Forgotten Hope Public Forum

Off-Topic => Off-Topic => Topic started by: MaJ.P.Bouras on 26-01-2011, 14:01:51

Title: Project Reality Online testing with 128/256/512 players
Post by: MaJ.P.Bouras on 26-01-2011, 14:01:51
If this is true and works like a charm then i am a happy man...Really!

http://www.realitymod.com/forum/f10-pr-bf2-general-discussion/93978-pr-128-player-server-test-official.html#post1537277
Title: Re: Project Reality Online testing with 128 players
Post by: Nerdsturm on 26-01-2011, 14:01:15
Wow, if they have found a way to legally increase the player count to 128 without making performance drop dramatically that could be big.

I can't really see a FH server running a 128 player limit atm, due to how few maps would be playable with that many people, but it would be pretty awesome to have the max moved to 128 players.
Title: Re: Project Reality Online testing with 128 players
Post by: Beaufort on 26-01-2011, 15:01:57
The record is 75 so far.
Title: Re: Project Reality Online testing with 128 players
Post by: kummitus on 26-01-2011, 15:01:08
omg kettcar please confirm this :P

http://de.xfire.com/profile/ptkeios/screenshots/?view#109973894
Title: Re: Project Reality Online testing with 128 players
Post by: Ts4EVER on 26-01-2011, 15:01:40
Oh no now people will suggest this for Fh2 all the time ....
Title: Re: Project Reality Online testing with 128 players
Post by: Beaufort on 26-01-2011, 15:01:50
95 ...
Title: Re: Project Reality Online testing with 128 players
Post by: THeTA0123 on 26-01-2011, 15:01:05
128 on FH2? no thanks

A small increase on certain maps? yes please. Many big maps ATM would work so much better with an extra 10 people per team(as infantry)

Anyway good Luck PR lads
Title: Re: Project Reality Online testing with 128 players
Post by: SiCaRiO on 26-01-2011, 15:01:37
crashed at 95 because someone jumped in a logistic truck :P

http://www.youtube.com/watch?v=LIExxuUEMDs

first time 64 player cap was breaked ^^
Title: Re: Project Reality Online testing with 128 players
Post by: Beaufort on 26-01-2011, 15:01:57
110...
Title: Re: Project Reality Online testing with 128 players
Post by: Beaufort on 26-01-2011, 15:01:13
125, but if noone even moves :P
Title: Re: Project Reality Online testing with 128 players
Post by: Kelmola on 26-01-2011, 15:01:26
Cobra, Goodwood, Totalize, Gazala, Supercharge, El Al, Alam Halfa, Mersa Matruh, Siege of Tobruk, Aberdeen, these are all IMO big enough to support 64+ players with the current flag placement & assets available.

FoT would probably be epic as well with increased playercount. Sidi Rezegh, Lebisey & Falaise are question marks.

St. Lo plus the infantry maps (Giara, Tunis, Bardia, PdH, PHL, Anctoville, Brest, Ramelle) are quite small and/or have few assets to support moar players, but seeing a total carnage every once in a while (in the style of 16/32 mapsizes in FHGN's) would be lolsome.

In the end, the increase in FH2 playercount would make the game more infantry-heavy and thus more WW2-like.
Title: Re: Project Reality Online testing with 128 players
Post by: Beaufort on 26-01-2011, 15:01:19
Ta-daaa !
Title: Re: Project Reality Online testing with 128 players
Post by: SiCaRiO on 26-01-2011, 15:01:44
128!!  finally xD
Title: Re: Project Reality Online testing with 128 players
Post by: MaJ.P.Bouras on 26-01-2011, 15:01:38
 ;D ;D ;D ;D ;D


Pure epic WIN
Title: Re: Project Reality Online testing with 128 players
Post by: luftwaffe.be on 26-01-2011, 16:01:12
finally  ;D

First time since the demo !
Title: Re: Project Reality Online testing with 128 players
Post by: Dukat on 26-01-2011, 16:01:31
Does this serve any purpose if nobody can move at all?
Title: Re: Project Reality Online testing with 128 players
Post by: Paavopesusieni on 26-01-2011, 16:01:21
128 on FH2? no thanks

A small increase on certain maps? yes please. Many big maps ATM would work so much better with an extra 10 people per team(as infantry)

Anyway good Luck PR lads

Fuck yes, this is something I always wanted, maybe not 128 but definitely over 64 something like 80-100.

