Forgotten Hope Public Forum
Forgotten Hope 2 => General Discussion => Topic started by: Nemes1s on 24-07-2012, 13:07:28
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Hey,
I'll be doing a 96 Player Test today with a modified server binary. I'm currently setting up a cloud server(I'm just a poor student so there might be hardware related lags but we just need to get to 65) and I hope the server is up in 1-2 hours, I will then publish the IP/port here. Hope to see lots of people on the server today ;D
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Hey,
are you developing the binary on your own or is it related to Project Reality and Soppa, who has had FH2 128 player servers some months ago?
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Hey,
are you developing the binary on your own or is it related to Project Reality and Soppa, who has has FH2 128 player servers some months ago?
It's my own code afaik soppa is developing for 64 bit, I'm doing 32 bit.
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if by any chance this works, are you planning on releasing it for free to the community or will you charge for it like soppa?
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Please say free! ;)
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if by any chance this works, are you planning on releasing it for free to the community or will you charge for it like soppa?
It's a pre-patched binary atm so I need to code a patcher first otherwise it'd be illegal for me to distribute a modified binary.
I will not "charge" for the server, maybe I'll accept donations but I'm not planning to create a buisness by selling the code or something. If the code gets released it will be free.
The problem of the test today will be that the bandwith of my server will be reduced after a few GB of traffic :(
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Sounds neat! Mid day here in europe still so a few hours before i get home. But i'll be happy to help.
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Will connect and idle when I get home.
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If I wasn't out searching for a room I'd hop on the server for sure. Is there a big performance difference between 32 and 64 bit in this case?
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The difference must mostly be that 32bit allows the .exe to use only something like 3 Gb of memory, while 64 bit can use as much as it can.
Now the right question is, how much memory does a BF2 server use ? :)
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The difference must mostly be that 32bit allows the .exe to use only something like 3 Gb of memory, while 64 bit can use as much as it can.
Now the right question is, how much memory does a BF2 server use ? :)
Not very much(512mb-1gb) problem is server only uses 1 core and bandwith will become problematic.
EDIT: If someone has a linux 32 bit server or maybe a VM on a dedicated server with a linux 32bit OS that he would be willing to give me access to only for the test I'd be very thankful.
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I'll do anything that could help us break the 64 player limit! The 100 player battles were the most epic moments of gaming I have ever experienced.
Full tank charges with proper infantry support on Gazala... Epic walls of defense on Supercharge...
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If someone has a good maplist for >64 players now's the time to post it ;D
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Any ETA of this server going up?
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I highly doubt it works, but i shall participate. ;)
Edit:
I retract my previous statement! Fantastic work Nemes1s.
Well done!
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It would be up by now but I'm getting a maplist error :
could not add to maplist. map not found:purple_heart_lane gameMode:gpm_cq
could not add to maplist. map not found:supercharge gameMode:gpm_cq
could not add to maplist. map not found:el_alamein gameMode:gpm_cq
could not add to maplist. map not found:gazala gameMode:gpm_cq
could not add to maplist. map not found:alam_halfa gameMode:gpm_cq
could not add to maplist. map not found:bastogne gameMode:gpm_cq
could not add to maplist. map not found:crete_1941 gameMode:gpm_cq
could not add to maplist. map not found:eppeldorf gameMode:gpm_cq
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Quickly! Someone who is apt in map coding and the arts of binary, assist him at once!
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Hmm Vanilla BF 2 runs perfectly fine strange I'm reinstalling the fh2 server files now.
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I don't know if it helps but check out this thread, a guy had a problem with maplist too:
http://fhpubforum.warumdarum.de/index.php?topic=17438.0#msg261473
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after some PM's between me and someone who has been working on the code with soppa... tema was his name. Says that after PR 1.0 comes around the 128 mod should be public.. that it wasnt a PR exclusive thing. Im just pointing this out, BUT i will deff idle to help you find out!
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hmm I've added all maps to maplist now the server just closes without an error but vbf2 works fine.
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Could try a vBf2 session to begin with. If that works, fh2 should probably work as well.
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Got an error now:
FATAL ERROR: Debug assertion failed!
Version: 1.5.3153-802.0 Build date:implemen
t unix date here
Module: Python
File: Game/Python/PythonHost.cpp
Line: 281
Text: bf2
init_module failed: stderr: Traceback (most recent call last):
stderr: File "p
ython/bf2/__init__.py", line 75, in init_module
stderr: import game.scoringCo
mmon
stderr: ImportError: No module named scoringCommon
Will try to fix it now strange that it only gives that error with FH2
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Could try a vBf2 session to begin with. If that works, fh2 should probably work as well.
Okay I'll try to get server full on vbf2 first.
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are you running bf2 or still trying Fh2?
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just give a shout here and I will join at some point.
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are you running bf2 or still trying Fh2?
bf2 will be up in around 15 minutes if the server gets to 65 then I will try FH2 again maybe someone who got FH2 working on Linux could help because I'm really clueless why bf2 runs and fh2 does not.
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im waitingin bf2.. i suggest you put the IP here so people dont get lost lookiong for it.
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176.221.42.218:16567 EDIT: SERVER UP
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Gonna idle there for a bit, hopefully more people will join until the evening...
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Cmon guys were 8 now please join to test if this works
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Cmon guys were 8 now please join to test if this works
If its vBF2 im not interested. Sorry.
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Cmon guys were 8 now please join to test if this works
If its vBF2 im not interested. Sorry.
I just can't get to work fh2 on my server atm if anyone has a FH2 server running Linux 32 bit contact me please.
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Cmon guys were 8 now please join to test if this works
If its vBF2 im not interested. Sorry.
If it works with BF2, it will work with FH2... ::)
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Yah exactly, just a server test. Need more ppl tho.
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Cmon guys were 8 now please join to test if this works
If its vBF2 im not interested. Sorry.
If it works with BF2, it will work with FH2... ::)
If he cant get FH2 to work... i highly doubt the code he made works also...
Yes im a realistic negative dude sometimes.
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Cmon guys were 8 now please join to test if this works
If its vBF2 im not interested. Sorry.
If it works with BF2, it will work with FH2... ::)
If he cant get FH2 to work... i highly doubt the code he made works also...
Yes im a realistic negative dude sometimes.
You'll see. Even if it crashes it's good because then I know what's wrong and I can fix it then.
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Cmon guys were 8 now please join to test if this works
If its vBF2 im not interested. Sorry.
If it works with BF2, it will work with FH2... ::)
If he cant get FH2 to work... i highly doubt the code he made works also...
Yes im a realistic negative dude sometimes.
and your not helping.. by not jumping on the server.. useless you are. If you jumped on and see if it worked for bf2.. thenit would work for fh2... so if youd like to see it where you ARE interested..then i suggesrt you jump on and see if it works for one aspect when if it did would work in the end for the other aspect..
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FH2 server will be up very soon hopefully.
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FH2 server will be up very soon hopefully.
Good news.
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We ran into some unexpected problems while trying to run the 32 bit server binary on a 64bit OS, but I think we can fix it so hopefully server will up today. BTW vbf2 server is up for 2 rounds now without crash ;)
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Cmon guys were 8 now please join to test if this works
If its vBF2 im not interested. Sorry.
Yeah, thats totally helpful ಠ_ಠ
Gotta learn to bugcheck walking before you can do the same to running, can't just poop a 96P Fh2 server without any problems.
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Cmon guys were 8 now please join to test if this works
If its vBF2 im not interested. Sorry.
Yeah, thats totally helpful ಠ_ಠ
Gotta learn to bugcheck walking before you can do the same to running, can't just poop a 96P Fh2 server without any problems.
Server was tested on vbf2 and the code itself ran stable the server only lagged because it was a vserver not a dedicated server. The only way you can test a 96 player server is to get 96 player on them now I don't think any mod team has 96 betatesters so these tests have to be public.
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Cmon guys were 8 now please join to test if this works
If its vBF2 im not interested. Sorry.
Yeah, thats totally helpful ಠ_ಠ
Gotta learn to bugcheck walking before you can do the same to running, can't just poop a 96P Fh2 server without any problems.
Please.... i know what im talking about, trust me.
Cracking the binary code to being able to run more then 64 players can take thousands of hours. If tried it myself and gave up. Dont have that much time to waste...
Why do you think only one person was able to do it ?
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If tried it myself and gave up. Dont have that much time to waste...
You do realise that you need to do a lot more then just raise the playercount or modify the setmaxplayer function? Trust me I've done lots of research into this, even if this doesn't work now I'm sure that I can get it working eventually.
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@Randoom
For this, I am going to go by the saying "There is always someone better than you", for all we know, the guy could hold a masters in CS and have several years experience
All I am saying is that not helping at the base (vbf2) isn't going to help him get to the top (fh2), never did I question your programming integrity.
If tried it myself and gave up. Dont have that much time to waste...
You do realise that you need to do a lot more then just raise the playercount or modify the setmaxplayer function? Trust me I've done lots of research into this, even if this doesn't work now I'm sure that I can get it working eventually.
Just quoting Nemes1s who got cut off at the end of P3
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@Randoom
For this, I am going to go by the saying "There is always someone better than you", for all we know, the guy could hold a masters in CS and have several years experience
All I am saying is that not helping at the base (vbf2) isn't going to help him get to the top (fh2), never did I question your programming integrity.
If tried it myself and gave up. Dont have that much time to waste...
You do realise that you need to do a lot more then just raise the playercount or modify the setmaxplayer function? Trust me I've done lots of research into this, even if this doesn't work now I'm sure that I can get it working eventually.
Just quoting Nemes1s who got cut off at the end of P3
Yes, im well aware of what it is needed to be done to have a working stable code.
Im just saying that you might be miles away from it, if you can send me a pm of what you have done and i can exchange some info with you from there.
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What tools are you using Nemeis. I tried it with MHS from Spiro. Only got to the point of changing player limit and the amount of players logged in and some other funky stuff. But I am clearly no coder and could go beyond that.
You open multiple instances of BF2 client if you want. add this to the command line +multi (http://bf2tech.org/index.php/Command_Line_Options (http://bf2tech.org/index.php/Command_Line_Options)). 96 Instances would be a bit much, but it is a beginning.
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What tools are you using Nemeis. I tried it with MHS from Spiro. Only got to the point of changing player limit and the amount of players logged in and some other funky stuff. But I am clearly no coder and could go beyond that.
You open multiple instances of BF2 client if you want. add this to the command line +multi (http://bf2tech.org/index.php/Command_Line_Options (http://bf2tech.org/index.php/Command_Line_Options)). 96 Instances would be a bit much, but it is a beginning.
I'm using IDA Pro Free for reversing and disassembling and I'm using HxD Hex Editor to change the value of certain adresses. Also just successfully tested 8 man squads.
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8 player squad limit has been tested and WORKS! But going to need a lot more people on to test over 65 maximum players on server. Stop listening to the (RAn)DOOm sayers people and JOIN UP!
IP: 176.221.42.218:16567
I know NOTHING about programming or any of that crap but I figure this is POSSIBLE right?(I mean one guy, Soppa already did it). While I don't know if this attempt will succeed I do know that it definitely can't be perfected if we cant get enough on the server for it to be TESTED.
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Wow. Summer holiday and such wonders happen?
- You have my Logitech G5 mouse!
- And my Logitech G105 keyboard!
- And my Saiter AV8R joystick!
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If someone has a good maplist for >64 players now's the time to post it ;D
El Alamein, Alam Halfa Crete, Bastogne, Sidi bou zid?
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I will idle when it comes to fh2, tried vbf2 but I think it crashed on me.
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I will idle when it comes to fh2, tried vbf2 but I think it crashed on me.
We're currently trying to get a 32bit linux server so we can test the code. Until then all we can do is wait.
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If someone has a good maplist for >64 players now's the time to post it ;D
El Alamein, Alam Halfa Crete, Bastogne, Sidi bou zid?
Cobra and Totalize should definitely be on the list. Siege of Tobruk, Goodwood and Villers could also work.
Tunis if you want to relive the glorious epicness of Metro 64 in BF3. ;D
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I can't seem to join via IP (It's probably on my end, I always have trouble joining servers in BF2/FH2), but does anyone have the server name so I can find it in the browser?
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If someone has a good maplist for >64 players now's the time to post it ;D
El Alamein, Alam Halfa Crete, Bastogne, Sidi bou zid?
