Posted: 2007-06-01 22:17
^im sure you will need to send us the exe as your client will see your client, and our side will crash.
I am a bit confused about what you are saying, but I believe the answer to your question is that this is a server-side only modification. The people connecting do not have to change anything.danthemanbuddy wrote:^im sure you will need to send us the exe as your client will see your client, and our side will crash.
Where is the problem with the player-side check?Yar wrote: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.
what idiot makes a 7 bit variable? Ootupla_s wrote: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 =)
DICE, you newer knowGeneral_J0k3r wrote:what idiot makes a 7 bit variable? Oo
Drive-by Shooting xAbout those vehicles—you can expect more than 30 land, sea, and air vehicles in the finished game. The developers expect the class-based enhancements to nudge players into using them, but frankly, the stable of tanks, jeeps, fighter jets, helicopters, and attack boats should be plenty of incentive on its own. In a nod to the modern-age setting of the game and in an effort to focus on more intense combat, big naval vessels (like destroyers) have been eliminated from the game. However, the inclusion of fast, vicious patrol boats and the like should more than make up for it.
All the action takes place in three theaters of war: China, Russia (FAIL), and the Middle East. While none of the war zones are based on any specific city or battle, all are being designed with current world hot spots in mind, so while you won't be fighting in Baghdad per se, you'll be fighting in a place much like Baghdad. And the action should be very familiar to any Battlefield 1942 or Vietnam vet—DICE is very happy with its ticket-based control-point CTF variation and isn't planning on changing it at all. It is adding optional secondary objectives to certain maps that confer in-game advantages—things like taking out power stations to hobble the enemy.(FAIL)
Arguably, the only big change in gameplay is the scoring. In yet another nod to encouraging teamplay, scoring in the game is being tweaked so that medics get points for healing comrades and pilots get points for kills made by their passengers. The infantryman who paints a target with a laser for a guided missile, as well as the pilot launching the missile, will get credit for the eventual kill.(FAIL)
Is there more? You bet. But we'd have to deforest half the continent to get enough wood pulp for the pages we'd need to cover every single detail in this game. You'll just have to try to hold on until spring 2005, when you can experience the game for yourself.
Until then, remember one thing: It's going to be massive.
Third Party Parties Hard While DICE is doing all the hardcore designing, it has enlisted the help of Trauma Studios for one thing: coolness. This New York City studio is tasked with prototyping smaller features simply to enhance the game experience. Its input so far has led to the medic's lethal and lifesaving defibrillator, as well as rappelling lines that drop from helicopters(FAIL) to both deploy and rescue soldiers. Currently, up to 10 combatants can hang from a line—and they can shoot while they're there.(FAIL, not even Special forces had anything like that) Trauma has more tricks up its sleeve, but this is the one we really hope makes the cut. Don't you want to see 10 rope-hanging monkey killers raining death from above as they sweep through city streets?
Fighting on Two or More Fronts One of the biggest problems in any multiplayer shooter is balancing maps for player load. (here is the important part) No one likes deathmatching with two people on a sprawling 32-player map any more than they like deathmatching with 32 people in a two-player arena. Obviously, DICE has to create maps big enough to accommodate its targeted player load of more than 100—but what happens when only 22 people show up on a server? DICE has an ingenious solution: dynamically sizing maps. Think of a map as three concentric circles. With, say, 32 or fewer players, only the inner circle is active, and the exterior circles are inaccessible and out of play. When a threshold of players is crossed, the map opens up the next circle, and eventually, right around the 100-player mark, the last one opens. As players drop, the map contracts accordingly, with distant players warned to get back to the active zone. Don't worry—if you're too far to get back, you'll be killed and spawned within the smaller map, but your score won't be affected by the death.(FAILLLLL!!!!!!!!!!!!!!!!!!!!!!)
Is it possible to combine this with coop play?Outlawz wrote:Bot Changer - link in the Single Player Topics forum...
Max bots you could set, was 255...
BetterDeadThanRed wrote:The following is from the June 2004 article from CGW written by Robert Coffey. I will bold the areas worth noting. (Originally posted in TG forums.)
Ive downlaoded it, never really worked, so I just modified the .con files to ahve more bots...PR SP crashes with over 57 bots, I think...had 47, and still some frame lag...AfterDune wrote: 'Cause then we would have 64 players + a certain amount of bots (to man machine guns, etc). And if scriptable, they can do way more.