Now imagine a beach landing map with 128 players, http://www.youtube.com/watch?v=gCySTWFcnlM&feature=related (http://www.youtube.com/watch?v=gCySTWFcnlM&feature=related). Awesome!
Title: Re: Project Reality Online testing with 128 players
Post by: SiCaRiO on 26-01-2011, 16:01:22
vehicle stress test, crashed at 80 or something.

so at least you can have 80 people moving and in vehicles XD
Title: Re: Project Reality Online testing with 128 players
Post by: Beaufort on 26-01-2011, 16:01:54
Yeah you can move and all but vehicles seem to be a problem ...
Title: Re: Project Reality Online testing with 128 players
Post by: Natty on 26-01-2011, 16:01:58
wake me up if they actually makes it you know playable  :-\
Title: Re: Project Reality Online testing with 128 players
Post by: MaJ.P.Bouras on 26-01-2011, 16:01:28
knew you were gonna say that ;) and yes we will if they ever get to that point.
Title: Re: Project Reality Online testing with 128 players
Post by: Pascucci the Whiner on 26-01-2011, 17:01:23
We just played two successful skirmishes on silent eagle, without a crash. Vehicles are the problem. The PR team sound extremely confident, that they very well may break the limit!
Title: Re: Project Reality Online testing with 128 players
Post by: SiCaRiO on 26-01-2011, 17:01:12
 ;D

(http://www.realitymod.com/forum/attachments/f10-pr-bf2-general-discussion/5952d1296058848-pr-128-player-server-test-official-screen108.jpg)

(http://www.realitymod.com/forum/attachments/f10-pr-bf2-general-discussion/5951d1296058691-pr-128-player-server-test-official-screen121.jpg)
Title: Re: Project Reality Online testing with 128 players
Post by: THeTA0123 on 26-01-2011, 17:01:51
128 players on Tunis and PDH

(http://www.lpahsonline.com/file.php/1/Awesome_face_bigger.png)
Title: Re: Project Reality Online testing with 128 players
Post by: SiCaRiO on 26-01-2011, 17:01:52
they will granade you before spanwing :P
Title: Re: Project Reality Online testing with 128 players
Post by: MaJ.P.Bouras on 26-01-2011, 17:01:40
64 vs 64 on 4x4 skirmish maps with light vehicles only.....Or CQB...

Friday night nothing better to do
I started PR with no further ado
look on the servers and im starting to dance
my eyes fell on numbers and i....

JIZZ IN MY PANTS
Title: Re: Project Reality Online testing with 128 players
Post by: THeTA0123 on 26-01-2011, 17:01:21
TBH if PR can double the player numbers on there current infantry maps, i might give PR another go
Title: Re: Project Reality Online testing with 128 players
Post by: SiCaRiO on 26-01-2011, 17:01:17
well atm, its the only way it works stable, without vehicles. however vehicle tweaks are been made to change that so... who knows.

Title: Re: Project Reality Online testing with 128 players
Post by: [130.Pz]S.Lainer on 26-01-2011, 17:01:50
  Wow!  This is the biggest and best news ever!  I feel as giddy as I did on FH2 release day.
Title: Re: Project Reality Online testing with 128 players
Post by: THeTA0123 on 26-01-2011, 17:01:41
well atm, its the only way it works stable, without vehicles. however vehicle tweaks are been made to change that so... who knows.


PR has some very good guys in there team. They might be able to figure it out
Title: Re: Project Reality Online testing with 128 players
Post by: Paavopesusieni on 26-01-2011, 17:01:38
The guy who did this is not part of PR team, he offered this "server mod" for devs if they helped him testing it.
Title: Re: Project Reality Online testing with 128 players
Post by: THeTA0123 on 26-01-2011, 17:01:39
The guy who did this is not part of PR team, he offered this "server mod" for devs if they helped him testing it.
Read my sentence again plx ;)

Title: Re: Project Reality Online testing with 128 players
Post by: Tim270 on 26-01-2011, 17:01:41
Was quite fun to try but as Natty said it is going to take quite a lot tweaking to get it into a playable state.

Lots of considerations like server bandwidth, player lods (was raping my pc having all those guys at the mosque on Al Basrah.) Vehicles etc.

This would be very fun to play on the 4k maps though. Would also mean that 'asset maps' would be a lot more balanced as you have enough players to field a proper team with armour.
Title: Re: Project Reality Online testing with 128 players
Post by: Beaufort on 26-01-2011, 18:01:29
128 players on Tunis and PDH

Ok. Still, many other FH2 maps could use 128 players.

They also have tried to increase the number of players per fireteam. I think it works with 64 players.
Title: Re: Project Reality Online testing with 128 players
Post by: Neighbor Kid on 26-01-2011, 18:01:04
oh FH get on the ball 128 player STAT! we can play a real kursk! lol
Title: Re: Project Reality Online testing with 128 players
Post by: Torenico on 26-01-2011, 18:01:40
I dont know.

It looks good on paper, but i still have to see it with my own eyes. PR demands a good PC to run it smoothly, and PR + 128 Players would just kill alot of PCs.

128 in FH2 could only work in, wait, will it work at all? Theres no map that could support 128 Boys running around.. and  they'll have to make a new one, and 4km Maps are sometimes buggy, and will take a shitload of time.