Hurtgen Forest for the WIN :o
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(http://i1.kym-cdn.com/photos/images/newsfeed/000/141/452/i%20can%20fap%20to%20this%20xDDD.jpg)
Keep it up Nemes1s!
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Yea, would awesome if you get that working! Also post a fixed time when you want people to join the server, because it might not be easy to gather enough people and not everyone has time to idle for a few hours. When you get it working in Fh2 there definitely will be more players than at vBF2 though.
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I suspect that 2.45 serverfiles don't work with my code. I'll try 2.4 servefiles now to be sure. Also vbf2 server is offline atm so I can find out why fh2 is not working.
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keep up the good work!
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The executable only works under Linux? Can you compile one for Windows?
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The executable only works under Linux? Can you compile one for Windows?
Yes there are basically 3 versions of BF2 Server: IA-32bit Linux, AMD64bit Linux and Win32bit. Windows exe is different(obviously) and from my initial research more difficult, my goal is to get 32 bit linux working first then 64 bit and maybe later Windows.
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188.138.91.231 Port: 16567
SERVER IS UP RUNNING FH 2 JOIN IN AND TEST 96 PLAYER
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188.138.91.231 Port: 16567
SERVER IS UP RUNNING FH 2 JOIN IN AND TEST 96 PLAYER
Okay it seems Punkbuster is not running for some reason and admin is afk for some hours so to see server in browser you need to turn off punkbuster box in server browser filters
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an announcment thread and PB turned on restart should be ideal. ( iknow admin is AFK)
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I will idle later on.
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Cant see the server.
Just work with WAW and you will get all the participation you need.
8)
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Cant see the server.
Just work with WAW and you will get all the participation you need.
8)
connect to IP
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Server up with pb on now come join in
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We're trying to fix some PB related issues at the moment.
EDIT: We're not getting PB to work at the moment, so we'll have to make due without it for now.
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Hope you can get this to work. Keep going with the effort!!!
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Whats the name of the server?
cant find it
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^ UNCHECK PUNKBUSTER FILTER AND YOU WILL SEE IT!
EVERYONE ON FORUM RIGHT NOW PLEASE JOIN UP, IF ONLY FOR A FEW MINUTES!
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Disable punkbuster and look for the only server which says 33/96 players.
So: Disable Punkbuster!
33 Players right now, need 63 more! Come on and join in!
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762 is full. Hslan has 53. It's really simple imo. If server admins can't be arsed to support this actively by trying to get players to come to the testserver, they shouldnt get get the >64 player code.
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Server is filling up! 49 people at the moment! Come on and help out! Join the server!
Make sure Punkbuster is disabled or you will not see the server in the ingame serverbrowser
Tell all your friends and relatives to join!
(http://upload.wikimedia.org/wikipedia/commons/thumb/1/12/We_Can_Do_It!.jpg/250px-We_Can_Do_It!.jpg)
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Server is filling up! 49 people at the moment! Come on and help out! Join the server!
Make sure Punkbuster is disabled or you will not see the server in the ingame serverbrowser
Ahhh that was my problem. :-[ Joining up now.
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For those who wish to use the "join IP" ability to connect to server the IP is different from the one yesterday that was given earlier in this thread. The IP is 188.138.91.231 :16567
We were FAST approaching 60 people when I alt-tabbed out of game to hastily type this post! COME ON PEOPLE!
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65 ingame now! Join up and let's see how many this server can take! Come on!
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(http://i218.photobucket.com/albums/cc249/warchief_album/screen037.jpg)
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There you go RAnDOOm ;)
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74 players right now !
I think it´s safe to have a early hooray ;D
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(http://img.photobucket.com/albums/v200/Thorondor123/screen000.jpg)
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Now running at 74 players and STILL FILLING UP!
People can spawn, vehicles are driven, kills are registered. Only flagcode refuses to co-operate, everything else SEEMS TO WORK.
Must stop now, it's really hard to type with one hand, even harder than playing FH2.
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Yay, we made it over 65! Some bugs still, though. Will report later.
Come on people, be a part of this historical moment!
74 people and counting!
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Chat log from when 65th player joined:
chat: pid=6 text='HUD_TEXT_CHAT_TEAMHUD_CHAT_DEADPREFIXmaybe they will get curious' channel=Team
Creating new record for player profileId 68873167
Creating new record for player profileId 102156351
chat: pid=22 text='YES' channel=Global
chat: pid=53 text='65!!' channel=Global
chat: pid=7 text='YES' channel=Global
chat: pid=61 text='65!' channel=Global
chat: pid=24 text='ZES' channel=Global
chat: pid=49 text='65!!!!!!!!!!!!!!' channel=Global
chat: pid=51 text='65!' channel=Global
chat: pid=24 text='UESRb:SN D' channel=Global
chat: pid=53 text='WOOOOOOOT' channel=Global
chat: pid=0 text='*§1DEAD§0*FWAFEGVEG!!!' channel=Global
chat: pid=2 text='65!' channel=Global
chat: pid=6 text='*§1DEAD§0*WOOOOOOOOOOOOOOOOOOOOT' channel=Global
chat: pid=60 text='WWWOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO!!' channel=Global
chat: pid=61 text='lets wait until they're loaded and spawned' channel=Global
chat: pid=14 text='awwwwwwww yeah' channel=Global
chat: pid=45 text='65!' channel=Global
chat: pid=0 text='*§1DEAD§0*YUSSS!!' channel=Global
chat: pid=53 text='W=======T' channel=Global
chat: pid=15 text='AWWW YEAH!' channel=Global
chat: pid=24 text='*§1DEAD§0*WAZZZAAAA' channel=Global
chat: pid=33 text='it comes!' channel=Global
chat: pid=3 text=':D' channel=Global
chat: pid=4 text='IT'S WORKING IT'S WORKING!!!!!!' channel=Global
chat: pid=0 text='*§1DEAD§0*AFWDAWFAEGEGEG!! YAY!' channel=Global
chat: pid=12 text='create more squads' channel=Global
chat: pid=24 text='*§1DEAD§0*FAP FAP FAP' channel=Global
chat: pid=56 text='Congrats ppl!' channel=Global
chat: pid=9 text='Aw yeah' channel=Global
chat: pid=12 text='teating 8man squads' channel=Global
chat: pid=13 text='it works' channel=Global
chat: pid=6 text='MOAR SQUADS!' channel=Global
chat: pid=47 text='haha nice ' channel=Global
chat: pid=49 text='NOBODY DISCONNECT __ THATS AN ORDER!' channel=Global
chat: pid=4 text='HARD FAP HALLELUJAH' channel=Global
chat: pid=6 text='MOAR!' channel=Global
chat: pid=15 text='ITS ALIVVVEEEE, ITS ALIIIIVE!' channel=Global
chat: pid=60 text='JAWOHL!' channel=Global
chat: pid=55 text='*§1DEAD§0*Nice work lads!' channel=Global
chat: pid=3 text='now go on till it crashes' channel=Global
chat: pid=13 text='wohhhhhooooo' channel=Global
chat: pid=0 text='FAP WITH ME< FAP AGGRESSIVELY IN VICTORY!' channel=Global
chat: pid=49 text='LETS SEE HOW HIGH THIS GOES' channel=Global
chat: pid=48 text='its alive!!!!!!!' channel=Global
chat: pid=58 text='i was 62th FFS!!!' channel=Global
chat: pid=24 text='WOOOO' channel=Global
chat: pid=53 text='*§1TOT§0*one of my hand is buys with fappin now!' channel=Global
chat: pid=55 text='So who do I owe the blowjob to for this gift?' channel=Global
chat: pid=12 text='is it working' channel=Global
chat: pid=16 text='yesover 64 ppl!' channel=Global
chat: pid=48 text='gangster' channel=Global
chat: pid=13 text='you n give me one lainer' channel=Global
chat: pid=12 text='bettr drive some vehicles around' channel=Global
chat: pid=34 text='HUD_TEXT_CHAT_TEAMHUD_CHAT_DEADPREFIXenemy troopsat AT gun Hill' channel=Team
chat: pid=24 text='nemes1s is official god now' channel=Global
And the 65th player was.... Ts4Ever !
Sorry, Thorondor, you actually came 64th, one guy left just before your join.
Thanks for showing up everyone :)
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And the 65th player was.... Ts4Ever !
You can't see it, but I'm doing my victory dance right now.
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Sure, dance now, but well all know who the real 65th player was.
(Me)
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wow, great news!! I wasn't able to join as my connection won't let me play. But it's good to hear that you break 64 players. :D
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Don't slack off people just because we got over 64 players on. We've fallen from 74 back down to 65. 96 is the real goal!
EDIT: Good. Back up to 70. That's more like it but need more. Even if you can't play right now then join up and idle. Just need NUMBERS.
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This is good news.
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Credit where credit is due.
Fantastic work Nemes1s
I always admit when im wrong. If you need any help in improving the stability of the code just ask.
Once again, good job! ;)
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Great start! Hopefully some of these finds will make it into the official build some day (at least the 8 man squads would be nice).
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Seems they got on all the people they needed for today. Lightning said things like flag bugs and what not should be testable with fewer people. At least we found out that 8 person squads work and over 64 people(high of 74 today) works.
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Today we tested the new 96 player server and we made it up to 71 people without incident, (we didn't stop because there was one, there just weren't enough people.) . I think we need to plan an event or something to test it up to it's max, becuase just not enough people will spontaneously join. Any ideas?
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FH2 devs are aware of this. Alot of work still needs to be done for a working stable code.
Lets wait and see what they will plan.
;)
PS: Thanks to Nemes1s once again.
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What's wrong with the thread right below this new one?
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And the 65th player was.... Ts4Ever !
You can't see it, but I'm doing my victory dance right now.
Sure, dance now, but well all know who the real 65th player was.
(Me)
[techermode]Yes, go bicker about this. Well, you two young men, listen to this: the facade has to be built on a foundation.[/teachermode]
;)
Thx for joining, let's get to the 96 player limit tomorrow, or the day after tomorrow!
Bugs I noticed:
- flags didn't work properly (only Lightning could cap them ;))
- lagspikes
- I jumped on Crete from a Ju and landed in the sea, I could only superslowmo swim and when I reached the shore and could walk, I died (dunno if this is 96 server specific, though)
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Maybe it was the bleed. At least when you open the parachute very late, you are bleeding when you hit the ground. Maybe you generally bleed, dunno, I always open 30meters from ground. So maybe you were bleeding and swam slow due to that and bled dry when arriving the beach ?
And, yea. THanks for joining everyone. When I came we were like 20 people and I did not believe we would break the 64 player mark today, awesome !
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Very good job by Nemes1s and a big compliment for getting this managed. Only bug I found, were the flagbugs but I am confident that this will be solved. Only thing I have to add is the bitter taste of childish commments about 762 or Soppa. Would like to see the player community to get a bit more mature. I think everybody can have his own opinions about Soppa's business plans, but please don't forget all those nice hours of gameplay wich were only possible due to Soppa tweaking the code.
Nevertheless is it nice to see this working. With the upcoming east front in mind I see alot of great things coming. Well done ;)
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Tonight was a nice example of the FH2 community still going strong: from 23 to 74 players is awesome!
Some shots:
Reaching 67 players
(http://i.imgur.com/tOfBX.jpg)
Some mining fun:
(http://i.imgur.com/YmUm0.jpg)
(http://i.imgur.com/Vm6m1.jpg)
What were you on there, LuckyOne? Firing SMLE from a tankseat or something?
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FFFFFFFFFFFFFFFFAAAAAAAAAAAAAAAAAAAAAAAAAAAAAPPPPPPPPPP!
God! And where the hell was I? Washing the freaking house! God dammit!
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Is the WaW server dead because all the regulars there are on this server right now?
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Is the WaW server dead because all the regulars there are on this server right now?
quiet you, obviously you have never experienced the awesome boobage that is 64+ player servers!
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Was afk for a moment and then was suddenly wondering what is a Bishop doing right next to el Rahman flag and how did it get there because it is not physically possible to drive it there... Then I realized Lightning was spicing things up by spawning assets errywhere as a trio of Bf109's flew overhead. :P
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Yes excellent start.
Big salute to Nemesis for creating this 1st version of his code that WORKS! in only 5 weeks.
Now all we need to do is attend the testing events when the DEVs post them & we will go uphill from here.
