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Posted: 2007-06-01 16:46
by Outlawz7
Zodiaccup wrote:O.K., sounds much better now.
No, I ment 6+6=12 +6=18 +6=24 +6=30 +6=36 +6=42 +6=48 +6 =54 + 1 is 55x2 is 110 as Eggman said... I dont know, where my head is *searches the desk*
Posted: 2007-06-01 16:49
by ZaZZo
How can you get 9x6 +1 x2 to anything else than 110????
Posted: 2007-06-01 16:49
by AfterDune
'[R-CON wrote:DJJ-Terror']Mate, can we test 64 players + 64 bots?
Couse if that work, theres a lot of potential in bot controlled civilians or rescuing POW or similar scenarios...
Been thinking about something like that myself. If bots were supported, that would be great.
I'm not sure how much is possible with scripting, but if it's possible to do something like this, that would be awesome:
if (player
.isBot == true)
{
player.class = "civilian";
player.runScript("civilian", "angry");
}

Posted: 2007-06-01 16:53
by MrD
Cheesygoodness wrote:Yes Yar is the guy we have working on it. Again I am very sorry to waste your time again but we can only try. Hopefully with our next attempt we will get past that stupid network error!
I'll talk to the head cheese and get him to throw some bots on the server and see how that goes.
Good idea for Bots.
From experience with other games, might I point out that they can man fixed weapons at bases unless relieved, cutting down on surprise attacks, can man guns at checkpoints where you have to pass through in certain gamemodes, can even supply gunners to choppers unless relieved to provide random AI controlled fire on people. (with chopper idea, one pilot could provide transport for his entire squad like in JOTR and allow them all to get off the chopper and fight, to be picked up later to be moved)
Posted: 2007-06-01 16:57
by Rambo Hunter
ZaZZo wrote:How can you get 9x6 +1 x2 to anything else than 110????
You mean 9*6*2+2?
multiplication before addition.

Posted: 2007-06-01 17:00
by Zodiaccup
Outlawz wrote:No, I ment 6+6=12 +6=18 +6=24 +6=30 +6=36 +6=42 +6=48 +6 =54 + 1 is 55x2 is 110 as Eggman said... I dont know, where my head is *searches the desk*
Sorry my post was not that clear, with "sounds much better now", I was referring to that headbanging part, cause I have to do it too from time to time.

Posted: 2007-06-01 17:00
by ZaZZo
Rambo Hunter wrote:You mean 9*6*2+2?
multiplication before addition.
Therefore it doesn'y matter what the order is, that's waht I've been taught.. Lols let's not turn this into a maths discussion.
@ bots, now I've been playing single player a couple of times.. And the bots seem to act very "selfish" like taking a chopper then hopping out over enemy territory, ALONE...
Posted: 2007-06-01 17:10
by eggman
Cheesygoodness wrote:Yes Yar is the guy we have working on it. Again I am very sorry to waste your time again but we can only try. Hopefully with our next attempt we will get past that stupid network error!
Not a waste of time! An absolutely brilliant thiing if you can pull it off.
Kashan with >100 players!!!
Posted: 2007-06-01 17:13
by AfterDune
ZaZZo wrote:@ bots, now I've been playing single player a couple of times.. And the bots seem to act very "selfish" like taking a chopper then hopping out over enemy territory, ALONE...
Perhaps some things can be scripted. It's just an idea, would be cool if it were possible..
And of course it's no waste of time! I love these things. I'll join you anytime you want to test something, mate.
Posted: 2007-06-01 17:51
by Dunehunter
No...Al Basrah with 128 people...imagine....6 APCs rolling in, Land Rovers doing scouting, Apaches giving close air support, then a bunch of civilians block the road...IEDs go off...insurgents appear on the buildings next to the road and open fire, gunfire everywhere...*drools*
Posted: 2007-06-01 17:57
by R@ge
l|Bubba|l wrote:Hardcoded.
(9 squads x 6 player + 1 commander) x 2 teams = 110
That would be enough.
We don't even know if a server can handle this number of players.
As said before.. that's not a problem at all...
just provide the code and you will have a server which can run two of those ....
Posted: 2007-06-01 18:11
by Yar
Well, I am still working on it, here is my theory of what is going on:
processPlayerLimit(text parameterFromFile){
int tmpInt = ConvertInt( parameterFromFile )
Call setSv_MaxPlayers( tmpInt)
Call initialize_arrays( tmpInt) <--- still passes 64 dispite removal of player limit
Return
}
setSv_MaxPlayers( tmpInt){
if tmpInt > 64 then tmpInt = 64 <---- This is what I removed
sv.maxPlayers = tmpInt <--- only effects display, not array sizes
}
If I am correct about the above theory, I should still be able to crack the server limit still. But if I am wrong, and there is a player-side check when you join a server on how many players are in the game, then we are screwed, but I do not think that is the case.
Posted: 2007-06-01 19:17
by Jay
I don't see what's so hard about this...
Just change the:
"allow_128Players=false"
to "true"! Easy as that!
Heh, just kidding... I'd adore you if you could get this to work! Keep it up!
Posted: 2007-06-01 19:31
by -=shootmeplz=-
first of all: i have no feckn clue of programming, but my logical thinking tells me to set a
new maximum, not just to
remove the old one!
Yar wrote:
if tmpInt > 64 then tmpInt = 64 <---- This is what I removed
if tmpInt > 128 then tmpInt = 128 <---- This is what I would add. too easy to be true?
just a suggestion...
Posted: 2007-06-01 19:37
by Yar
-=shootmeplz=- wrote:first of all: i have no feckn clue of programming, but my logical thinking tells me to set a new maximum, not just to remove the old one!
if tmpInt > 128 then tmpInt = 128 <---- This is what I would add. too easy to be true?
just a suggestion...
Unfortunately that would do the same thing as we just saw. In that case, if you specified 120 players it would create a 120 player server, but not work when the 65th player joined. If you created a 130 player server, it will create a 128 player server with the same problem =(
Posted: 2007-06-01 19:44
by Simio1337
128 people on a single server
Make it happen!
Posted: 2007-06-01 19:47
by mesniaman
I entered right now, u can read 0/128, lol!
But there's noone inside.Hope to came back after beer and find it full!
Posted: 2007-06-01 19:52
by Skyren
This is a shame and i hope we can get it going as this would be amazing

Posted: 2007-06-01 20:24
by tupla_s
Would it be possible that the palyer id system in bf is only 7bits so when there's more than 64 players the 65th player wouldn't be assigned a id so he gets a connection error. Just something random that game in to my mind.
Here's a short text about Player ID, if you don't get what I mean by that.
http://bf2.fun-o-matic.org/index.php/Player_Identity
EDIT: Changed 8bits to 7, a small counting error =)
Posted: 2007-06-01 22:14
by Yar
I completed what is going to be my last try at making a hacked dedicated client, I have sent links to the server admins again and hopefully it will be online within the next day. If we are lucky, we may see 128 players in a BF2 server soon =) If not, I don't think there is much more I can do =(