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re: FCV (International)
Posted: 2014-06-03 06:37
by DesmoLocke
I'll be leading an infantry squad and it's always nice to hear excitement from one of my guys about having never played a certain map before. Happened the other night when we played Silent Eagle lol.
re: FCV (International)
Posted: 2014-06-04 00:24
by matty1053
Daxt2 wrote:I agree, I am striving for our administrative staff to play more of the unpopular maps, because to be honest they ARE fun to play with a full server. I have personally spoken to many of our players and I understand that they would like to see a variety of AAS and INS maps, especially those that aren't played much, and I will make sure that happens. I have already explained this in a forum post I made, so hopefully you will see the affect. As said before, thanks for playing on Free Candy Van and we appreciate your feedback!
Lol, yeah. If I can play without comcast screwing me.
But sweet!!!!
Yeah, there is like a few admins that tend to play the same maps. But cool!
If I get a new ISP I will definently party on FCV. (might expect some candy tho)
re: FCV (International)
Posted: 2014-06-04 04:07
by Daxt2
Thanks Desmo,
Today we played a handful of maps that we've never played before and they were very good games!
Matty, I am glad that I saw you on our server, and yes our admins are now being convinced to play maps out of the ordinary.
re: FCV (International)
Posted: 2014-06-05 04:27
by obpmgmua
You guys gotta deal with the crashes. Since you moved to LA the server has been crashing nonstop. In the past hour the server crashed 4 times. Get a better server host or something, because FCV is unplayable now.
re: FCV (International)
Posted: 2014-06-05 05:16
by Psyrus
obpmgmua wrote:You guys gotta deal with the crashes. Since you moved to LA the server has been crashing nonstop. In the past hour the server crashed 4 times. Get a better server host or something, because FCV is unplayable now.
It's got very little to do with the server/host. Apparently there are some tweaks that help (I wouldn't know, I'm not part of the server admin section) but it seems to be mostly down to PR's code.
Whatever server you play on will feel like the one that crashes the most... case in point:
matty1053 wrote:I don't see FCV, PRTA, HOG (countless others) crash as much as CIA.
re: FCV (International)
Posted: 2014-06-05 05:30
by bren
[R-CON]Psyrus wrote:It's got very little to do with the server/host. Apparently there are some tweaks that help (I wouldn't know, I'm not part of the server admin section) but it seems to be mostly down to PR's code.
Whatever server you play on will feel like the one that crashes the most... case in point:
There's lots of factors, none involve the server host.
These factors are being looked at and have been.
@op The server went a week without crashing, I'm sure it's fine. v1.2 came out and to be honest it was a little rushed so that might have collapsed server stability at some points but it's just the average PR server crash.
Apologies for the fact you had to deal with it but hey, we are still able to play PR.
re: FCV (International)
Posted: 2014-06-05 06:20
by Daniel
I'm still so sure a FULL 100 p server crashes VERY VERY soon compared to server with max. 99 players, since BF2 engine code cannot cope with three-digit player-IDs as with two-digits...
re: FCV (International)
Posted: 2014-06-05 14:33
by Anderson29
Daniel wrote:I'm still so sure a FULL 100 p server crashes VERY VERY soon compared to server with max. 99 players, since BF2 engine code cannot cope with three-digit player-IDs as with two-digits...
oh that's bull...how do u explain this then
brenn4n wrote:
@op The server went a week without crashing, I'm sure it's fine.
i personally think it has something to do with admin controls. last night it was constantly crashing when they would seed with fallujah and then half way through they would map change and then about 15min into the next map the server crashed...it happend 2 times in a row exactly the same way fallujah to kokan 15min then crash, fallujah to basra 15min then crash then i gave up and went to bed.
re: FCV (International)
Posted: 2014-06-05 15:23
by AfterDune
Does it matter if you don't touch the maplist at all and just let it play? Like, don't use !setnext and things like that. I know 762 does that with FH2. Perhaps it helps? A bit..?
re: FCV (International)
Posted: 2014-06-05 15:32
by bren
[R-DEV]AfterDune wrote:Does it matter if you don't touch the maplist at all and just let it play? Like, don't use !setnext and things like that. I know 762 does that with FH2. Perhaps it helps? A bit..?
We will actually try that out, AD.
We have been testing theories before but I believe that's one we can try. Maybe knocking the max. players would help as well.

re: FCV (International)
Posted: 2014-06-05 15:42
by AfterDune
Nice. Let us know

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re: FCV (International)
Posted: 2014-06-06 12:21
by Daniel
Anderson29 wrote:oh that's bull...how do u explain this then
Just my two cents to my "conspiracy-theory" (joke) of the vanilla-BF2 devs...
I just believe the "xxx"-three digit can cause trouble in the hardcoded BF2-engine when the BF2-engine has to deal with three-digits being entered in only two-digit "xx" slots in the engine-code...
re: FCV (International)
Posted: 2014-06-06 16:42
by Psyrus
Daniel wrote:Just my two cents to my "conspiracy-theory" (joke) of the vanilla-BF2 devs...
I just believe the "xxx"-three digit can cause trouble in the hardcoded BF2-engine when the BF2-engine has to deal with three-digits being entered in only two-digit "xx" slots in the engine-code...
"2 digit xx slots" don't really exist. Even the tinyint var supports -128 to 127 (or 0 to 255 unsigned) which is only 8 bits. Numbers are handled by computers in a totally different way to how humans perceive them. For example, you see 255, the computer sees 11111111. Time to get back to blender
This is offtopic anyway, apologies for that. Feel free to remove this post to reduce the clutter if you'd like

re: FCV (International)
Posted: 2014-06-09 03:36
by bigbadjesus
RiotControlPanda broke the server.
re: FCV (International)
Posted: 2014-06-09 03:48
by bren
bigbadjesus wrote:RiotControlPanda broke the server.
Aaaaaaaaaaaaaaaaaaaaaaaaaaaaand it's fixed

re: FCV (International)
Posted: 2014-06-09 17:43
by matty1053
Aren't squad bugs occured when someone Creates a Squad, then joins the other team?
Cause IIRC, I saw some dude do that like 2 days ago. (We were on Insurgents on Karbala?? I can't remember what map.... bvut I know it was insurgents)
re: FCV (International)
Posted: 2014-06-09 21:32
by _Fizzco_
Squad bug happens when somebody creates a squad before the timer has started.
re: FCV (International)
Posted: 2014-06-10 07:36
by FFG
One of the prWARs guys said he found that it happens when someone makes a squad and swaps teams.
re: FCV (International)
Posted: 2014-06-10 16:50
by AfterDune
That's something that can easily be tested on a server. Mind to give it a go sometime?
If that's indeed what causes it, Python can step in. Either prevent the player from teamswitching, or first resign him, then switch. Then test it again to see if that prevents it

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re: FCV (International)
Posted: 2014-06-10 18:48
by bren
[R-DEV]AfterDune wrote:That's something that can easily be tested on a server. Mind to give it a go sometime?
If that's indeed what causes it, Python can step in. Either prevent the player from teamswitching, or first resign him, then switch. Then test it again to see if that prevents it

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Anything for you guys!
Next time our server population dies down I will try it out.