BUGS
Squad Leaders can only invite (6) players but 8 can join.
Can that be modified?
8)
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Is the WaW server dead because all the regulars there are on this server right now?
quiet you, obviously you have never experienced the awesome boobage that is 64+ player servers!
128 server was awesome on some maps, crap on others, and not awesome at all when you're trying to get something going on WaW, or as I called it, the only non 150+ ping server :D.
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That's great news!!! Congrats Nemes1s well done sir!
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IT IS ALIVE!!!!!!!!
next... a mumble style program for 128... just saying... nyuk nyuk nyuk!..
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Holy moly, you are away for a few days and something like that happens .. I should leave the forums more often, maybe afterwards we will have unlimited viewdistance and deployable MGs :D
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Can someone explain why a 96 player server is such a big news? There were already 128 player server in the past!?
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Can someone explain why a 96 player server is such a big news? There were already 128 player server in the past!?
Because the guy who made the first 128 player server is not going to release his code to the public/FH2. The last time he was selling/renting it.
With Nemes1s' max player code we could have 128 player servers for FH2 without renting them from that one guy.
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Because the guy who made the first 128 player server is not going to release his code to the public/FH2. The last time he was selling/renting it.
With Nemes1s' max player code we could have 128 player servers for FH2 without renting them from that one guy.
I would appreciate it! On several maps the game feels even more intense, exciting and real with more than 64 players. 128 would be awesome... but 96 players is also a big improvement! ;D
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Because the guy who made the first 128 player server is not going to release his code to the public/FH2. The last time he was selling/renting it.
With Nemes1s' max player code we could have 128 player servers for FH2 without renting them from that one guy.
I would appreciate it! On several maps the game feels even more intense, exciting and real with more than 64 players. 128 would be awesome... but 96 players is also a big improvement! ;D
96 was just for the test I presume. The hard par was to figure out hoe to change the max player number above 64 at all.
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AFAIK, Soppa said the code for 128 players was gonna be released for FREE after PR1.0 to every mod. who came out with the rumor of selling the code?
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Let us deny history and embrace this wonderfull news! Great work and good luck fine tuning it 8)
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Merged the two 96 players threads.
And for renting the 128-code, Soppa himself had a shady money collecting scheme going on this very forum.
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AFAIK, Soppa said the code for 128 players was gonna be released for FREE after PR1.0 to every mod. who came out with the rumor of selling the code?
Selling the code is indeed just a rumour, but he was quite secretive about it and rented his server out to interested people. :)
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Well done mate, I wish I had the time to read those 8 pages of praise you deserve :)
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Any server testing going on today ?
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Doesnt seem like it. Although i hope they get the kinks out of the coding though like the uncappable flags.
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We're working on the flag bug atm but I think server will be online today.
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Can I have your babies? But no really thanks a bunch for the great work Nemesis. Just when my interest in this mod had started to wane you have brought back some new hope and many more years of fun.
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Can I have your babies? But no really thanks a bunch for the great work Nemesis. Just when my interest in this mod had started to wane you have brought back some new hope and many more years of fun.
Heresy!
but seriously, server is up. PB and Flags are working!
Can we get it filled up today ?
JOIN NOW
EDIT: last minute problem found.. delayed, sorry !
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Very well.
Keep us updated.
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Congrats Nemesis on breaking the limit.
I am guessing lag problems have to do with the testing server not being an Uber system?
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Congrats Nemesis on breaking the limit.
I am guessing lag problems have to do with the testing server not being an Uber system?
It's on FH2 Devbox atm other things run on it too and the cpu isn't highend but it's enough for testing. We'll see how many players we can get before the hamster dies ;D
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I can't connect to the server. Its IP is 188.138.91.231, port 16567, isn't it?
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Congrats Nemesis on breaking the limit.
I am guessing lag problems have to do with the testing server not being an Uber system?
It's on FH2 Devbox atm other things run on it too and the cpu isn't highend but it's enough for testing. We'll see how many players we can get before the hamster dies ;D
Kev stop the p0rn d/l, this has prio over fapping.
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There was a last minute problem. Hopefully it will be up again soon.
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Fix fix fix :)
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I am just happy that the fh2 devs are on board this time! FH2.46 here we come!!!
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So i guess no testing the code today ?
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We'll be doing a test very soon I just found out about a bug in my code which might have caused the many problems we had setting up the server.
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(https://encrypted-tbn2.google.com/images?q=tbn:ANd9GcQxyT8-JTmi1DIJ4kkM9eobAJT2-FjHQrN6fhOtEEHRvfW7f5LG8Q)
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You guys gonna try and test this thing again soon? I neeeeeed my 96 player server epic battles! ;D
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Fuck YEAAHHH!! Congratulations Nemes1s for cracking the code and distributing!
I was away for a couple of days while all this awesomeness was going on!!! FUUUUKKK!!!
Will be there for next test!!!
GREAT Job!!
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We are ready when you are Nemes1s!!!!!!
:o
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Today would be perfect! ;D
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Friday night, rain is expected here, Olypics are boring..
Please give me 64+ player bonanza!!!
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I think there is going to be a test today but don't take my words for granted.
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Can this be made a FH2 News announcement or since we are testing no?
:o
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Server up flagbug fixed and PB working :)
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Server up flagbug fixed and PB working :)
Fantastic. Just got home from work and im ready to play some FH2!
8)
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96!!!!!!!!
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It Works! 96 players 8 man squads and today with flag capping and punkbuster working!
http://i806.photobucket.com/albums/yy346/kmarc150/96playerserverwith96people7-27-2012.jpg (http://i806.photobucket.com/albums/yy346/kmarc150/96playerserverwith96people7-27-2012.jpg)
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Any lag so far?
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Nice......Any chance of WaW getting this latest build?
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Server is full
Squads work
No CTD's
Perfect
I would reccomend keeping it at 96p. 128P is just to much on most maps. This is a perfect amount
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Nice......Any chance of WaW getting this latest build?
It only works on Linux servers.
Talk to your admins, they can inform you more of what is happening in the backstages....
Alot of things to come regarding the F|H WaW venture will be release soon.
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Great work, now we just need a Windows 32 bit version for the WaW server ;)
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I think what you mean to say is we need to install linux on the WaW server. ;D
Great news anyway. This alleviates my one and only concern with this WaW and F|H joint venture. Maybe after this upcoming campaign we can sit down and have a nice chat about my MDI map Avro. ;)
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I just had the most awesome bardia match ever...
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Just got kicked from the server, during Operation Cobra and I was rocking the Panther G, because I had TKed too much but I had NO TKs. WHATSUP with that?
For the rest a great server...
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Just got kicked from the server, during Operation Cobra and I was rocking the Panther G, because I had TKed too much but I had NO TKs. WHATSUP with that?
For the rest a great server...
Remember that there are only 64 Nametags drawn by client...
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i have had so much fun the past 6 matches, i never had this much fun!
The server runs smooth and lagfree. CTD"'s are normal as with normal maps.
96P is the best pick of player numbers IMO, but a bit of stress testing wouldnt be bad
A big thanks to the code maker and server hosters!
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No more testing today? :-\
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Restarting it for 160
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160!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! H-O-L-Y M-O-T-H-E-R O-F G-O-D!!!
Can't wait to do my part in trying to fill THAT up! Enough of this typing shit..**joining server**
EDIT: I see they changed it to 128 max. Which is just as well. I really think that's the maximum practical number anyway without just tripping over too many bodies and whatever other complexities would ensue (chat spam...etc...etc)
Edit2: hmmm just alt-tabbed back in game and its 127 now(and FULL btw at that capacity!). Oh well this is for testing so guess there changing the max numbers on the fly depending on how it runs.
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Code worked fine with 128. Server had some trouble handling more than 112, but it's not the most powerful server anyway.
Looking good.
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It was unplayable for me for whole time I was there. I'd say 100+ players started to cause heavy lags on my end. When the server got to about 128, crazy shit started to happen. Effects like explosions, sounds and muzzle flashes were missing occasionally and I saw some guys warping like 10m at time when they were running on open field.
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For me lags started at 127 players. :)
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96-100 players was pretty much no lag, and fits most maps without getting too spammy.
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Surprisingly ,even on my steam machine game ran smoothly. Weird stuff started happening with around 110 players (I've killed a guy, and got a kill message, but his tank exploded with 1-2 sec delay, players warping etc). But 96p was silky smooth. Not even a single CTD.
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Load in, hop in Hurricane... shot out by teammate.
Not unusual, but then he's immediately kicked. Thank you admins!
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Server went down?
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It appears to be back up again. Loading onto Totalize now.
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There might be a bug that initiates a vote for mapchange when a player joins. At least it seems to have happened to my brother, a vote came and it was said he was calling for the vote, but he had just joined and didn't do anything.
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Which are your results of the test? When will 64+ player servers be regular part of the game?
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The server is now running FH2 awards.
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(http://img442.imageshack.us/img442/8326/screen109.th.png) (http://img442.imageshack.us/img442/8326/screen109.png)
The flags were screwed up when I played yesterday, it had happened at least two times before (it was on Brest) but I can't remember if it was on a regular server or this testing server and thus being a code issue...
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Pity that the server starts lagging with 95-100 players and becomes unplayable with 120 players.
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I think the past couple of days playing on this server has surpassed the total gaming time I had on 2.4...
And I've been loving it.
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When I try to join it the game crashed back to the desktop. Anyone knows a fix?
€: Seems to be a bigger problem. It keeps crashing at joining other servers too.
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Not all of the maps in the game are well designed to handle 128 players. Not in technical terms but in equipment/vehicle distribution. Anyway I still feel like breaching the veil to a successful, long term 128 player server is a pointless goal. Decreasing player downtime and increasing the pace of the action can be handled by better spawn distribution and increasing reliance on mobile spawns.
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It's not about "decreasing player downtime" or "increasing the pace of action". There are n+1 of those kind of games.
It's about having large battles with 128 or more people. That's pretty rare.
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But what's the goal of having 128 player battles? Just for the sake of having those battles? A more tangible objective based on increasing the quantity of action seems like the better answer. Just telling people "you're in a huge battle" and referencing a player list isn't as good as them actually perceiving and participating in that kind of action.
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It's about having lots of players around charging int he same direction as you without having the feeling of being on artificially small maps.
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The server is now running FH2 awards.
I'd love to see working stats, but how about requirements? It will be much easier to get them on a server with more enemies, like fore example "50 kills with a submachinegun".
On a related note: how about vehicles? Is the layout original, or has it been modified to fit the larger amount of players?
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Bastogne was just great today. It was great to see actualy lines of infantry in the woods, defending against hordes of germans coming at us ;D
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The map sizes haven't changed so I don't know what "artificially small maps" means. Most players, even if they were in squads, are not going to be doing the same thing you're doing or your squad. Because it's fundamental to the mechanics that their is no real way to organize people to fight "in the same direction". Commander is basically a powerless role. He just gets different colored text letters. Providing incentives for people to actually do what he wants would be nice (because coercion by force in a game is just ridiculous). Perhaps things like spawning specific kits and vehicles for squads and providing the commander with more abilities than "drop ammo crate" and "orbital strike".
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Well, you are the first person I've seen who is against 64+ player servers... ::)
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It has nothing to do with commander, everybody knows commander function sucks. But squad play works because it's the only way to get a spawn point up close, so people usually do it. And with artificially small I mean that FH2 maps are big, so to get concentrated action you would have to either make them smaller (causing people to whine about COD and BF3) or you use double the amount of players.
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It was unplaybly laggy for me.
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Well, you are the first person I've seen who is against 64+ player servers... ::)
Sorry I have a different opinion, geez.
I just feel the idea is a largely pointless waste of development and a drain on servers that aren't the 128 player servers. It's got less to do with the engine and more to do with the mechanics of the gameplay. If the differences of a 128 people on a server vs. 64 people can only really be felt by looking at a player list or people gushing on a chat, then what's the point?
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Well, you are the first person I've seen who is against 64+ player servers... ::)
Sorry I have a different opinion, geez.
I just feel the idea is a largely pointless waste of development and a drain on servers that aren't the 128 player servers. It's got less to do with the engine and more to do with the mechanics of the gameplay. If the differences of a 128 people on a server vs. 64 people can only really be felt by looking at a player list or people gushing on a chat, then what's the point?