Hey, im glad to see this happen really, but i would like to see less players, like 100 maybe in Fh2, something that actually fits in our favorite mod =D
Title: Re: Project Reality Online testing with 128 players
Post by: THeTA0123 on 26-01-2011, 18:01:44
A rise of 64 to 86 or so would be much better for FH2. Those extra players can fill in the missing infantry job adds on maps like totalize and cobra
Title: Re: Project Reality Online testing with 128 players
Post by: azreal on 26-01-2011, 18:01:58
FH2 with 128 players is waaay to much. Read the thread on the PR forums, lots of people had FPS issues. However, a smaller increase from 64 to ~100 would be great for larger maps with a special gamemode designed for just such a purpose. Will definitely be watching this.

EDIT: Theta beat me to it.
Title: Re: Project Reality Online testing with 128 players
Post by: Neighbor Kid on 26-01-2011, 18:01:10
id be happy with 100, the WAW would be awesome with 100 players 50v50 battles on saturdays..
Title: Re: Project Reality Online testing with 128 players
Post by: Beaufort on 26-01-2011, 18:01:35
128 in FH2 could only work in, wait, will it work at all? Theres no map that could support 128 Boys running around..

El Alamein, Totalize, all 2km maps could make it :)

Needs good computers though :P
Title: Re: Project Reality Online testing with 128 players
Post by: [130.Pz]S.Lainer on 26-01-2011, 18:01:05
   Even if FH2 turns its nose up at 128 players my Saturdays at WaW would be epic!  As far as needing 4X4 maps for 128 players that is BS.  So many of our current maps cram 64 players into a playable area about a third of the size of a full map.  And some of those are even push.  Many maps could benefit.  The guys at Dice had love for 128 players at one point and time so we could even make a 128 player layer for existing maps if needed.  I did it once just to dick about and it works fine.
Title: Re: Project Reality Online testing with 128 players
Post by: Hockeywarrior on 26-01-2011, 18:01:14
Down with all the nay sayers in this thread!

Of course there will be a lot of things to sort out and implement to make the game playable, but it's a huge deal to break this player limit. I would be really happy if they fully supported 80 or 100 players, since most PR maps are so big that I could honestly see that many players bringing a big boost to gameplay.

Is it perfect? Obviously not. Will there be a ton of work to make it functional? Yes. But it's an awesome first step!
Title: Re: Project Reality Online testing with 128 players
Post by: Neighbor Kid on 26-01-2011, 18:01:45
  Even if FH2 turns its nose up at 128 players my Saturdays at WaW would be epic!  As far as needing 4X4 maps for 128 players that is BS.  So many of our current maps cram 64 players into a playable area about a third of the size of a full map.  And some of those are even push.  Many maps could benefit.  The guys at Dice had love for 128 players at one point and time so we could even make a 128 player layer for existing maps if needed.  I did it once just to dick about and it works fine.

yes! it would be epic i already did math and i such at math.. MATHHAMMER

30 infantry= 5 squads of 6
5 Div= 1 squad
10 tankers= 2 squads of 5
5 airforce = 1 squad
WOULD BE EPIC!!!!!!

many maps would do fine with 100 players! some no.. but.. many of em i woudl say yes
Title: Re: Project Reality Online testing with 128 players
Post by: Beaufort on 26-01-2011, 19:01:20
I would be really happy if they fully supported 80 or 100 players, since most PR maps are so big that I could honestly see that many players bringing a big boost to gameplay.

Also to FH2, look :

El alamein, 64 brits charging the ridges...
Title: Re: Project Reality Online testing with 128 players
Post by: Eat Uranium on 26-01-2011, 19:01:05
With 6 man squads, the most players you can have where all are in squads is 110 (9 squads x6 members x2 teams +2 commanders).  TBH, I can't see FH2 really playing well (or the servers holding up reliably) with more than 80-90 players.

Having said that, I'm not going to sit and wait for this.  I have some doubt that this will ever work properly.
Title: Re: Project Reality Online testing with 128 players
Post by: Neighbor Kid on 26-01-2011, 19:01:56
that only 64 players then that map can easily play with more from what it seems.. we can have an actual awesome El AL battle or kursk im telling ya!  

if they can break the hard code for number of player .. im sure they can get it working down the road!
Title: Re: Project Reality Online testing with 128 players
Post by: Torenico on 26-01-2011, 19:01:58
And i think VOIP doesnt work no?

Well we could always use Mumble or TS or Ventrilo but, VOIP is great tho!
Title: Re: Project Reality Online testing with 128 players
Post by: Beaufort on 26-01-2011, 19:01:21
Totalize, 64 jerries awaiting the attack...
Title: Re: Project Reality Online testing with 128 players
Post by: Neighbor Kid on 26-01-2011, 19:01:34
ah bah humbug use vent ts or something else!.. jsut get 100+ working with tanks planes and explosions!

this woudl also make depolyable MG's like the .30 cal and vickers so much more useful!

and trucks or halftracks would be full of people.. possibly..

if we get the pacific front.. BANZAI CHARGE!!!!!
Title: Re: Project Reality Online testing with 128 players
Post by: [130.Pz]S.Lainer on 26-01-2011, 19:01:26
With 6 man squads, the most players you can have where all are in squads is 110 (9 squads x6 members x2 teams +2 commanders).  TBH, I can't see FH2 really playing well (or the servers holding up reliably) with more than 80-90 players.

