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Re: 128 player tests: Feedback and Observations
Posted: 2011-03-04 21:48
by Ts4EVER
No, 2km max.
Re: 128 player tests: Feedback and Observations
Posted: 2011-03-04 21:59
by Jesper107
Isnt this supposed to be for PR?
Re: 128 player tests: Feedback and Observations
Posted: 2011-03-04 22:04
by Tema567
Server with the same patch is now called "128 AWESOME BATTLES - WORKING 64 bit" (instead of Sisu worked 128p because there is no online), now running map Kokan.
Anyone who wants to test please join right now, we must raise the line to get the last result.
Re: 128 player tests: Feedback and Observations
Posted: 2011-03-04 22:26
by Soppa
Tema567 wrote:Server with the same patch is now called "128 AWESOME BATTLES - WORKING 64 bit" (instead of Sisu worked 128p because there is no online), now running map Kokan.
Anyone who wants to test please join right now, we must raise the line to get the last result.
thanks for renaming, maybe that will sell better
server which runs PR 128 has way better rig and connection than FH one.
So go please and use it

Re: 128 player tests: Feedback and Observations
Posted: 2011-03-04 22:26
by Tim270
Pretty sure it is still a 2k but I could be wrong. Fh2 felt much better with 128 players. Obviously you need to tweak/create a 128p layer but It really felt so much more like a huge chaotic battle. Name tag problem is not so much a issue as well.
Re: 128 player tests: Feedback and Observations
Posted: 2011-03-04 22:29
by Soppa
[R-DEV]Rudd wrote:would love to see some pics/vids of FH2 128 players lads, especially on the 4k maps
there could be some at their forum
http://fhpubforum.warumdarum.de/index.php?topic=13947.0
Re: 128 player tests: Feedback and Observations
Posted: 2011-03-04 22:36
by Ts4EVER
BTw Soppa, the Fh2 devs want to talk to you about something on FH2 IRC.
Re: 128 player tests: Feedback and Observations
Posted: 2011-03-04 22:37
by Rhino
Tim270 wrote:Name tag problem is not so much a issue as well.
probably because the name tags never show up in FH2 anyways

Re: 128 player tests: Feedback and Observations
Posted: 2011-03-04 22:41
by Ts4EVER
[R-DEV]Rhino wrote:probably because the name tags never show up in FH2 anyways
I think they do over short range. IIRC that was put into some patch because of team kills.
Re: 128 player tests: Feedback and Observations
Posted: 2011-03-05 00:14
by Soppa
nice, we got server full but insurgency maps seems to be bad idea as there is 60 peps spawning to same cache and lagging like hell

??:
and crash.. on FH2 its been up now for 20 maps without crashes. hmmph
well Ill traceback that coredump and see what we can do.
Re: 128 player tests: Feedback and Observations
Posted: 2011-03-05 00:55
by TrialsLife
Thanks for hosting the server, had a good time even though I only had two kills over four rounds! All played smooth until the forest maps, not sure if that was the reason why though.
One things for certain, your going to need alot more admin to control a crowd like that!
One thing I did think about, people were mentioning the lag could be due to voip. Is there any way that mumble could be intergrated into PR, so it runs on PR start up and when you then join a server, it automaticlly joins that servers mumble server? If that was possible you could possibly disable voip. Just a thought, have no idea how or if it would work mind...
Re: 128 player tests: Feedback and Observations
Posted: 2011-03-05 01:03
by Tema567
Soppa wrote:nice, we got server full but insurgency maps seems to be bad idea as there is 60 peps spawning to same cache and lagging like hell

??:
and crash.. on FH2 its been up now for 20 maps without crashes. hmmph
well Ill traceback that coredump and see what we can do.
Crash occurred when i kicked some peoples with higher ping (>300ms), maybe that is reason of this first crash..
I think server could be also very stable, as with FH2
Re: 128 player tests: Feedback and Observations
Posted: 2011-03-05 01:38
by KingKong.CCCP
mumble channels needed.
too many people using VOIP makes 12 people squads not efficient enough.
too much VOIP chatter... maybe that caused lag?
Re: 128 player tests: Feedback and Observations
Posted: 2011-03-05 01:56
by Redamare
FIRST you should take a look at my Post for a team Hierarchy
Quick preview includes Fire team leaders and Squads within the jurisdiction of those Fire team leaders.
I believe this will help us control the overwhelming sensation of the amount of people inside squads and coordinate attacks more efficiently.
Re: 128 player tests: Feedback and Observations
Posted: 2011-03-05 02:08
by Psyko
havnt been following this thread. too busy. i just want to know if you guys are still hacking the shit out of this, or if you found a legit workaround.
Re: 128 player tests: Feedback and Observations
Posted: 2011-03-05 02:12
by Pvt.LHeureux
Ok FH2 trafic is dead for now. Like every night, when the EU people leave.
Going to be back on FH2 128 players server tommorow!
Psyko, get FH2 if you don't they have a 128 players server too with 10 people limit by squad.
Re: 128 player tests: Feedback and Observations
Posted: 2011-03-05 03:44
by Soppa
Tema567 wrote:Crash occurred when i kicked some peoples with higher ping (>300ms), maybe that is reason of this first crash..
I think server could be also very stable, as with FH2
Ok modmanager is installed now and will kick +250ms players. let see if this will sort some of lag.
Maybe its better keep servers down so peps wont get frustrated sitting there and waiting more.
Will start em later today (saturday).
Re: 128 player tests: Feedback and Observations
Posted: 2011-03-05 03:50
by Pvt.LHeureux
I got around 125 ~ ping on the server. It's hosted in finland no? I had better ping on hslan or 762.
Re: 128 player tests: Feedback and Observations
Posted: 2011-03-05 10:49
by Soppa
echo wrote:I don't think ping is your problem. When the official test was done on the NwA server, a lot of people had high pings yet people still experienced the same performance. I had a high ping on your server (300 ms) and didn't receive any lag at-all and it was totally playable. ... being warned of being kicked.
I don't think you'll fill it up to the full 128 if you restrict on ping. Just my opinion.
Yes it could be hard. But we really need to find out which is causing these lags.
Last night we enabled some more debug info with tema to sort this thing.
Its most simple to restrict ping to 250ms. Voip quality is set to 2 now. I think I will decrease sq size to 8 to see if it has anything to do with it. Also will decrease max players to 126 to be sure there isnt any issues with limit.
Server is also experiencing this mapload issue which could cause some of problems.
I dont know anything about it and somehow I cant find Server Administrator area where could be solution for it. If I try to push apply for server license, it just says that I already have license.
If any of Realitymod site manager is reading this, can you please contact me?