Of course you are allowed to have different opinions, but saying that you can't see the difference between 64 and 128 player server is just a load of old arse.
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Yea, I recommend to try it for yourself. Or if you have already, play a bit more of it. It really differs a lot. I don't see why you argue that there is no difference. Played Hurtgen Forest today and it was very intense when everyone charged towars Germeter in the end. You hide in a crater with 10 other people waiting for the smoke grenade to be thrown and charge further, just an awesome atmosphere. Feels a lot more awesome to me than with 64.
What bothered me today was that people couldnt deal with it being a test, crying about the lags and there was overall tons of shittalk and hate among the players. That's indeed a downside with so many people, but the positive things outweigh those things.
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I just feel the idea is a largely pointless waste of development and a drain on servers that aren't the 128 player servers. It's got less to do with the engine and more to do with the mechanics of the gameplay. If the differences of a 128 people on a server vs. 64 people can only really be felt by looking at a player list or people gushing on a chat, then what's the point?
Hi DocHawkeye, have you tried 128 yet? I'll try and explain why I like it. It will be only my personal opinion, but maybe it will help you anyway. Here goes:
- battles become even larger, it looks epic!
- trucks are actually used the way they are meant to be used. Instead of seeing 5 trucks at the entrance of Gabes (becauee htey were all driven by one person each), you see full trucks transporting soldiers to the battlefield
- tanks can actually pull up to the front with full infantry support: a Sherman surrounded by some 5-10 infantry guys, walking with it, repairing it and fending off AT infantry vs a lone Sherman being blown up as soon as it reaches the frointline, without a chance because it didn't get any support.
- Artillery barrages with loads of victims, just like irl, instead of huge ass HE explosions with one meager kill
Developing time isn't wasted, as the guy working on this code is not a dev. When it is finished, all servers can have it, so servers won't be wasted or anything.
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I gave a try for the server tonight and the experience has been good. Playing with over 100 players really brought more action and a new side to the mod. The lag that seemed to show up occasionally for everyone wasn't mostly that bad (but those big lag waves). Most of the time the server was running very smoothly but there used to be some little lag spikes here and there that shows up in the movements of the other players. I know it is just a test version and hopefully the final version will be even better.
Looking forward to see an improved version that takes Forgotten hope 2 experience to the whole new level.
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Mount Olympus crashes on load. I guess that explains the suddenly empty server.
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I think DocHawkeye was referring to the fact that maps were designed and tested for 64 player (32v. 32), not 128 players (64 v. 64).
Some maps will benefit others won't, and would required to go back and make changes.
Which won't happen, and I doubt the devs would go for 128.(I can't remember who it mentioned it.)
Note; I stopped playing right before European Campaign hit.
But do not get me wrong, I am very fucking excited about this turn of events.
Now all I need is enough sinmoles to upgrade my rig for this.
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Why shouldn't it happen? After all, the devs are running the 128 server on their own internal machine. I'm pretty sure Natty will cook up some 128 layers if all goes well.
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mt olymp dont crash for me
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Mount Olympus crashes on load. I guess that explains the suddenly empty server.
It crashed for me too twice after loading the map. And the server console showed no one connected, only people connecting, so we took it out of the rotation for now and restarted the server..
Also to clarify:
this is not a performance test, but a proof of concept and stability test.
The server is used for a lot of other things too and not optimized in any way to host a game server. Considering this, it runs very well well and stable so far.
I´m sure there will be a performance test on a faster dedicated server soon, with a proper announcement via our official channels some days earlier.
So don´t judge the performance until then.
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Mount Olympus crashes on load. I guess that explains the suddenly empty server.
Same here.
Played some Alam Halfa, Keren 32 and Supercharge before that. On Alam I had little lag, only once I shot a guy and he didn't die and then shot me. On Keren the lag made it almost unplayable: I got the "You've got connection problems" message repeatedly while playing and when typing in chat parts of the message got lost. On Supercharge allw as fine again. That was the best round technically (and for me gameplaywise, but that's not the issue ;)).
Agreed on the whining, though: some people do actually want to spend their time going on a server and then only complain, complain and then complain some more. Incredible! :o If you are such a person: please, think of your nerves, your heart and your overall lifespan: they can use some positive vibes!
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Weird, tried connecting to the server with Olympus twice, it crashed both times... then after a while I tried again - dunno what happened but I actually connected and didn't crash. ???
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Some really odd anti-128/96 posts. Though I have only popped in a couple times on this new server I have to say my past experiences with high numbers have been great. To any of those crapping about the maps are not meant for the increase in number of players I say bullshit! Transports actually get filled and people get ferried back and forth. The number of tanks in 64 is just fine for 128 because in my opinion the number of tanks should be determined by the map size not the number of players. Fh2 is so much better when tanks really matter and infantry support them. This number of players gives us the variety of tanks we all crave with a nice number of tanks to infantry. I really hope in future versions of FH2 the map layers get left ta fuck alone.
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Some really odd anti-128/96 posts. Though I have only popped in a couple times on this new server I have to say my past experiences with high numbers have been great. To any of those crapping about the maps are not meant for the increase in number of players I say bullshit! Transports actually get filled and people get ferried back and forth. The number of tanks in 64 is just fine for 128 because in my opinion the number of tanks should be determined by the map size not the number of players. Fh2 is so much better when tanks really matter and infantry support them. This number of players gives us the variety of tanks we all crave with a nice number of tanks to infantry. I really hope in future versions of FH2 the map layers get left ta fuck alone.
Completely agree, almost all maps are already "ready" for 128. Maybe increase pick up kits, thats all I can think of. I agree its awesome to see transports actually filled and useful, more people driving ammo truck around, and actually having INF to support tank assaults! Big server is awesome for FH2.
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I think its a great step forward. Any lag i have experienced is mostly due to low memory on my end.
The African maps are WAY better & the Normandy maps are more intense.
After this testing phase, the devs will mod the maps & it will take FH2 into a whole new direction & breathe new life into this mod.
Big salute to Fh2 Team & Nemes1s for making this happen.
8)
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After this testing phase, the devs will mod the maps & it will take FH2 into a whole new direction & breathe new life into this mod.
Yes I just hope that modding the maps won't include giving a tank to everyone (no matter how epic big tank battles would be). I really like the current tank to infantry ratio.
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After this testing phase, the devs will mod the maps & it will take FH2 into a whole new direction & breathe new life into this mod.
Yes I just hope that modding the maps won't include giving a tank to everyone (no matter how epic big tank battles would be). I really like the current tank to infantry ratio.
This. Another thing that would be nice, is that editing maps to support more players, would not take a year ;D
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After this testing phase, the devs will mod the maps & it will take FH2 into a whole new direction & breathe new life into this mod.
Yes I just hope that modding the maps won't include giving a tank to everyone (no matter how epic big tank battles would be). I really like the current tank to infantry ratio.
This. Another thing that would be nice, is that editing maps to support more players, would not take a year ;D
Yup.. More transport trucks and APCs but no tanks..
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I hope that on some maps we will see smaller 64 mode because what we have now would easily serve as 128 mode on many, mostly african ones.
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Will we get some action tonight? 8)
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Will we get some action tonight? 8)
That would be great.
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Please devs!
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only if you promise not to whine about lags :)
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Okay, daddy :( ;D
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Since today´s bugfixes (increase stability, squad size and max playercount) don´t work yet, there will be no server up today. !
It´s late already anyway, so better get some good old 64 gameplay :)
I´m sure we have something new to test soon.
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NOOOO!!!!!! :'(
Ah well, time to spend some quality time with the misses again then..
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Since today´s bugfixes (increase stability, squad size and max playercount) don´t work yet, there will be no server up today. !
It´s late already anyway, so better get some good old 64 gameplay :)
I´m sure we have something new to test soon.
Can you explain what the problems with squad size and max playercount are?
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The server didn't accept more than 128 players and the squad size was 8, now it's 10. At least for testing purposes.
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Gotta say, playing with these large amounts of people on a single map is some of the most fun I've had in FH2. Almost makes it feel like an entirely different game. There's always full transports, infantry supporting tanks, and plenty of enemies to shoot.
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I love the larger squads.
More effective & deadly.
8)
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Server going be up tomorrow? It's so hard to go back to 64 after playing for a week in here. :-\
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The server didn't accept more than 128 players and the squad size was 8, now it's 10. At least for testing purposes.
So there isn't any limit for the number of players in the future?
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The server didn't accept more than 128 players and the squad size was 8, now it's 10. At least for testing purposes.
Depends on what the maps, servers and players can handle.
So there isn't any limit for the number of players in the future?
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Server going be up tomorrow? It's so hard to go back to 64 after playing for a week in here. :-\
Please give this 100 player drugs to us! ;D
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I think these 64+ player servers will start a new fh2 hype!
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How? People keep telling me the FH2 servers are suddenly going to become so much more popular because....they'll become more popular?
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Any ETA on the next test run or are we going to wait a while?
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How? People keep telling me the FH2 servers are suddenly going to become so much more popular because....they'll become more popular?
Just because you despise the idea of increasing the maximum player limit does not mean the anyone else couldn't like it. In fact, most people love it.
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As Throndor said, the bigger servers usually fill up very fast.
Plus it's a novelty in gaming, you don't have that many games going beyond the 'magic' 64p mark.
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The server didn't accept more than 128 players and the squad size was 8, now it's 10. At least for testing purposes.
So there isn't any limit for the number of players in the future?
(http://roflrazzi.files.wordpress.com/2010/11/8a1d32f3-af00-4de6-b2bf-be889558899d.jpg)
:P
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The server didn't accept more than 128 players and the squad size was 8, now it's 10. At least for testing purposes.
So there isn't any limit for the number of players in the future?
They probably need to test it, but theoretically it could only be limited by the hardware and bandwidth of the server.
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That opens the door to unknown massively multiplayer battle possibilities...
For example Brest with 256 players or so... ;D
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For example Brest with 256 players or so... ;D
We played it once with almost 200 people... Wasn't a pretty sight...
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Siege of Tobruk and such maps however are nicely suited for human wave attacks ;)
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The server didn't accept more than 128 players and the squad size was 8, now it's 10. At least for testing purposes.
So there isn't any limit for the number of players in the future?
They probably need to test it, but theoretically it could only be limited by the hardware and bandwidth of the server.
No, Engine has limiting capabilities, I suspect that anything over 200-230 players would be too unstable even with best server hardware.
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The server didn't accept more than 128 players and the squad size was 8, now it's 10. At least for testing purposes.
So there isn't any limit for the number of players in the future?
They probably need to test it, but theoretically it could only be limited by the hardware and bandwidth of the server.
No, Engine has limiting capabilities, I suspect that anything over 200-230 players would be too unstable even with best server hardware.
:( :-\ :'(
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No, Engine has limiting capabilities, I suspect that anything over 200-230 players would be too unstable even with best server hardware.
Funky stuff probably happens due to being close to the magical 256 players limit (the largest number that can be expressed with a single byte). But if we could break that barrier, then the next obstacle would be 65536 players (the largest number that can be expressed with two bytes), though even without knowing I think that something in the engine will completely break before that (seriously, the assumption that player numbers will never exceed 256 must have been made in several places in the code to make it more streamlined; takes less memory and bandwidth and is faster to process). Or the plain old 32-bit executable that is the dedicated server program will run out of memory (because it cannot use more than 3GB of RAM).
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Max number of connections is set to 256 by default in binary/executable.
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How? People keep telling me the FH2 servers are suddenly going to become so much more popular because....they'll become more popular?
Just because you despise the idea of increasing the maximum player limit does not mean the anyone else couldn't like it. In fact, most people love it.
This answers my question how? >:(
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because many maps play much better with 96p
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Server up btw.
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Server up btw.
Joining for sure! 8)
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Server up btw.
ooooh heck yes
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Server up btw.
Same or lag fixed?
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the lag can be "fixed" only by providing a better server....
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Joining in a bit. :)
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because many maps play much better with 96p
I don't think you understand what I asked. How will the presence of 96 player servers draw significantly more people into the game?
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96 people in a battle is something you can rarely experience in a game. No official battlefield game can do that, no Arma can do that, just some Battlefield 2 mods can do that. FH2 is oneof them. Therefore FH2 is some kind of extraordinary. It does not have the best graphics, not the most fluent gameplay, but a ton of other positive aspects and support of huge battles with a lot of players is one of them. It will definitely bring players to FH2 and players that played it in the past might come back to experience this. Playing with 96, 128 or even more people on a battlefield of a first person shooter is a unique experience which makes FH2 more attractive, believe us.