Having said that, I'm not going to sit and wait for this.  I have some doubt that this will ever work properly.


They already have 12 man squads working.  And lets not forget.  We are not talking after months of developing and testing.  This is just today.  With just what they have up and running right now I am pretty impressed and hopeful.
Title: Re: Project Reality Online testing with 128 players
Post by: Neighbor Kid on 26-01-2011, 19:01:10
With 6 man squads, the most players you can have where all are in squads is 110 (9 squads x6 members x2 teams +2 commanders).  TBH, I can't see FH2 really playing well (or the servers holding up reliably) with more than 80-90 players.

Having said that, I'm not going to sit and wait for this.  I have some doubt that this will ever work properly.


They already have 12 man squads working.  And lets not forget.  We are not talking after months of developing and testing.  This is just today.  With just what they have up and running right now I am pretty impressed and hopeful.

i dont think you understand how amazed i would be to play WAW with 100 players or so.... or be the lone tiger tank taking on a whole column of shermans and cromwells or out in the desert with a tiger taking on matildas ,crusaders, shermans, grants
Title: Re: Project Reality Online testing with 128 players
Post by: hankypanky on 26-01-2011, 19:01:44
EA is not going crazy for this?  I thought you can get sued for this type of stuff.
Title: Re: Project Reality Online testing with 128 players
Post by: Sgt.KAR98 on 26-01-2011, 19:01:10
Interesting!More people to bore their asses off without seeing any action!
Just like in Iraq...
Title: Re: Project Reality Online testing with 128 players
Post by: MaJ.P.Bouras on 26-01-2011, 19:01:40
Interesting!More people to bore their asses off without seeing any action!
Just like in Iraq...

I beg to differ.


More players = more chances of actually facing enemies.
more chances of facing enemies = more fighting.
more fighting = more bloodthirsty fun


Hell i face enough enemies as it is imagine with 64 players.
Title: Re: Project Reality Online testing with 128 players
Post by: General_Henry on 26-01-2011, 19:01:34
all maps would benefit from this, especially maps like El Alamein/Alam Halfa. Much more realistic than seeing no enemies IMO.
Title: Re: Project Reality Online testing with 128 players
Post by: Torenico on 26-01-2011, 20:01:30
Interesting!More people to bore their asses off without seeing any action!
Just like in Iraq...

Hahaha, you made my day

+10 reps
Title: Re: Project Reality Online testing with 128 players
Post by: Neighbor Kid on 26-01-2011, 20:01:53
playing 128 players right now.. 60-100 FPS.. maxed geraphics.. and uh.. full vehicles!
Title: Re: Project Reality Online testing with 128 players
Post by: MaJ.P.Bouras on 26-01-2011, 20:01:02
Today history is made.......Next stop



Fastropes being deployed by Alt+F4
Title: Re: Project Reality Online testing with 128 players
Post by: DLFReporter on 26-01-2011, 20:01:11
How did they get that fixed so fast?
Title: Re: Project Reality Online testing with 128 players
Post by: Neighbor Kid on 26-01-2011, 20:01:13
time for FH to represent!
Title: Re: Project Reality Online testing with 128 players
Post by: G.Drew on 26-01-2011, 20:01:59
And on the day my PC is fubar aswell, nevermind, it couldnt run PR in its current setup anyway :P
Title: Re: Project Reality Online testing with 128 players
Post by: Beaufort on 26-01-2011, 20:01:26
Vehicles are working now ! Amazing !
Title: Re: Project Reality Online testing with 128 players
Post by: Kubador on 26-01-2011, 20:01:11
I am really wondering about legal issues here and how they did it without breaking the sauce code? Still, the way things stand right now, it looks very promising. 108-110 players for FH2 would fit best.
Title: Re: Project Reality Online testing with 128 players
Post by: Neighbor Kid on 26-01-2011, 20:01:52
why dont we not worry about legal stuffings for now and hope that it works well first.. in PR thwen throw it in FH!
Title: Re: Project Reality Online testing with 128 players
Post by: kettcar on 26-01-2011, 20:01:59
omg kettcar please confirm this :P

http://de.xfire.com/profile/ptkeios/screenshots/?view#109973894

it is true  ;D
Title: Re: Project Reality Online testing with 128 players
Post by: [130.Pz]S.Lainer on 26-01-2011, 20:01:04
wake me up if they actually makes it you know playable  :-\

Wake up!  Sorry you had to wait a couple hours.   ;)
Title: Re: Project Reality Online testing with 128 players
Post by: IrishReloaded on 26-01-2011, 20:01:18
128 players running with tanks and helis, smooth for me and ping was okey!
We will see where this will lead to.


