 players = 32 more harmless foot-soldiers waiting to be slaughtered by my Cobra. :mrgreen:
Teek
Posts: 3162
Joined: 2006-12-23 02:45

Post by Teek »

unfortunatly with 128 slots, you need the following:
more squads
Better server
bigger maps
new rules for CO assets
more admins

lets try 80 or 90 first.
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Expendable Grunt
Posts: 4730
Joined: 2007-03-09 01:54

Post by Expendable Grunt »

Doubt it will work tbh.

If it does, how often would you get 128 players on that server?
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Burlock
Posts: 183
Joined: 2007-07-04 10:22

Post by Burlock »

this really would be the holy grail for PR, but i just dont see it working out, though i really hope it does.
Mosquill
Retired PR Developer
Posts: 857
Joined: 2007-08-12 10:13

Post by Mosquill »

SectorNine50 wrote:Probably also means more anti-air kits as well... :shock:
Like I said, harmless easy targets :-D
The difference is that unlike normal infantry, aa-infantry don't even hide from choppers. 8-)
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