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Playing with 96, 128 or even more people on a battlefield of a first person shooter is a unique experience which makes FH2 more attractive, believe us.
Excluding Planetside, of course.
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Actually I thought ArmA was capable of supporting theoretically as many players as a server could handle? Or did I misread something?
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Actually I thought ArmA was capable of supporting theoretically as many players as a server could handle? Or did I misread something?
Yes Arma can do that.
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Yea, right. Dunno what I wrote there :D Arma can handle as much/more but Arma battlefields are 10 times as huge or more and does not deliver a comparable experience, because the game is too slow pased and different. I think that's what I wanted to express by mentioning ArmA, my mind is trolling me.
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crashed :/
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crashed :/
I didn't notice any crash.
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According to http://www.game-monitor.com
San Andreas Multi-Player has many servers with over 200 players.
Some have over 5, 6, 700 players. Not sure how that is possible......
Also this Russian Server is running BF2 with over 100 players.
GameRing.ru Public #1:
http://www.game-monitor.com/bf2_GameServer/212.220.123.13:16567/GameRing.ru_Public_1.html
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Also this Russian Server is running BF2 with over 100 players.
GameRing.ru Public #1:
http://www.game-monitor.com/bf2_GameServer/212.220.123.13:16567/GameRing.ru_Public_1.html
That's Tema567's Server, he was the first to break 64 limit back in January 2011 ;)
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It's glorious! Schweet! Ossum! Rad!
Flag captures are working! Scorelist is working! Kill messages are working!
ALL HAIL NEMES1S!
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because many maps play much better with 96p
I don't think you understand what I asked. How will the presence of 96 player servers draw significantly more people into the game?
Good argument DocHawkeye, bigger server did not generate more players.
BTW: If the code is released, all BF2 modification are able to run 64+ Servers, its not a FH2 or PR thing.
@Nemes1s and project reality team: Good work, go ahaed.
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So, when's the next test?
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On Bastogne last night as Axis I killed a Chaffee with a Panzerfaust and didn't get the kill recognition.
Again, same map, shot the gunner of a 57mm static gun with an SG44 and no kill recognition.
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On Bastogne last night as Axis I killed a Chaffee with a Panzerfaust and didn't get the kill recognition.
Again, same map, shot the gunner of a 57mm static gun with an SG44 and no kill recognition.
Had the same issue. This was not during one of the great lag waves either. I am still pretty sure I got the points for it however.
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Good argument DocHawkeye, bigger server did not generate more players.
Of course the server didn't bring more players to FH2 yet. Quite logical, as the server only has been there for what? A week? And it isn't even finished yet. Add to it that summertime usually is a lull in playerbase (people are away on holidays, etc), and there you have your explanation.
Let's wait with conclusions about this until
1) the 96 player code is stable,
2) it is an offical part of the game, and therefore
3) announced in newsposts and on moddb etc.
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Also, even though it was constantly reminded both in the text chat AND server announcements that this server is a test server, which has scheduled tasks (that will not be turned off) every hour that take some 10 minutes to run, which cause some lag - and that the lag is in no way related to server load, performance, or its connection - there were people screaming bloody murder and bitching and complaining every time the lag hit, even though they had been there one hour before. So they join a test server, but expect flawless performance and start flaming when it isn't raining rainbow-vomiting pink unicorns?
Once we do have the code truly working and running on dedicated gaming servers, only then will the masses come.
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On Bastogne last night as Axis I killed a Chaffee with a Panzerfaust and didn't get the kill recognition.
Again, same map, shot the gunner of a 57mm static gun with an SG44 and no kill recognition.
Had the same issue. This was not during one of the great lag waves either. I am still pretty sure I got the points for it however.
i had this once and i recieved the kill and the points, but it did not appeared on the top left corner of the screen with the kill messages
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The first tests with 64+ servers are from Jan 2011 i think, and they are done by some devs form Project Reality. In this time the community isnt grown. I think the community lost about 200 active players since then.
Regards
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The first tests with 64+ servers are from Jan 2011 i think, and they are done by some devs form Project Reality. In this time the community isnt grown. I think the community lost about 200 active players since then.
Regards
Actually it was first made by Soppa, independent person, not part of any mod team. I don't know his current status.
And lost about 200 players? 200 players out of what? Stop pulling numbers from your arse if you have no statistics to show.
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I don't know if having 64+ players will bring more new players to FH2 but it doesn't help excite people that do play FH2 or have played it to play it more. When Soppa's server first came online for FH2 I remember seeing not only that server full but even 762's and Hslan's servers full as well.
Hell I can tell you right now that having this test 96 player server up has increased that amount of people online for FH2. Monday night when the server wasn't up I logged into FH2 and the only server with any action was Hslan with about 20 people (I live in NA so I don't get home till about 11 PM, 12 PM for most Europeans). Last night I logged in around the same time and the 96 player server had 77 people on it and 762 had around 40 people playing.
I can tell you from logging in every night and checking to see if any servers are alive that just having the 96 player server seems to get more people on.
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The first tests with 64+ servers are from Jan 2011 i think, and they are done by some devs form Project Reality. In this time the community isnt grown. I think the community lost about 200 active players since then.
Regards
Actually it was first made by Soppa, independent person, not part of any mod team. I don't know his current status.
Nope. Soppa just ported Tema's work to 64bit.
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The first tests with 64+ servers are from Jan 2011 i think, and they are done by some devs form Project Reality. In this time the community isnt grown. I think the community lost about 200 active players since then.
Regards
Actually it was first made by Soppa, independent person, not part of any mod team. I don't know his current status.
Nope. Soppa just ported Tema's work to 64bit.
Oh, I stand corrected :).
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The first tests with 64+ servers are from Jan 2011 i think, and they are done by some devs form Project Reality. In this time the community isnt grown. I think the community lost about 200 active players since then.
Regards
Actually it was first made by Soppa, independent person, not part of any mod team. I don't know his current status.
Nope. Soppa just ported Tema's work to 64bit.
Excuse me sir, but I made my first versions of code at April 2009 for linux 64bit
http://www.realitymod.com/forum/f10-pr-bf2-general-discussion/57430-110-players-pr-server-test.html
It wasnt working for all parts and server did crash but what I found at that time was that there is no client side limits.
I didn't waste time for my project long time until heard that linux32bit has got working.
Tema did break 64p limit first and all honor belongs to him. After that I use few days with my code and got it working also. On that time I did not have access to Tema's code because I was not part of PR team.
My code was first which did support +128 players (up to 237 which is Punkbuster limit) and 128 map layers.
After my code was running +64p, PR Devs did ask to connect code to PR project and that time I did promise not to release it until PR +64 is out.
At 12.06.2012 I gave to PR Dev's my final code for win32, linux32 and linux64.
What I know, PR's +64 code will be released without any limits, you can run any mod with it.
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The first tests with 64+ servers are from Jan 2011 i think, and they are done by some devs form Project Reality. In this time the community isnt grown. I think the community lost about 200 active players since then.
Regards
Actually it was first made by Soppa, independent person, not part of any mod team. I don't know his current status.
Nope. Soppa just ported Tema's work to 64bit.
Excuse me sir, but I made my first versions of code at April 2009 for linux 64bit
http://www.realitymod.com/forum/f10-pr-bf2-general-discussion/57430-110-players-pr-server-test.html
It wasnt working for all parts and server did crash but what I found at that time was that there is no client side limits.
I didn't waste time for my project long time until heard that linux32bit has got working.
Tema did break 64p limit first and all honor belongs to him. After that I use few days with my code and got it working also. On that time I did not have access to Tema's code because I was not part of PR team.
My code was first which did support +128 players (up to 237 which is Punkbuster limit) and 128 map layers.
After my code was running +64p, PR Devs did ask to connect code to PR project and that time I did promise not to release it until PR +64 is out.
At 12.06.2012 I gave to PR Dev's my final code for win32, linux32 and linux64.
What I know, PR's +64 code will be released without any limits, you can run any mod with it.
Well if it that's true then fine, but my info came from very reliable sources trust me. Also I don't think the 64+ code is finished now, maybe the address patch itself is final but other problems remain unsolved...
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How long are TK bans for? I just strafed about 6 Germans in ME109 who were in an American Halftrack. To my credit a squad leader was driving so I didn't see any friendly HT marker on my minimap but I digress, I had a bad feeling right before I pressed trigger and should have double checked but I was taking fire from quad .50 HT and thought that was him.
Sadly it's not even my record. In FH1 I landed an ME110 at airfield in Crete just as Junkers took off from opposite direction, instant auto-ban.
Future reference: If it's driving away from your flag it's probably friendly.
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Good argument DocHawkeye, bigger server did not generate more players.
Of course the server didn't bring more players to FH2 yet. Quite logical, as the server only has been there for what? A week? And it isn't even finished yet. Add to it that summertime usually is a lull in playerbase (people are away on holidays, etc), and there you have your explanation.
Let's wait with conclusions about this until
1) the 96 player code is stable,
2) it is an offical part of the game, and therefore
3) announced in newsposts and on moddb etc.
But we've had 100+ player servers before, on both PR and FH and the playerbase barely changes at all. The above list is very optimistic and more or less making excuses.
A. The stability of the code is irrelevant, since people have been claiming the mere existence of 96 player servers will draw people to the game. This has yet to happen, currently, or in the past.
B. We've had 128 player servers announced officially on this mod's website before, which does a wonderful job at informing people who already know about the 128 player servers that 128 player servers are now available.
C. Moddb is a niche website for niche products. (IE: Mods) The FH has actually done a fantastic job keeping their page up to date compared to many other mod teams who, regardless of activity, have essentially abandoned their pages on the site. Clearly it's not a terribly effective means of attracting people to a mod. FH has received numerous awards from the website and has advertised for years on it without significant change to the player base.
I think people just up and need to accept at the end of the day FH mod will never have a substantially larger player base than it has right now. So it seems rather pointless to work on fantasy concepts and ideas that either rely on a larger playerbase, or seek to encourage one. Better to concentrate on aspects of the core gameplay which can be changed without relying on the presence of a substantial number of active players. Increase the number of mobile spawns and methods of spawning. Change the placement of various flags (already done on many new maps). Allow for the creation of player-deployable statics and maybe even vehicles. Make the Commander mode more useful than two buttons, give him the ability to set spawn points for players, kits, vehicles, etc.
Their are literally so many things one could do that would increase the perceivable size of the battles without dreaming about a sudden explosive gain in popularity that will never happen. Many of these ideas have been done by PR already (but I personally consider them poorly executed in some areas). Hell with the right application of spawning and objective dynamics you could have 32 player battles that feel bigger and more impressive than the one's we have now.
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So it seems rather pointless to work on fantasy concepts and ideas that either rely on a larger playerbase, or seek to encourage one. Better to concentrate on aspects of the core gameplay which can be changed without relying on the presence of a substantial number of active players. Increase the number of mobile spawns and methods of spawning. Change the placement of various flags (already done on many new maps). Allow for the creation of player-deployable statics and maybe even vehicles. Make the Commander mode more useful than two buttons, give him the ability to set spawn points for players, kits, vehicles, etc.
You seem to be under the mistaken impression that it is actually taking away some of the dev team's resources to do this and from the rest of your paragraph you have no clue how modding for BF2 works.
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The above list is very optimistic and more or less making excuses.
Which "list"? And what "excuses"? To be clear: I'm not under the impression FH2 playerbase will explode after this becomes official, but I'm sure some players will be attracted by it. How many? Don't know, can't see in the future.
A. The stability of the code is irrelevant, since people have been claiming the mere existence of 96 player servers will draw people to the game. This has yet to happen, currently, or in the past.
Where? Where do people do that? The sgability is very relevant, as without it, it will never be implemented, and thus there will never be players attracted to FH2 by it.
B. We've had 128 player servers announced officially on this mod's website before, which does a wonderful job at informing people who already know about the 128 player servers that 128 player servers are now available.
Where? When? Link please.
C. Moddb is a niche website for niche products. (IE: Mods) The FH has actually done a fantastic job keeping their page up to date compared to many other mod teams who, regardless of activity, have essentially abandoned their pages on the site. Clearly it's not a terribly effective means of attracting people to a mod. FH has received numerous awards from the website and has advertised for years on it without significant change to the player base.