edit: why is it illegal?
Title: Re: Project Reality Online testing with 128 players
Post by: kummitus on 26-01-2011, 20:01:01
If they've hacked the source code what is some copyright protected stuff
Title: Re: Project Reality Online testing with 128 players
Post by: Paasky on 26-01-2011, 20:01:02
Like EA gives a shit. Hell they've already removed all copyright protection with v1.5.
Title: Re: Project Reality Online testing with 128 players
Post by: Neighbor Kid on 26-01-2011, 21:01:11
this is so epic its not even funny.. its so awesome.. oh and who ever sai it would never happen FUUUUUUU.. IT WORKS AND IT WORKS JUST DANDY!!!! 
Title: Re: Project Reality Online testing with 128 players
Post by: SiCaRiO on 26-01-2011, 21:01:05
afaik its just another exe, is not the original modified, so no breaking of EULA here, just like the thermal and custom shaders, so not ilegal i think

Title: Re: Project Reality Online testing with 128 players
Post by: Desertfox on 26-01-2011, 21:01:02
Sounds pretty sweet, this could make modding more interesting to say the least.
Title: Re: Project Reality Online testing with 128 players
Post by: Dukat on 26-01-2011, 21:01:57
afaik its just another exe, is not the original modified, so no breaking of EULA here, just like the thermal and custom shaders, so not ilegal i think



I'd like to hear the details on this. If you replace the exe entirely with a modiefied exe that contains 99% of the original code it is still an infringement.
Title: Re: Project Reality Online testing with 128 players
Post by: SiCaRiO on 26-01-2011, 21:01:44
its like the FH2 exe, or the current PR exe, IIRC it does some changes on the fly, so each time you close the game the original exe is still there.

dont mind me, i dont know the details xD
Title: Re: Project Reality Online testing with 128 players
Post by: Neighbor Kid on 26-01-2011, 21:01:55
i hope FH devs are looking into this stuff
Title: Re: Project Reality Online testing with 128 players
Post by: Eat Uranium on 26-01-2011, 22:01:38
Reading the thread, I think this is more a server hack and less a client hack.
Title: Re: Project Reality Online testing with 128 players
Post by: Hauteclocque on 26-01-2011, 22:01:58
afaik its just another exe, is not the original modified, so no breaking of EULA here, just like the thermal and custom shaders, so not ilegal i think



I'd like to hear the details on this. If you replace the exe entirely with a modiefied exe that contains 99% of the original code it is still an infringement.

Rofl.

You really think we are that silly ? We would do something against the EULA ? Damn.

And why would we give you details ? We keep our secrets secret boy. :P
Title: Re: Project Reality Online testing with 128 players
Post by: Neighbor Kid on 26-01-2011, 22:01:29
Reading the thread, I think this is more a server hack and less a client hack.

and that means what?
Title: Re: Project Reality Online testing with 128 players
Post by: SiCaRiO on 26-01-2011, 22:01:26
livestreaming 128 server

http://es.justin.tv/pesticide#/w/800686368

Title: Re: Project Reality Online testing with 128 players
Post by: Eat Uranium on 26-01-2011, 22:01:35
Reading the thread, I think this is more a server hack and less a client hack.

and that means what?
Means that the code is added to the server and not to the client (you are the client).
Title: Re: Project Reality Online testing with 128 players
Post by: Torenico on 26-01-2011, 22:01:57
afaik its just another exe, is not the original modified, so no breaking of EULA here, just like the thermal and custom shaders, so not ilegal i think



I'd like to hear the details on this. If you replace the exe entirely with a modiefied exe that contains 99% of the original code it is still an infringement.

Rofl.

You really think we are that silly ? We would do something against the EULA ? Damn.

And why would we give you details ? We keep our secrets secret boy. :P

Just a Question. The guy/team that made this code/hack/feature, you name it, is part of PR Team? As far as i know, he isnt.

Aaand you could give details because we're all part of Battlefield 2 no? I mean, the entire mods Community  ;D sharing is good for health.
Title: Re: Project Reality Online testing with 128 players
Post by: Beaufort on 26-01-2011, 22:01:30
It lags at the begining when everyone is in main base, that could mean trouble for smaller maps like in FH2...
Title: Re: Project Reality Online testing with 128 players
Post by: Thorondor123 on 26-01-2011, 22:01:39
It lags at the begining when everyone is in main base, that could mean trouble for smaller maps like in FH2...
The lag would not be the biggest problem, but the fact that there are 128 players on a small map that quite too small even for 64 players ;)
Title: Re: Project Reality Online testing with 128 players
Post by: Neighbor Kid on 26-01-2011, 22:01:56
It lags at the begining when everyone is in main base, that could mean trouble for smaller maps like in FH2...

taht can be deal away with if you spread teh spawn zones out
Title: Re: Project Reality Online testing with 128 players
Post by: Hauteclocque on 26-01-2011, 22:01:10
Just a Question. The guy/team that made this code/hack/feature, you name it, is part of PR Team? As far as i know, he isnt.

