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Re: Official 100p Testing Sessions
Posted: 2012-08-18 16:22
by Nemes1s
I think we will play the 128 Layer Maps as they need testing.
Re: Official 100p Testing Sessions
Posted: 2012-08-18 16:56
by paul161616
Sounds like fun, see ya all there!
Re: Official 100p Testing Sessions
Posted: 2012-08-18 18:25
by BloodyDeed
We had to cancel the 100p test due to some errors with Punkbuster and Mumble.
Thanks for all who joined, it helped a lot. We needed that playercount to try a few things.
Anyway, server is still running the modified settings as mentioned above, so feel free to join.
100 player
8p per squad
2 medics per squad
Removed kit allocation delay for all infantry kits
UAV doesn't expire anymore, takes 1min to relocate
Amount of needed informants to give commander intel reduced from 6 to 4; time for informants to deplay reduced from 180 to 60 seconds.
Rallypoints last 2 minutes. Overrun takes now 3 enemies within 25m radius on 1km, 50m radius on 2km, 100m radius on 4km. Rallypoint needs to get reloaded by time or firebase.
Officer needs 2 squadmates to set a rally.
Removed need of mortar firemission
Removed ability to pickup enemy kits
Soundmod is allowed but not mandatory
Several minor python bugfixes
Re: Official 100p Testing Sessions
Posted: 2012-08-20 19:19
by Arnoldio
What kit allocation delay? Does this mean we can basejump and just request a kit close to the ground again and survive?
Re: Official 100p Testing Sessions
Posted: 2012-08-20 19:23
by K4on
try it yourself & see what happens

Re: Official 100p Testing Sessions
Posted: 2012-08-20 19:26
by BloodyDeed
Infantry kits like Marksman and Grenadier are faster back in the kit pool so you can request them more often (the limit of 4 per team still exists).
Re: Official 100p Testing Sessions
Posted: 2012-08-20 19:38
by K4on
damn, now he won't try^^
Re: Official 100p Testing Sessions
Posted: 2012-08-21 14:15
by WeeD-KilleR
btw., were you able to fix the "nametag-not-showing-up"-thing?
Re: Official 100p Testing Sessions
Posted: 2012-08-21 15:07
by AfterDune
Needs a client-side patch as far as I know.
Someone would have to look into that btw

.
Re: Official 100p Testing Sessions
Posted: 2012-08-21 15:10
by Nemes1s
It would probably cause conflicts with Punkbuster as it would technically be a hack.
Re: Official 100p Testing Sessions
Posted: 2012-08-21 16:10
by AfterDune
FH2 is using their own .exe, without running BF2.exe. Of course one shouldn't modify the original BF2.exe.
Or simply let something like PR.exe change values on runtime, so there's no need to modify BF2.exe or anything.
Re: Official 100p Testing Sessions
Posted: 2012-08-21 16:15
by Nemes1s
Patching Memory is not a problem at all it's simply that modifications to nametags is something that'd make PB suspicious of the client.
Posted: 2012-08-21 16:22
by BloodyDeed
Its like modifying a program which it's only purpose is to prevent these modifications

Re: Official 100p Testing Sessions
Posted: 2012-08-21 16:24
by WeeD-KilleR
Isn't there any posibility to tell PB that this is not a hack? Doesn't it work over MD5 checksums? Like SM does it.
Re: Official 100p Testing Sessions
Posted: 2012-08-22 07:25
by BloodyDeed
We figured out what was causing the crashes and problems with punkbuster this saturday. Expect a new test soon.
Re: Official 100p Testing Sessions
Posted: 2012-08-29 12:56
by Cassius
Its kinda sad its not 128 and squads have been limited to 8 instead of 12. I have seen good things happening with 12 men squads. And who wants less because he wants to go mechanized or something can lock at 8 or whatever he needs.
Re: Official 100p Testing Sessions
Posted: 2012-08-29 13:03
by Rudd
I have seen good things happening with 12 men
lolz
8 is more streamlined and encourages more efficient team distribution, I don't see why a big public event wouldn't be able to lock their server and put 12 man squads in though; because that is where it would possible work - in organised gameplay rather than public gameplay
Re: Official 100p Testing Sessions
Posted: 2012-08-29 13:16
by Brainlaag
Rudd wrote:lolz
8 is more streamlined and encourages more efficient team distribution, I don't see why a big public event wouldn't be able to lock their server and put 12 man squads in though; because that is where it would possible work - in organised gameplay rather than public gameplay
Facepalm, if you want to promote good teamplay in public matches by limiting features, you should lock down PR completely and give up on it. Either that, or you put up some kind of riddle on the installation exe so only capable people get to install the game.
Re: Official 100p Testing Sessions
Posted: 2012-08-29 13:26
by Rudd
that's strange, because alot of people complain to me that the PR team creates gameplay dynamics that can only work on HQ servers like TG...whereas if we try and keep the game simple for the public we're complained at for limiting features?
Just
Can't
Win