Moddb was just an example. I was just stating that when the news gets spread, the chance of players joining in on the fun increases. You turn it in a whole new discussion now, which is totally unrelated to the topic, namely:
I think people just up and need to accept at the end of the day FH mod will never have a substantially larger player base than it has right now.
Nice topic, of course, but a different one. You can open a new thread for it of you like.
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... since people have been claiming the mere existence of 96 player servers will draw people to the game. This has yet to happen, currently, or in the past.
Gotta disagree with this. I took a marked break from the mod for a while, when I saw large servers were back I convinced 3 other friends to try it out solely based on that reason and they are all still playing. I'm actually playing more now with the large server than I did when FH2 was released. It's a blast.
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So it seems rather pointless to work on fantasy concepts and ideas that either rely on a larger playerbase, or seek to encourage one. Better to concentrate on aspects of the core gameplay which can be changed without relying on the presence of a substantial number of active players. Increase the number of mobile spawns and methods of spawning. Change the placement of various flags (already done on many new maps). Allow for the creation of player-deployable statics and maybe even vehicles. Make the Commander mode more useful than two buttons, give him the ability to set spawn points for players, kits, vehicles, etc.
You seem to be under the mistaken impression that it is actually taking away some of the dev team's resources to do this and from the rest of your paragraph you have no clue how modding for BF2 works.
You seem to be under the mistaken impression that I think that. Increasing the number of players a server can handle clearly isn't hard. I'm just saying it's pointless.
And nothing I listed in the above paragraph is something other mod developers haven't done or at least come close to. PR team has done what I hoped FH would do with spawning. (Unfortunately hurt by that game's endless lists of rules about the placement of those spawns.) Player deployable statics are already in the game, so I can't imagine it would be hard to export that kind of equipment spawning to vehicles in some manner. Mobile spawns? Again, already in the game. What i'm trying to get at is implementation, not totally and completely new content.
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You seem to be under the mistaken impression that I think that. Increasing the number of players a server can handle clearly isn't hard.
I'm sure, after all so many people have managed to do it in the years since BF2 was released... ::)
And some things just cannot be done with fewer players. None of the 32 players maps played with 64 players replicate the feel of the good 64p maps with 128 players. Maybe the devs could improve the game play in other ways (though I doubt many of the changes you suggested would be popular), but it's rather obvious that 128p maps have a lot of potential and require little modification from their existing versions. It's clearly a route capable of improving the game quite a lot without a massive amount of work involved.
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lol, I'd been wishing for another 128p server!
I just wish that US not only had 128 or more players active, but had anywhere from a 96-128p server.
However, I'm sure the ping is worth the amazing combat with 128p FH2.
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So it seems rather pointless to work on fantasy concepts and ideas that either rely on a larger playerbase, or seek to encourage one. Better to concentrate on aspects of the core gameplay which can be changed without relying on the presence of a substantial number of active players. Increase the number of mobile spawns and methods of spawning. Change the placement of various flags (already done on many new maps). Allow for the creation of player-deployable statics and maybe even vehicles. Make the Commander mode more useful than two buttons, give him the ability to set spawn points for players, kits, vehicles, etc.
You seem to be under the mistaken impression that it is actually taking away some of the dev team's resources to do this and from the rest of your paragraph you have no clue how modding for BF2 works.
You seem to be under the mistaken impression that I think that. Increasing the number of players a server can handle clearly isn't hard. I'm just saying it's pointless.
Ok, you know what? If you hate the increased player numbers so much, DON'T PLAY. And since you clearly have absolutely no idea how hard it is, don't make pointless comments that only make you seem silly.
Let's get back on topic, which is testing the code/server.
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From what I've seen, 64+ player servers DO attract much more people, and every time there's TONS of nicks I don't know from hslan or 762. Now, all efforts to date have been tests only. There has not been a chance to play on 64+ servers all the time, nor has it been advertised as much as it could, for the very same reason. Once the code is declared to be stable enough and actually OFFICIALLY released into the wild, it WILL attract people if for nothing else than to try out the experience.
Now, as far as I know, there's exactly two FPS games that have more than 64+ players, the one being PlanetSide (subscription-based, amirite? also, sci-fi), the other being MAG (for PS3 only, looks like PS2 game, also slightly sci-fey). IF suddenly there would be both WW2 and modern shooter that have up to 200 players on a server, that WILL attract crowds if only to try it out for shiz'n'giggles (BF2 can be found in bargain bins as low as 3€, and there's always Steam Summer Sale).
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Its like the Day Z mod of Arma 2. Hundreds bought Arma 2 just to play day Z
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What are we testing currently? Seems like code is working now... I would like to now when it will be released, because I want to play on non-laggy server and I think others also...
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What are we testing currently? Seems like code is working now... I would like to now when it will be released, because I want to play on non-laggy server and I think others also...
Maybe the devs are thinking of only releasing the code to official ranking servers ?
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What are we testing currently? Seems like code is working now... I would like to now when it will be released, because I want to play on non-laggy server and I think others also...
Maybe the devs are thinking of only releasing the code to official ranking servers ?
So? What are we waiting for?
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not sure if troll or just stupid
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not sure if troll or just stupid
Hah, jan is speaking to himself...
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So? What are we waiting for?
what about reading this thread to find out?
also: butthurt much?
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So? What are we waiting for?
what about reading this thread to find out?
Yeah, I will read 19 pages.... Sure, it will be much easier than replying in 1 post...
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also, someone needs to fix those lags. Its frustrating.
But yer, its nice to get this as a regular server. So we can chuck out the monopoly
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they're working out the small problems. you're right, the server works, but knowing the devs, they'll work on it until it's perfect
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also, someone needs to fix those lags. Its frustrating.
this is not a performance test, but a proof of concept and stability test.
The server is used for a lot of other things too and not optimized in any way to host a game server. Considering this, it runs very well well and stable so far.
I´m sure there will be a performance test on a faster dedicated server soon, with a proper announcement via our official channels some days earlier.
So don´t judge the performance until then.
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There are many reasons why code is not ready:
-it's only running on linux 32 bit atm
-it crashes when compiled python files are used
-it's just a patched binary atm, I need to code a proper loader/patcher so it's legal
-nametags only show up for 64 players
-server crashed two times so far only on mapchange because engine limit of networkables was reached and it's not simple to fix this
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You & the Dev's doing a great job Nemes1s.
Patients is a virtue.....
Good things come to those who wait.....
8)
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So? What are we waiting for?
what about reading this thread to find out?
Yeah, I will read 19 pages.... Sure, it will be much easier than replying in 1 post...
Haha, lazy much? In this case I think it will be quicker to read the 19 pages ;)
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There are many reasons why code is not ready:
-it's only running on linux 32 bit atm
-it crashes when compiled python files are used
-it's just a patched binary atm, I need to code a proper loader/patcher so it's legal
-nametags only show up for 64 players
-server crashed two times so far only on mapchange because engine limit of networkables was reached and it's not simple to fix this
Thx for the reply!
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I´m sure there will be a performance test on a faster dedicated server soon, with a proper announcement via our official channels some days earlier.
So don´t judge the performance until then.
Change soon to very soon ;D
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Im just waiting for my 2.45 download to finish..
so yeah after reading 20 pages, this thread itself was intense ;).
Is the test server only testing it on 2.4 only or is it in 2.45 also?
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Thx for the reply!
Learn to read anyway ;)
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Thx for the reply!
Learn to read anyway ;)
I was asking about the status of the current testing, so you should start learning how to read ;)
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New server is up now there shouldn't be lag
5.9.5.3:16598 or look for 130 slot server ;)
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Thx for the reply!
Learn to read anyway ;)
I was asking about the status of the current testing, so you should start learning how to read ;)
You totally misunderstand my friendly advice, but nevermind.
I'll try and join tonight!
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Updated thread title. Let's go and break that 128p limit. :)
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Over 128 players...
I...
I...
(http://img839.imageshack.us/img839/1668/albundya.png)
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This has gotten out of hand! Stop this experiment!
People are neglecting their social lives, I'm ignoring the sunlight and skipping sex. Everybody is living on noodles and stuff. IT'S TOO BRILLIANT!
OT: Love Al Bundy meming ;)
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When the wife and kid are gone tonight I will be your bitch.
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Over 128 players...
(http://i.imgur.com/WOsG4.gif)
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New server is up now there shouldn't be lag
5.9.5.3:16598 or look for 130 slot server ;)
cant join :/
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New server is up now there shouldn't be lag
5.9.5.3:16598 or look for 130 slot server ;)
cant join :/
disable hamachi if you have it, it uses a similiar subnet.
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...
cant join :/
disable hamachi if you have it, it uses a similiar subnet.
That was it! Thanks =)
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I can't join either :(
I exited hamachi with task manager, but I still get the message:
"You have failed to connect, check your network settings and try again."
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Don't you guys think 130+ players is a bit overboard?
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Testing is testing.
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OK, I 'participated' in testing by trying to connect :-\
Here is how it went:
- I didn't see the server in the gamebrowser
- I tried connecting to IP
- I got "You have failed to connect, check your network settings and try again."
- I disabled Hamachi in Task Manager and tried again. Same result.
- I exited eMule and trid again. Same result.
- I restarted my PC, chose "exit" in Hamachi, so it said "offline" and tried again. Same result.
- I exited eMule again. Same result.
- I disabled Hamachi again via Task Manager. Same result.
Everytime I failed to connect, I exited the entire game before I made any changes. Then restarted the agme and tried again. I never saw the server in the ingame browser. To make sure, I tried joining a "normal" server, which went OK.
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Saw the server in the ingame browser, joined OK. ???
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Real nice for you, but I hope someone can help me out :'(
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Slayer you might check with a "route print" on the command line if there is a route set to the 5.0.0.0 network over the hamachi vitual network adapter. Then remove it with "route delete 5.0.0.0" to make this accessible via your normal inet connection. The route delete is only temporary afaik, as long as dont do /p, so hamachi should work again after next reboot.
EDIT: join IRC if you need more help :)
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OK, I'm real bad with the commandline, but I'll try. Thx for the tip beforehand.
edit: route set indeed, but when I try to delete it, it says "can't find route".
PROBLEM SOLVED: disable Hamachi network adapter in Device Manager did the trick. Thx to Mayhemic.MAD for his time!
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OK, first impression:
- 2 ctd's during 2 maps: this is way more often than usual
- lots and lots of TKs and spawncampers, also way more than usual
- I tried to check nametags but can't say 100% for sure if they work for all players
- fights are EPIC though
- and indeed no lag, good job!
Some pics
Clusterf**k axis airfield:
(http://img27.imageshack.us/img27/3430/screen062w.jpg)
Forward spawn, murdering squad:
(http://img4.imageshack.us/img4/2518/screen063v.jpg)
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There are still players without nametags actually.
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remove tags for all players? easy fix ;)
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Awwwww... the one day I don't play FH2 I end up missing this.. You guys are going to do it again right? RIGHT?
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Nametags are sooooo vbf2. I do not want to see them again!
Wow at 130p test!
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What are the results of the Test? were there any problems remaining? Will there be a 'massively multiplayer' test with a huge number of players to test the maximum? ;)
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Oh, I forgot: during Crete there was a mass disconnect, but I'm sure Nemes1s noticed, as he was one of them.
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What are the results of the Test? were there any problems remaining? Will there be a 'massively multiplayer' test with a huge number of players to test the maximum? ;)
The 128+ code did not work. When Nemesis fixes it though, it should go all the way up to 256, but I think that's more than a server can handle.
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Let's test it ;D
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Let's test it ;D
I'm no expert, but i believe that i have read here somewhere that there are no servers that can really handle 256.
Also Soppa mentioned Punkbuster has limit of 237.
====================================
Ideally, you want a full server with everyone in a squad.
Squad limit is hard-coded i think.
- 9 Squad Limit.
- 10 Man Squads = 90
- Increase squads to 12 players = 108
- Increase squads to 14 players = 126
:P
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Playing with over 100 players works on some maps extremely good. Hurtgen Forest feels like a real battle and you really keep your head down while slowly advancing through the forest. Sneaked all the way from Bunker to Katzenhardt prone on the ground and watching the frontline with my binocular. But other maps get a pain and total chaos. For pure testing purposes I could imagine a 256 player test but for the practice on a public server it is not suiting to have too many players.