Aaand you could give details because we're all part of Battlefield 2 no? I mean, the entire mods Community  ;D sharing is good for health.

You're playing on the words... ;)
I never said he was part of the team, but the testing is promoted by PR.

By we, I meant we wouldn't let this happen on a licensed server if it was fishy.
Title: Re: Project Reality Online testing with 128 players
Post by: Beaufort on 26-01-2011, 22:01:02
It lags at the begining when everyone is in main base, that could mean trouble for smaller maps like in FH2...
The lag would not be the biggest problem, but the fact that there are 128 players on a small map that quite too small even for 64 players ;)

I mean even 2km maps ... We have to test this !
Title: Re: Project Reality Online testing with 128 players
Post by: Eat Uranium on 26-01-2011, 22:01:43
128 player Gazala 16 plox
Title: Re: Project Reality Online testing with 128 players
Post by: SiCaRiO on 26-01-2011, 22:01:23
128 tunis. nao!
Title: Re: Project Reality Online testing with 128 players
Post by: :| Hi on 26-01-2011, 22:01:24
EU and I think alike. Imagine, PeB 16, 128 players.  :o
Title: Re: Project Reality Online testing with 128 players
Post by: Kubador on 26-01-2011, 23:01:04
How many 16 player map matches did you guys really play? Not many people play them. And no server would play maps that don't play well with 100+ players. Stop trollin'
Title: Re: Project Reality Online testing with 128 players
Post by: Beaufort on 26-01-2011, 23:01:37
128 player Gazala 16 plox

There you go...
Title: Re: Project Reality Online testing with 128 players
Post by: Beaufort on 26-01-2011, 23:01:21
But yeah if I have to choose between El Alamein 128 and Gazala 16 ... :-X
Title: Re: Project Reality Online testing with 128 players
Post by: Vernah on 26-01-2011, 23:01:31
zm0g even with 40 v 40, it'd improve gameplay on some of the larger maps. Some maps just feel like they're missing players :(
Title: Re: Project Reality Online testing with 128 players
Post by: Archimonday on 26-01-2011, 23:01:57
I really like the idea of having 128 People on a server, but after playing today for a good hour on this test server, I find myself still disappointed by BF2's ability to handle such a heavy load on a server.

It all started becoming less of a red letter day for me, when I was watching the server browser. Typically with a German based server, I can expect the server (for me) to display an average server ping of between 180 - 200. However with this server, the average ping was at least 30 ms higher, between 210 - 240 ms, which was an immediate realization that said the server is being heavily stressed, so much so that it is actually effecting the servers ability to relay information.

Upon entering the server, I was initially happy to see that all 128 players were on the map, that vehicles were moving around, and that squads, and VOIP had been for the most part fixed to a working state. However, even with an average ping of 160 (which I would not find surprising on a over seas server) there were moments of intense latency lag, which I know was not caused by my over the top ping on this European server.

I would estimate, that approximately every five, to ten minutes of gameplay saw at least 1, or 2 server slow downs, universally for all players, not just me. To reaffirm the notion that the server was slowing down as a result of the higher player count, I only had to observe for a few minutes. Problems would not really arise until players were confined to a single area. Id say that despite the 4km size of the maps being played, that most, if not all of the server was in an area of 1km or less. It was at moments like these, when firefights started erupting, and large groups of each team would converge on a single flag, or valley, or area, that the server would experience slow down, no doubt caused by the increased number of players.

Although servers try to keep information as basic as possible to allow for today's modern online internet games, when the server has to send out those same packets of information to twice the number of people, it cannot keep up. Certainly a faster dedicated box would be able to handle the strain better, but I don't think that a powerful dedicated box could still keep up with the traffic demands on the game.


All in all I love the idea, and would like to see how it pans out in the future. But as of the moment, im not truly impressed by its performance.
Title: Re: Project Reality Online testing with 128 players
Post by: Neighbor Kid on 26-01-2011, 23:01:19
pretty sure you all are smart enough to say.. well if you play a 16 size map.. its not going to go over very well.. so you play a 64 player or 128 player maps..  id be happy with 100
Title: Re: Project Reality Online testing with 128 players
Post by: Archimonday on 26-01-2011, 23:01:06
80 - 100 would be a good test to do, I feel 80 players especially would be far more stable.
Title: Re: Project Reality Online testing with 128 players
Post by: Neighbor Kid on 26-01-2011, 23:01:07
80 - 100 would be a good test to do, I feel 80 players especially would be far more stable.

you start at 80 and push to 100 and see waht happens.. with how that went in PR i think 100 would work just fine almost a 30 player difference.. id put hopes for it working
Title: Re: Project Reality Online testing with 128 players
Post by: Paasky on 26-01-2011, 23:01:05
Although servers try to keep information as basic as possible to allow for today's modern online internet games, when the server has to send out those same packets of information to twice the number of people, it cannot keep up. Certainly a faster dedicated box would be able to handle the strain better, but I don't think that a powerful dedicated box could still keep up with the traffic demands on the game.

