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Re: 128 player tests: Feedback and Observations
Posted: 2011-02-25 02:35
by Soppa
SGT.MARCO wrote:i am not seeing this server, is it up at this time or was it already over?
its up when server is not under work.
seems this delay on changing maps is not related to this 128 mod.
it does same on original 64 player server.
tried also in totally different server and unzipped pr again but seems not help.
smells like filename issue to me but meh, dunno.
has any server admin had this problem ever?
when map is changed via console or vote, on empty server or players in,
it takes ~135sec before it starts to load map, mapload itself takes under 20sec.
also seems to eat some cpu time before starts to load new map.
vanilla changes maps without problem.
Re: 128 player tests: Feedback and Observations
Posted: 2011-02-25 04:44
by SGT.MARCO
so can i expect to see the server up tomorrow night? or wait another week
Re: 128 player tests: Feedback and Observations
Posted: 2011-02-25 08:14
by BloodyDeed
@soppa, check the SA Forum, we discussed this issue already.
Re: 128 player tests: Feedback and Observations
Posted: 2011-02-25 09:29
by Wicca
i think using ad frameworks is better than the rcon tools and what not when changing maps soppa.
or having a maplist.
Re: 128 player tests: Feedback and Observations
Posted: 2011-02-28 15:52
by xambone
This server is up but no one is getting on? its amazing you offer 128 slots and people dont even know its there... ping is to high for me, if we had it in usa it would be filled fast
Re: 128 player tests: Feedback and Observations
Posted: 2011-02-28 16:34
by Soppa
xambone wrote:This server is up but no one is getting on? its amazing you offer 128 slots and people dont even know its there... ping is to high for me, if we had it in usa it would be filled fast
yes well it can be tested even with 150ms ping but maybe it would be better idea to test as vanilla. maybe there is more peps for it, dunno

Re: 128 player tests: Feedback and Observations
Posted: 2011-02-28 16:59
by LEEROY_UK
Seeding now with Soppa
Hopefully it will fill up this evening , i have yet to play @128
Re: 128 player tests: Feedback and Observations
Posted: 2011-02-28 22:18
by Rico
Soppa are you working with the PR devs and Tema on this?
Re: 128 player tests: Feedback and Observations
Posted: 2011-03-01 00:05
by CC-Marley
What's the server ip??
Re: 128 player tests: Feedback and Observations
Posted: 2011-03-02 07:02
by MagicBlubber
Wish I could have been here for that test...
Re: 128 player tests: Feedback and Observations
Posted: 2011-03-04 16:15
by Soppa
Rico wrote:Soppa are you working with the PR devs and Tema on this?
This is 64bit linux server. Tema and dev is working on 32bit linux server.
And yes, im doing cooperation with em about nametagissue.
Anyway, I changed server to run Forgotten Hope 2 and no time 64 limit was tested

So, 64bit linux server is working also.
Battlefield 2 Dedicated Server v1.5.3153-802.0(x86_64)
" FH 128 EU 100MBit/s" Average FPS: 35 [d:0, o:1174]
IP: 85.23.203.31 Port: 16567 Map: supercharge
Game mode: gpm_cq/64 Mod: fh2
Players: 97/128 (0 r) (4 connecting) Round: 1/1 Status: [playing]
Re: 128 player tests: Feedback and Observations
Posted: 2011-03-04 17:45
by KingKong.CCCP
Good news!
I'm downloading FH2 right now. Is it possible to get a PR mumble channel with 2 teams for this server?
This will be a true test for big servers. FH2 community and playerbase is way smaller and not so organized as PR, plus the mod itself is not really fit for massive battles (different spawn concept and way of fighting all together).
But it will provide a very useful new info on how non-PR players can adopt to massive battles.
Re: 128 player tests: Feedback and Observations
Posted: 2011-03-04 17:50
by Soppa
KingKong.CCCP wrote:Good news!
I'm downloading FH2 right now. Is it possible to get a PR mumble channel with 2 teams for this server?
This will be a true test for big servers. FH2 community and playerbase is way smaller and not so organized as PR, plus the mod itself is not really fit for massive battles (different spawn concept and way of fighting all together).
But it will provide a very useful new info on how non-PR players can adopt to massive battles.
Ye, even some players were joined far away from, they had 100-150ms ping but still said no lag or what so ever.
So I think engine is possible to handle more than 128.
Server seems to be quite stable too, 14 maps played without crash.
Re: 128 player tests: Feedback and Observations
Posted: 2011-03-04 20:58
by Snazz
Nice work Soppa.
I'm curious though. What are the advantages to using a 64bit Linux server? And why would Tema stick to 32bit instead?
Re: 128 player tests: Feedback and Observations
Posted: 2011-03-04 21:12
by DankE_SPB
Its not a "stick", it is just being made that way. In the end, to release such feature you need all versions(windows too) anyway.
Re: 128 player tests: Feedback and Observations
Posted: 2011-03-04 21:23
by KingKong.CCCP
FH2 reached Game Monitor's first page.
PR 128 server up, seeding... wish we can have mumble channels ready before the server fills up.
Can someone lend us their channel, perhaps?

Re: 128 player tests: Feedback and Observations
Posted: 2011-03-04 21:31
by ytman
Still really coold stuff... but has anything been said about the issues that could arise from only 9 squads and most being locked at under 8?
Re: 128 player tests: Feedback and Observations
Posted: 2011-03-04 21:34
by Rudd
would love to see some pics/vids of FH2 128 players lads, especially on the 4k maps
Re: 128 player tests: Feedback and Observations
Posted: 2011-03-04 21:39
by Rhino
[R-DEV]Rudd wrote:would love to see some pics/vids of FH2 128 players lads, especially on the 4k maps
Last time I checked FH2 didn't have any 4km maps?
Re: 128 player tests: Feedback and Observations
Posted: 2011-03-04 21:47
by Rudd
I thought Gazala was 4k, those big flatish tank maps?