Besides this do I have massive frame drops when there are too many players on the same spot. Trainstation on Op. Cobra was almost unplayable for me.
Otherwise it works very well and I don't see any bigger issues anymore.
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Now that 64+ players is definitely on its way, we would certainly appreciate per map feedback on how it plays, both in terms of balance and frame rate. Just be sure to mention how many people were on during the map (there is quite a difference between 96 and 128).
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I'm no expert, but i believe that i have read here somewhere that there are no servers that can really handle 256.
Also Soppa mentioned Punkbuster has limit of 237.
====================================
Ideally, you want a full server with everyone in a squad.
Squad limit is hard-coded i think.
- 9 Squad Limit.
- 10 Man Squads = 90
- Increase squads to 12 players = 108
- Increase squads to 14 players = 126
:P
Squad limit is 9 squads per team, right?
That means:
- 9 Squad Limit.
- 10 Man Squads = 90 x2 = 180
- Increase squads to 12 players = 108 x2 = 216
And I think more than 12 players per squad isn't necessary, because that's already like you had 2 regular squads in one (Yay you can organize fire and maneuver tactics! Oh wait there's almost no suppression in the game anymore... :()
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Now that 64+ players is definitely on its way, we would certainly appreciate per map feedback on how it plays, both in terms of balance and frame rate. Just be sure to mention how many people were on during the map (there is quite a difference between 96 and 128).
Feedback here? Or maybe make feedback subforums for 64+? Otherwise it might become very messy and hard to find certain feedback.
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And this is how Karel88l killed just about everything without dieing.
(https://dl.dropbox.com/u/89562496/forgottenhope2%202012-08-04%2017-29-59-71.jpg)
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What is he firing at exactly? The yanks climbing up the cliff or the men spawning into the boats?
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There were loads of yanks trying to get up with ropes at where he is firing in that pic I think.
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Yes i was in that battle, german side and he literally killed 150+ yankees and he died like 6/7 times.
This seems a hack, he can shoot while in cover...
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Alright. Then thats OK. I thought if he was being a twat and killing spawning yanks.
And no, its not a hack. Its supposed to be like that. Kev made the Lafette and other deployable MG stances lower so you are at least somewhat in cover. Why he looks like he lost his contact lense in that picture is beyond me.
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I'm no expert, but i believe that i have read here somewhere that there are no servers that can really handle 256.
Also Soppa mentioned Punkbuster has limit of 237.
====================================
Ideally, you want a full server with everyone in a squad.
Squad limit is hard-coded i think.
- 9 Squad Limit.
- 10 Man Squads = 90
- Increase squads to 12 players = 108
- Increase squads to 14 players = 126
:P
Squad limit is 9 squads per team, right?
That means:
- 9 Squad Limit.
- 10 Man Squads = 90 x2 = 180
- Increase squads to 12 players = 108 x2 = 216
And I think more than 12 players per squad isn't necessary, because that's already like you had 2 regular squads in one (Yay you can organize fire and maneuver tactics! Oh wait there's almost no suppression in the game anymore... :()
Oops i miscalculated.
;)
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well at least he should be able to be shot at the height of the eyepiece. its not like he was blindfiring, he was picking off with great precision.
so thats a bug that really needs to be fixed
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There are still players without nametags actually.
Missing nametags is a client side 'feature'. You can only have 64 nametags appear with current BF2.exe. It would need to be altered with some kind of code injection if it's even possible to fix. Maybe then the injection could be added to the client release FH2.exe. I suspect that wont happen in a very long time if ever. So remove all nametags. People need to learn to look at the minimap and they need to learn discipline when they get tempbanned for unintentional teamkilling. This if Forgotten Hope!
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That sucks because I like to see who is around me or who I am waiting for a tank with (maybe let them have it, I play to win rounds) see if its a pro or noob
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Now that 64+ players is definitely on its way, we would certainly appreciate per map feedback on how it plays, both in terms of balance and frame rate. Just be sure to mention how many people were on during the map (there is quite a difference between 96 and 128).
Feedback here? Or maybe make feedback subforums for 64+? Otherwise it might become very messy and hard to find certain feedback.
Personally I think a subforum in the Feedback section or a 64+ thread for each map would be the best approach.
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http://www.twitch.tv/pesticide live fh2 action i found
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So 130 players? WHY NOT 600+?!
http://www.youtube.com/watch?v=gYoI13P3Gfs&feature=player_embedded#!
Definitely an interesting video...
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New Test for the removal of 128 limit will start very soon.
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(http://i.imgur.com/WxOZS.png)
New test today. Let's go!
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WUT?
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ITS OVER NINE THOUSAAAAAND!
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lmao
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First 96, then 130, now 9001?!!
This is crazy!
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Haha, lol, this is gonna be madness, although we will never see over 200 players in a server I think.
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WHAT? 9000!? There's no way it can be right!
It's just a test ,I highly doubt we will get much over 200, but i guess 9001 looks/sounds good :D.
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Can't join... 64 players and says its full...
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Yes, it didn't work beyond 64.
Nemesis is making some changes and then the server will be up for another test.
It's back up!
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I will wait. Watch the Olympics in the meantime.
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http://www.youtube.com/watch?v=LjJESro1HiY
Or is it...
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server will be down until I get another solution
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Well would have been polite to inform people ingame BEFORE taking server down. Not all are reading forums...
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server will be down until I get another solution
I was hoping we could have the old smooth sailing 96 player server running until another solution is found.
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WTF
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The new code for the 128+ server didn't work. The server showed 9001 slots, but no more than 64 could join.
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need more people to test 128 limit :)
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Once again i shall sit on my ass for long periods of time for the greater good of the FH2 community.
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Pity, but most of the maps are unplayable - theyre too small... On Eppeldorf for example there was only spawning dying because other morons were only camping at the spawnpoints... I really miss the 64 versions where tactics count... Now its only base on all push or die tactic.... Still plenty of bugs - like squad bug... I don't see the future of this...
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finaly this is great news i never played on a 128 player server so tomorrow i give it a try
i hope this will bring fh2 to a new level ;D
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Eppeldorf was fine. Maybe you should have spawned elsewhere? You know, 100+ players really puts intensity into the game, something that was missing on many maps in 64p. I see the glorious future of this, once this is released and word gets out.
The squad bug (the other team could not create more than 4 squads - but the other could; persisted even after teamswitch) was the only flaw I noticed.
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I´ve seen that problem of a team not being able to create new squads already a few times. So it is nothing specific of this server or FH2.45, but more like a odd bf2 server bug.
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I spawned on hill - American tanks were raping our spawn. Later I spawned on East Farm where some moron with Garand was spawnraping... Sorry, but I want spawn in the base... On 64 person you could have 6 players squad with good teamplay, now you have 10 random guys who will use your green dot if he decides if it will be usefull... And another thing, with 64 players you could have 3 players in squad and easilly can stop attacking full squad (6 players). Now theres no chance to stop full squad (10 players). Gameplay looks now like RO2 - everybody are charging to one point - no teamplay needed... That's why RO2 didn't encourage me. 64 FH2 was only one existing WWII game where teamplay counted (maybe some ARMAII mods also)... Now all teamplay disappeared...
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In my experience so far squads have still done a pretty good job of sticking together, certainly no worse than with 64 players (where having even a couple of AWOL members can really mess up how effective a squad is), and 128p introduces much more teamwork between tanks and infantry, particularly on the Africa maps where infantry used to be basically nonexistent.
I do think some of the push maps need some more halftracks or something at the later flags for the attackers. The final, single flag on maps like Hurtgen forest or Siege of Tobruk ends up with such concentrated fighting that it is practically impossible for the attackers to get anywhere near the flag.
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Purple Heart Lane was exciting.
I ran a 10 man squad & only died 1 time. The fighting was intense, but the number of players & bottlenecks made it impossible for the GIs to go any farther than No.4 flag. Plus our mortar guy & spotting sucked.
I think the US needs 1 more mortar. Perhaps a kit, but if 128 is implemented, i'm sure there will be further fixes to maps besides what 2.45 brought us.
;)
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To me it seems the big squads enforce the teamplay by a lot. Many squads got experienced players as leaders who do very well at keeping the squad together. There is far more voice chat going on and with 10 people you are capable of taking a flag and going for a real attack. The people like to spawn on the squadleader, because they know they are part of an attack move and not just using a spawn point behind enemy lines.
There also was more communication with the artillery and as Nersturm said with the tankers as well. Tankers smoked the enemy positions on request, artillery as well and the infantry squads were able to proceed. I was not sure if I was just lucky with the squads I was in, but every time I played on the server in a well filled squad resulted in great teamplay and more focus on taking the flag together and less of desperate solo moves.
With 6 player squads it can be hard sometimes to take over a position. With 10 you can, if well planned, surprise the enemy and take the flag fast. To me, it adds tactical depth and improves squadteamplay as well as general organisation because every squad wants to fulfill an objective and people take part at doing so a lot more likely.
Just my personal, positive experiences about 10 man squads. Keep them imo.
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10 seemed a bit much....8 seemed just right. I actually hope when this is all released we can have our choice of squad size depending on what the server wants to roll with.
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128 is the best thing to ever happen to this mod and is the only reason why I even play.
keep up the good work nemesis
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128 is the best thing to ever happen to this mod and is the only reason why I even play.
keep up the good work nemesis
Gee, thanks. That is really heart warming to read.
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Further proof, as if it were needed, that 64+ player servers do an excellent job in attracting exactly the kind of players it would be better if we never saw on the battlefield.
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128 is the best thing to ever happen to this mod and is the only reason why I even play.
keep up the good work nemesis
Gee, thanks. That is really heart warming to read.
No need to be a douche....128 brings a whole new experience to the mod.
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No need to be a douche....
You said it yourself.
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No need to be a douche....
You said it yourself.
I feel your vagina is to full of sand.......I personally don't like the FH'2s anymore. It is nifty shit like this 128 player crap and wonderful people in the community like yourself that keep me showing up.
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Come and feel it.
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In recent months a lot of Russian players began to play as information about fashion this summer spread rapidly in the former Soviet Union.
Just for a Russian server on which players to distant lands Rosii have a good ping.
And we have Russian-speaking hope that our server zaorabotaet to 128 people.
yet we are very nadeemya on the Eastern Front.
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Come and feel it.
Despite the sand I feel your vagina ranks a high 8 out of 10. Maybe it is the sand I am unsure.
At the risk of going more off topic I am pumped at the idea of 128 player battles. I have not touched the BF2 editor in 6 months and the game for about as long. But this 128 crap has inspired me to revisit some my love of modding crap.
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lainer! 6 months! i am dissapoint! :( gotta catch up on TS soon ;)
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In recent months a lot of Russian players began to play as information about fashion this summer spread rapidly in the former Soviet Union.
Just for a Russian server on which players to distant lands Rosii have a good ping.
And we have Russian-speaking hope that our server zaorabotaet to 128 people.
yet we are very nadeemya on the Eastern Front.
is this google translator?
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Yes. What else?!
I think "nadeemya" means " looking forward to/hoping/anxious". :)
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and "rabota" means "to work" or so.. coz that´s what Robots do :)
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and "rabota" means "to work" or so.. coz that´s what Robots do :)
haha, nice one MAD, actually работать ("rabotat") means "to work" but I don't think that it is related to robots :D Btw, in this case I think Markuss meant that they will "earn" 128 players server someday as upcoming eastern front possibly will bring more russian players as VBIOS is the only server with decent ping for russian people from distant republics of Russian Federation ;)
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Well, it's not a joke, it's how the word "robot" was born. Ever heard about Asimov ? :P
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128 is the best thing to ever happen to this mod and is the only reason why I even play.
keep up the good work nemesis
I used to like to play on a full 64 player server. Since about a year ago when Soppa had his server tests I have been waiting for another bigger server. Once I tried +64 I can't go back to regular numbers. Now I'm back playing FH2 and I'm enjoying it very much. It's addictive. Mind you, for me +64 player gaming works only in FH2. I tried the full 200 player Project Reality server and it still felt like the server was empty. It was very boring. Vanilla BF2 with any number of players feels just silly and frustrating. It will be years before any commercial game company comes up with anything close the experience what FH2 with +64 servers can offer (that is a realistic enough WW2 FPS with 128 player servers). What makes FH2 so special? Bolt. Action. One. Shot. Kill. No. Body. Armor. Shit. 8)
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It's official: today is the Day of Crash. First hslan, then 64+ server... lol
btw. Josef Capek (brother of Karel Capek) came up with the word robot ;)
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Further proof, as if it were needed, that 64+ player servers do an excellent job in attracting exactly the kind of players it would be better if we never saw on the battlefield.
have fun playing in half filled servers then...