This is something I still find absolutely ridiculous. Battlefield 1942, released in 2002. 64 players on a server, no problem. Now, eight years later, with vastly more powerful servers and huge amounts of bandwidth, BF2 can't fully handle doubling the amount of players. Meanwhile EVE & WoW can handle thousands of players on one server, fairly close to each other.

DICE ave done many great things, but network coding has never been one of them.
Title: Re: Project Reality Online testing with 128 players
Post by: Neighbor Kid on 26-01-2011, 23:01:22
Although servers try to keep information as basic as possible to allow for today's modern online internet games, when the server has to send out those same packets of information to twice the number of people, it cannot keep up. Certainly a faster dedicated box would be able to handle the strain better, but I don't think that a powerful dedicated box could still keep up with the traffic demands on the game.

This is something I still find absolutely ridiculous. Battlefield 1942, released in 2002. 64 players on a server, no problem. Now, eight years later, with vastly more powerful servers and huge amounts of bandwidth, BF2 can't fully handle doubling the amount of players. Meanwhile EVE & WoW can handle thousands of players on one server, fairly close to each other.

DICE ave done many great things, but network coding has never been one of them.

well like i said yu dont need to do 128 do 100
Title: Re: Project Reality Online testing with 128 players
Post by: Kev4000 on 27-01-2011, 00:01:39
It is against the EULA to hack the .exe. I am assuming they're using a hacked dedicated server executable. BF2 clients already support more than 64 players, you can run with up to 254 bots IIRC.

EA's reaction to this will be extremely interesting, if they react at all.
- It could extend the longevity of the BF2 engine, stopping people from buying newer games. But could see an increase in BF2 sales.
- If EA does blacklist servers running 128 players, their reputation will be shattered within the BF community.
They may be faced with a dilemma of sorts. But I hope they just ignore it and let the community do as they want.
Title: Re: Project Reality Online testing with 128 players
Post by: Archimonday on 27-01-2011, 00:01:18
I seriously doubt there was much .exe hacking here, every hotfix was server side, which tells me that there is a much simpler answer to all of this
Title: Re: Project Reality Online testing with 128 players
Post by: Dukat on 27-01-2011, 00:01:16
Rofl.

You really think we are that silly ? We would do something against the EULA ? Damn.

And why would we give you details ? We keep our secrets secret boy. :P

Yes, i think you might have done something against the EULA, the way he described it. Thus I asked for details. Out of curiosity. I'm no coder, thus I'm not interested in details of your code anyway nor do I wanna use it in my Dukat-mod.

If this workaround comes with copyright infringements like all the others did before, I'd like to know before I actually get excited about it. Because then it is not gonna happen. So, calm down.
Title: Re: Project Reality Online testing with 128 players
Post by: Neighbor Kid on 27-01-2011, 00:01:01
It is against the EULA to hack the .exe. I am assuming they're using a hacked dedicated server executable. BF2 clients already support more than 64 players, you can run with up to 254 bots IIRC.

EA's reaction to this will be extremely interesting, if they react at all.
- It could extend the longevity of the BF2 engine, stopping people from buying newer games. But could see an increase in BF2 sales.
- If EA does blacklist servers running 128 players, their reputation will be shattered within the BF community.
They may be faced with a dilemma of sorts. But I hope they just ignore it and let the community do as they want.

i dont think they would and hope they dont if this is so the case.. but i t was stated earlier that the PR devs wouldnt do that..
Title: Re: Project Reality Online testing with 128 players
Post by: Kev4000 on 27-01-2011, 00:01:49
I seriously doubt there was much .exe hacking here, every hotfix was server side, which tells me that there is a much simpler answer to all of this

The bf2_w32ded.exe I am guessing, not the BF2.exe. Which would just affect the server.
Title: Re: Project Reality Online testing with 128 players
Post by: Neighbor Kid on 27-01-2011, 00:01:00
I seriously doubt there was much .exe hacking here, every hotfix was server side, which tells me that there is a much simpler answer to all of this

The bf2_w32ded.exe I am guessing, not the BF2.exe. Which would just affect the server.

what do you think woudl be the FH dev teams stand point though? as a whole.
Title: Re: Project Reality Online testing with 128 players
Post by: Kev4000 on 27-01-2011, 00:01:05
I seriously doubt there was much .exe hacking here, every hotfix was server side, which tells me that there is a much simpler answer to all of this

The bf2_w32ded.exe I am guessing, not the BF2.exe. Which would just affect the server.

what do you think woudl be the FH dev teams stand point though?

