PR 128 Player Server Test - Official

General discussion of the Project Reality: BF2 modification.
Locked
Pirate
Posts: 145
Joined: 2009-10-25 22:30

Re: PR 128 Player Server Test - Official

Post by Pirate »

Hellfire(CH) wrote:Dont discuss your ban here. You will stay banned. Everybody was warned not to fool around you just had to test it....

There is a major problem with admincommands. Everybody over player 64 seems to be resistant to ingame admincommands except of !kill
Don't be hatin' because you had a tough day, man.
Zoddom
Posts: 1029
Joined: 2008-02-11 15:29

Re: PR 128 Player Server Test - Official

Post by Zoddom »

To all guys who admit ahving highping: the server is located in germany, so from USA its clear that you have highping.


guys its just amazing! Ive even got the feeling that my performance is better than before!! just some small lags sometimes (but could be client side problem too). got a minimum of 60 fps on both kashan and al basra and it totally rocks!!!
BloodBane611
Posts: 6576
Joined: 2007-11-14 23:31

Re: PR 128 Player Server Test - Official

Post by BloodBane611 »

Pirate wrote:Don't be hatin' because you had a tough day, man.
Pirate, you'd do well not to continue this discussion. First and final warning
[R-CON]creepin - "because on the internet 0=1"
=LK= A.H.
Posts: 167
Joined: 2010-04-20 20:02

Re: PR 128 Player Server Test - Official

Post by =LK= A.H. »

Insurgency is impossible right now, but otherwise everything seems to be working (somewhat) alright. Hope the tests will be successful.
burghUK
Posts: 2376
Joined: 2007-10-18 13:33

Re: PR 128 Player Server Test - Official

Post by burghUK »

for some reason when i try to connect it just says i failed to connect to the server. i can get on other servers fine.
Acemantura
Posts: 2463
Joined: 2007-08-18 06:50

Re: PR 128 Player Server Test - Official

Post by Acemantura »

i tried connecting and as soon as I loaded it failed.

I also CTD'd at the end of a round.

And I experienced a 10 second lag spike on Wanda Shan.

I am still thoroughly impressed with the performance of this server and the ingenuity of DEV team.
Elektro
Posts: 1824
Joined: 2009-01-05 14:53

Re: PR 128 Player Server Test - Official

Post by Elektro »

Thats cause its full burgh :razz:
arjan
Posts: 1865
Joined: 2007-04-21 12:32

Re: PR 128 Player Server Test - Official

Post by arjan »

TBH, I like it that theirs no nametags, I really do.
It doesn't clutter your HUD and it looks more realistic, and if removed I think its a matter of getting used to just like the deviation.
NightFalcon
Posts: 41
Joined: 2008-07-02 22:37

Re: PR 128 Player Server Test - Official

Post by NightFalcon »

Hardcode Is a Lie :shock:

Spread The Word
Acemantura
Posts: 2463
Joined: 2007-08-18 06:50

Re: PR 128 Player Server Test - Official

Post by Acemantura »

This means that the release is like 3-4 months off

Image
AfterDune
Retired PR Developer
Posts: 17094
Joined: 2007-02-08 07:19

Re: PR 128 Player Server Test - Official

Post by AfterDune »

arjan wrote:TBH, I like it that theirs no nametags, I really do.
It doesn't clutter your HUD and it looks more realistic, and if removed I think its a matter of getting used to just like the deviation.
Removing them would be bad, makes it much harder to know who's around you. Like, what if you need to talk to a guy next to you that's not in your squad? It would also make it hard to identify griefers. Lots of reasons to keep the nametags.

Realistic? Oh, yes! Do we want it? Heck no.


I hope Tema can fix the nametags :) .
Image
D33PS1X
Posts: 102
Joined: 2010-09-05 23:21

Re: PR 128 Player Server Test - Official

Post by D33PS1X »

Another possible solution to more seats : Object Spawners with more seats in them :

Destroyable Spawnable Sub-geometry - Official BF Editor Forums

Whatd'ya think?
You have to run before you can walk
Nugiman
Posts: 358
Joined: 2008-06-25 11:42

Re: PR 128 Player Server Test - Official

Post by Nugiman »

[R-DEV]AfterDune wrote:Removing them would be bad, makes it much harder to know who's around you. Like, what if you need to talk to a guy next to you that's not in your squad? It would also make it hard to identify griefers. Lots of reasons to keep the nametags.

Realistic? Oh, yes! Do we want it? Heck no.


I hope Tema can fix the nametags :) .
Would it be possible that the nametags can selectively be switched on "visible" and "invisible" via ALT, just like you can select to have attack markers visible and squadnumbers?

that would be awesome, then you can quickly switch to visible if you want to talk to somebody or to read an idiots name who is teamattacking, but make it invisible when you don't need!
Veni, Vidi, Pwnz0rz. - I came, I saw, I pwnd
goguapsy
Posts: 3688
Joined: 2009-06-06 19:12

Re: PR 128 Player Server Test - Official

Post by goguapsy »

EDIT: nvm it's back up
Guys, when a new player comes, just answer his question and go on your merry way, instead of going berserk! It's THAT simple! :D

Image[/CENTER]
ForceR3c0n
Posts: 14
Joined: 2010-06-25 07:58

Re: PR 128 Player Server Test - Official

Post by ForceR3c0n »

first come, first server ruins the teamwork aspect and it ends up being a line for asset's. BF2 vanilla all over again. Also having a NA server to test would be nice ........
Dunehunter
Retired PR Developer
Posts: 12110
Joined: 2006-12-17 14:42

Re: PR 128 Player Server Test - Official

Post by Dunehunter »

This is simply to test whether this works and to iron out some bugs.

[R-MOD]Jigsaw] I am drunk. I decided to come home early because I can''t realy seea nyithng. I hthknk i madea bad choicce. :|
KEIOS
Posts: 522
Joined: 2008-09-08 12:43

Re: PR 128 Player Server Test - Official

Post by KEIOS »

The Tickets should be doubled on the Testserver. Rounds are too quick.
SnipeHunt
Posts: 801
Joined: 2009-02-02 15:35

Re: PR 128 Player Server Test - Official

Post by SnipeHunt »

[R-DEV]Dunehunter wrote:This is simply to test whether this works and to iron out some bugs.
I'm guessing making 128 players work creates ALOT of bugs, doesn't it.
Best line yet...
Me: "Hey APC, Can I get a ride to squad 6?"
Unknown: "This APC ain't no Taxi!"
Dunehunter
Retired PR Developer
Posts: 12110
Joined: 2006-12-17 14:42

Re: PR 128 Player Server Test - Official

Post by Dunehunter »

BF2 was never intended to handle this amount of people ;)

[R-MOD]Jigsaw] I am drunk. I decided to come home early because I can''t realy seea nyithng. I hthknk i madea bad choicce. :|
frankwilliam
Posts: 61
Joined: 2010-02-05 12:22

Re: PR 128 Player Server Test - Official

Post by frankwilliam »

Nugiman wrote:Would it be possible that the nametags can selectively be switched on "visible" and "invisible" via ALT, just like you can select to have attack markers visible and squadnumbers?

that would be awesome, then you can quickly switch to visible if you want to talk to somebody or to read an idiots name who is teamattacking, but make it invisible when you don't need!
This is actually a great idea, we need this :razz:
Locked

Return to “PR:BF2 General Discussion”