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Forgotten Hope Public Forums, place where you learn new things everyday.
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So, from previous post it was stated that there was a concern that 64+ servers would not attract more players.
I have seen that this is not the case.
But my concern lies in the event that if this code is shared with HSLAN, WAW & 762 there will not be enough players to go around.
762 runs 2 servers & throw in HSLAN & WAW, there is no way there will be enough to go around.
Am i wrong?
???
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I can't imagine 3 128p servers being full at once of course, but presumably you'll just see players conglomerating in 1 or possibly 2 each day. Just by random chance of whoever gets on first and seeds their server you'd get either 762 or hslan populated that day, since I'd assume probably 90% of players don't care/know about differences between the servers and just jump into whichever is currently populated.
I'd highly doubt you'd see two half populated servers over one fully populated one, for the same reason we don't end up with half a dozen servers with 20 players in them now.
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lets play on this server tonight im there never played with so many players so please lets have fun!
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So, from previous post it was stated that there was a concern that 64+ servers would not attract more players.
I have seen that this is not the case.
But my concern lies in the event that if this code is shared with HSLAN, WAW & 762 there will not be enough players to go around.
762 runs 2 servers & throw in HSLAN & WAW, there is no way there will be enough to go around.
Am i wrong?
???
No, I agree. But I assume the code is going to be shared with everyone, which is a good thing imo. I don't know, but I suppose the current server is 762's since it's running 762 rating and a server does not come from nowhere. No clue if that's so, just guessing. Probably not a final thing anyway, since it's still testing phase.
Also don't know what the different server admins think about it. I'm a bit curious if there's gonna be a server bitchfight of who hosts a 128p server and in the end everyone does and we have the problem you are talking about.
On the one hand it's better when only one server uses 128p. The problem is the different rankings. I, for example, would favor a Official ranking server. It's not about the stats or how the ranking works in general, I just played more on hslan in the past and usually try to achieve the medals and ribbons of the Official rating. So I would like playing on Officail ranking and 128 players, others would like to play on 762 ranking and 128 players.
So it's not that unlikely, that there will be 2 different servers with different ranking. There will be a lot of people giving a shit about it though and I just favor official but can also live with the 762 rating.
My personal opinion, but I'm afraid that with a final 762 128p server, when the code is finished, hslans playerbase and the existence of the Official rating will decrease even more.
Anyway, in the end it's nice to play on 128p whoever hosts the server. There should just be thought of the side effects it has on the playerbase though, especially the future server admins should keep that in mind and think of the playerbase before hosting a second 128p server. But there will be enough discussions about that in the future, when the code is finished, I'm excited.
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No, I agree. But I assume the code is going to be shared with everyone, which is a good thing imo. I don't know, but I suppose the current server is 762's since it's running 762 rating and a server does not come from nowhere. No clue if that's so, just guessing. Probably not a final thing anyway, since it's still testing phase.
AFAIK the current server is provided by Nemes1s/his friends and has no affiliation with 762 whatsoever (but I haven't played for a few days so this might have changed in the meantime). The last (laggy) server was devs backup server and it ran Official rankings.
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Can the map rotation on this test server get mixed up a little more or would that somehow interfere with the testing? Seems like it runs Gazala, Supercharge, Lebisey, Crete and just a FEW others every day.
I would LOVE to see Siege of Tobruk, Siege of Giarabub, Mareth Line, Vossenack, Eppeldorf, St. Vith. Maybe these are run but just not at the times I'm on the server. Just seems like the same 6 to 8 maps every day. Even with high player numbers that's gonna get old fast. I'm especially sick of Gazala and Supercharge(Gazala being on as I'm typing this).
EDIT: Woohoo! Vossenack on! Joining...
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For what I know, 762 took over that server. Their rules and admins.
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Yes, that is correct. 762 rules, ranking and admins.
Hope all of you enjoy that, despite of that facts.
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isnt that a big slap in face to the devs, they helped with a server and support during start and now dumping offical stats?
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Yes, that is correct. 762 rules, ranking and admins.
Hope all of you enjoy that, despite of that facts.
No sorry. I dont enjoy playing on regular 762 servers, so I wont be showing up on the big server either. I hate the idea of 762 being the only populated server, means no FH2 for some of us.
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Dear Ciupita, you can relax, we did not "take over" anything. :)
I am sorry that you feel that way Flippy Warbear. But of course the choice is yours.
We talked to Nemesis about the situation on the server (too few admins, no rules at all)
We offered to have our admins watch the server - that means enforcing rules that we have found to make players come back to our servers. Nemesis agreed to that. That and the fact that Neo and Knallkopp have been working together with Nemesis for quite a while now are the reasons why this test server, as long as it is running and / or until Nemesis decides otherwise, will have the 762 Ranking running and the 762 admins watch over the bad guys on it.
I do not see how this affects testing of Forgotten Hope and its stability with more than 64 players.
We are well aware of the fact that some people disapprove of that. 762#1 was full untill late last night and the 130p test server was played upon until 5:00 am UTC+2 this morning, although we had only about 64 players left - which meant the Brazilians and North Americans could have easily played elsewhere, had they wished to. So it seems to me we are doing at least some things right.
Regards,
x4fun I<ODIUM>I
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I logged in yesterday looking for a populated "Official Ranked Server" and there were none.
Will an "Official Ranked Server" be running the 130 player code in the future?
Why does 762 run their own separate rankings?
This splits the small FH2 community player base & is really unnecessary in my opinion.
???
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I do not question your dedication as admins and serverhosters. Your rules are sometimes strange and whatever, but that is your choice and i can live with that. But what i can and will not forget is your own ranking shit that effectfully seperated the community and playerbase.
I was looking forward to really play the big server when i was back on my desktop pc, but i will ditch that now.
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After reading this latest news im just looking at the FH2 devs (which apparently are sleeping ) while doing this:
(http://forgottenhonor.com/modules/Forums/images/smiles/pcorn.gif)
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Well, I have to admit that playing on the 762 Servers was a bit more fun when I started with FH (which was FH2) in 2011. I find the rules and gameplay more friendly to beginners and that's what I think attracts more new players to them, while the hslan server, which I enjoyed a lot in my second year of FH2 gaming, is mostly filled with more experienced players and the motto "play hard, play fair" describes quite well the gameplay on hslan: less rigorous rules more experience needed, more fun for the exprienced.
As about the ranking: I like the official fh2 ranking alot more than the 762 ranking. While the 762 ranking is one that fits almost every shooter, the official fh2 ranking is FH2 special and rewards more the guy who plays to win the map and teamplayers. Unfortunately it came so late that alot of people summed up many awards in the 762 ranking and seem to stick to that ranking still, or they like the 762 rules more, I don't know. I would like to see the 762 servers running the FH2 official ranking. Is it possible to run both rankings on the 762 servers?
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Dear Ciupita, you can relax, we did not "take over" anything. :)
I am sorry that you feel that way Flippy Warbear. But of course the choice is yours.
Sorry bro, but I'm with Flippy in this one. I feel morally wrong when I play on server with 762 ranking, since you are just bunch of thiefs. You use icons made by FH2 devs and according to my knowledge, without their permission. Also you make the mod played in the way devs don't want it to be by using outsider ranking even when there is an official ranking available. Yes, your ranking was published first, but official ranking was on the works since 2.10 IIRC and you had your ranking ready on other mods + vanilla.
I'm saying this as playing individual, not as forum moderator or betatester, so you shouldn't mix my personal opinions with those groups.
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Really, if we minded 762 ranking using our icons we would have said something. Calling them thieves for it is overreacting. And as for running different ranking, well, no one is forced to use official ranking. Of course, it would be nice if the entire Forgotten Hope 2 community would use the same ranking, but that's just not the way of it, I suppose.
At any rate. Let's leave the ranking discussing to another time (preferably a year ago) and continue with the thread's topic.
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When I said "let's leave the ranking discussion" it wasn't a suggestion.
Next posts about it will also be deleted.
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Server is sponsored by myself and is running 762 Ranking and admin roster.
The guy taking care of it is still Nemes1s.
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I finally fixed PB so go test it we need to see if PB can access over 64 players now!
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Wow, so basically no servers for official rankings. Why did it take so long for official ranks, when 762 was running ranks for so long before it? Im not gonna play for 762 stats and ranks.
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nemes1s is the code going to be released for all servers to use if succesfull?
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There need to some other fixes before release but yes code is not exclusive to 762 ranked servers. If you want to see more 64+ servers I suggest you join the server we need to test important stuff.
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You're getting a free code and free server and even then there is something to moan about?
Is that really necessary?
It has been stated several times that it will be released to the public when it's stable. But to achieve that the code needs testing. Does it really matter which ranking this server is running for that?
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No I guess that's why a certain server is full as usual instead of helping out, just like in the beginning :P Oh and why did you remove your PR dev signature? ;D I heard you guys are big on unofficial stuff.
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We need to start populating HSLAN or the VBIOS servers until the code comes back.
Sry Nemes1s.....
:P
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thank you nemesis and bloody deed and the hosts for this server. don't listen to the belly achers!
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C'mon and test!
You can play on 64 ppl server every day...
So support the devs and get the 130 full!
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Thank you for the replies, especially from the hosters of the servers.
At the moment what we do is offering our spare time and helping out.
The 762 Multimod Ranking is a spare time project that nobody uses to make money of.
What we did so far happened in agreement with the developer team.
It makes me sad that for the spare time we invest (it is not just sitting on the server and supposedly laughing and meanly grinning all day) by SOME members and moderators of this forums we are labeled with words like "thieves" or other phrases that I do not wish to repeat here.
Thanks for showing that not the whole of the FH2 Dev team sees it that way.
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Its time to sit down to a talbe and find a solution for both parties so non of them looses their face, and the community will grow instead of seperating into 2 groups . . .
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You're getting a free code and free server and even then there is something to moan about?
The thing is, many believe that you just keep the code yourself and won't give it to others (so 762 servers only). If you do give it to others, I bet many will change their attitude (mine too!) towards you and 762 servers will change.
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I'm sick of all this drama. Which is why server will now go offline. Have fun not playing 64+.
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I'm sick of all this drama. Which is why server will now go offline. Have fun not playing 64+.
Erhm? You stop entirely because of a few whiners? I hope not...
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I'm sick of all this drama. Which is why server will now go offline. Have fun not playing 64+.
You're kidding, right?
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Well that flopped my boner :(
Now let's do the thing my school taught me in kindergarten on how to deal with bullies/whiners. Point and laugh at the nay sayers! POINT AND LAUGH!
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thank you nemesis and bloody deed and the hosts for this server. don't listen to the belly achers!
do I need to repeat this post! ???
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What fool thinks more players is bad for a mass online battlefield game??
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I'm sick of all this drama. Which is why server will now go offline. Have fun not playing 64+.
With this act you are not only punishing the whiners, but also the majority of all fair and square players who are not responsible for the "drama"...
What is your problem with the discussion? Go your way and don't be affected by the things written in this forum, where every clown is able to write his rubbish...
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Ok, to make that clear. 762 DOES NOT have the code. The only guy having it is Nemes1s as he developed it by himself.
He decided to run a certain ranking system and a certain admin/ruleset. He made the code, his decisions...thats the only thing he asks for for providing the code.
I absolutely see no reason why even Moderators think that Nemes1s is going to keep the code.
Do you really want all servers to gain access to the code simultaneously to make testing even harder and spreading a bugged server version? Please think about that, it HAS to start somewhere.
I'm really disappointed how people are going here. Looks like the only mistake that has been done here was providing a server for free.
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I would like to clarify that our forum moderators are not members of the Forgotten Hope 2 development team.
I have talked to Nemes1s several times on IRC, along with other developers and I hope our good relation isn't affected by the opinions of a few individuals here, who chose to ignore my attempt to steer this discussion away from what it has turned into.
As for the server, I can only hope that you will not let your hard work be affected by a few misguided forum posts.
That said, I think this thread would be better off being closed.