Page 27 of 37
Re: PR 128 Player Server Test - Official
Posted: 2011-01-27 21:08
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.
Re: PR 128 Player Server Test - Official
Posted: 2011-01-27 21:09
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!!!
Re: PR 128 Player Server Test - Official
Posted: 2011-01-27 21:10
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
Re: PR 128 Player Server Test - Official
Posted: 2011-01-27 21:24
by =LK= A.H.
Insurgency is impossible right now, but otherwise everything seems to be working (somewhat) alright. Hope the tests will be successful.
Re: PR 128 Player Server Test - Official
Posted: 2011-01-27 21:26
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.
Re: PR 128 Player Server Test - Official
Posted: 2011-01-27 21:30
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.
Re: PR 128 Player Server Test - Official
Posted: 2011-01-27 21:31
by Elektro
Thats cause its full burgh

Re: PR 128 Player Server Test - Official
Posted: 2011-01-27 21:32
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.
Re: PR 128 Player Server Test - Official
Posted: 2011-01-27 21:33
by NightFalcon
Hardcode Is a Lie
Spread The Word
Re: PR 128 Player Server Test - Official
Posted: 2011-01-27 21:40
by Acemantura
This means that the release is like 3-4 months off

Re: PR 128 Player Server Test - Official
Posted: 2011-01-27 21:45
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

.
Re: PR 128 Player Server Test - Official
Posted: 2011-01-27 21:51
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?
Re: PR 128 Player Server Test - Official
Posted: 2011-01-27 22:03
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!
Re: PR 128 Player Server Test - Official
Posted: 2011-01-27 22:06
by goguapsy
EDIT: nvm it's back up
Re: PR 128 Player Server Test - Official
Posted: 2011-01-27 22:12
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 ........
Re: PR 128 Player Server Test - Official
Posted: 2011-01-27 22:15
by Dunehunter
This is simply to test whether this works and to iron out some bugs.
Re: PR 128 Player Server Test - Official
Posted: 2011-01-27 22:15
by KEIOS
The Tickets should be doubled on the Testserver. Rounds are too quick.
Re: PR 128 Player Server Test - Official
Posted: 2011-01-27 22:20
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.
Re: PR 128 Player Server Test - Official
Posted: 2011-01-27 22:22
by Dunehunter
BF2 was never intended to handle this amount of people

Re: PR 128 Player Server Test - Official
Posted: 2011-01-27 22:29
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