Most FH2 maps wouldn't work with 128 players. Some of our maps don't even work well with 64 players, as they were beta tested with about 40 (Tunis, for example).
So no, we are not considering it at the moment.
Title: Re: Project Reality Online testing with 128 players
Post by: Neighbor Kid on 27-01-2011, 00:01:53
I seriously doubt there was much .exe hacking here, every hotfix was server side, which tells me that there is a much simpler answer to all of this

The bf2_w32ded.exe I am guessing, not the BF2.exe. Which would just affect the server.

what do you think woudl be the FH dev teams stand point though?

Most FH2 maps wouldn't work with 128 players. Some of our maps don't even work well with 64 players, as they were beta tested with about 40 (Tunis, for example).
So no, we are not considering it at the moment.

slightly disheartening
Title: Re: Project Reality Online testing with 128 players
Post by: Smiles on 27-01-2011, 00:01:09
Whats wrong matie, you planning to stop playing tomorrow?  ;)

I for one find this extremely cool, and a positive turn in my search for atleast 64 player games. PR is a game i play once or twice in a week, sometimes its takes a little longer. This new config has not only only created intereting scenarios for the future, but also the good ol modding vibe :).

Edit:

Quote
no, but perhaps it would attract more players attention

im sure, in the near future devs will have to respond on the infinite amounts of requests adding this little thing.
Title: Re: Project Reality Online testing with 128 players
Post by: Neighbor Kid on 27-01-2011, 01:01:22
Whats wrong matie, you planning to stop playing tomorrow?  ;)

I for one find this extremely cool, and a positive turn in my search for atleast 64 player games. PR is a game i play once or twice in a week, sometimes its takes a little longer. This new config has not only only created intereting scenarios for the future, but also the good ol modding vibe :).

no, but perhaps it would attract more players attention... considering. that our numbers as a community are rather low.. not many NA players.. which sucks cause i hate playing on HSLAN or 762..
Title: Re: Project Reality Online testing with 128 players
Post by: Hockeywarrior on 27-01-2011, 01:01:19
Just got off of a 128 player PR server and it was awesome! That many people works really well on some of PR's massive maps.

I'm not for 128 players in FH2, but I would support 80-100 players for some of FH2's really big maps that feel rather empty like El Alamein, Cobra, or Sidi Mufta.
Title: Re: Project Reality Online testing with 128 players
Post by: samnadine on 27-01-2011, 01:01:54
I read a lot of skeptic people saying that it wouldn't work in FH2..

Maybe in small maps no, of course, but in PR they don't play small maps either in that server lol. FH2 devs should just make HUGE maps for it. Saying it's useless is just being one that says cell phones are not needed. Well, you don't need it but the experience is way better. 8 man squads in huge battles. Why not?

Congratz to PR
Title: Re: Project Reality Online testing with 128 players
Post by: Torenico on 27-01-2011, 01:01:56
Not only the maps are the problem, but also the general gameplay. Some maps dont play well with 64 players and i wont expect maps working excellent with 128 without a major change on general gameplay on all these maps.

If lets say, Totalize gets 128 players, then the whole equipment must be modified, more tanks, more airplanes or, nothing, cant be done, a new map must be done to get 128 guys battles to FIT in the mod.

But i wont give up, Eastern Front is fresh, its over there waiting to be released, growing up every single day, and i will expect two or more 64v64 Battles in it, because Eastern Front is mostly all about massive battles, epi combined arms battles!

Not only that but also the Pacific! Jesus, imagine a 64v64 Battle in Iwo Jima, with 64 Defenders dug in and another 64 storming the beaches while some mans the Ships guns.. -intense naval support-, i mean INTENSE, not just one battleship and one destroyer like in BF42, here in FH2 it'll be 1 Battleship and 3 DDs, i mean IT WILL BE FUCKING AMAZING.

Or a truly fucking epic battle of britain, with many Pilots and some taking part of the Anti Air duties... wow, i came. I must leave
Title: Re: Project Reality Online testing with 128 players
Post by: SiCaRiO on 27-01-2011, 01:01:22
imagine 64 americans storming omaha ^^
Title: Re: Project Reality Online testing with 128 players
Post by: Guderian on 27-01-2011, 01:01:38
I am in the process of making a 1024x2 map and adding another 36 players (total 100: 50 per team) would make the battle extremely intense. Not for every map due to design limitations, but rest assured I would be the first to endorse the increased player count!
Title: Re: Project Reality Online testing with 128 players
Post by: Neighbor Kid on 27-01-2011, 01:01:45
I am in the process of making a 1024x2 map and adding another 36 players (total 100: 50 per team) would make the battle extremely intense. Not for every map due to design limitations, but rest assured I would be the first to endorse the increased player count!

yes!!!!!!! WOOT!.. also 100 players for many maps wouldnt be that bad.. yes some maps of course it wouldnt work at a.. and loadout and stuff like planes and tanks.. that not an issue IMO its teh size of the map.. which you remove the outa bounds areas and put them further out maps in our WAW playing such as totalize the out of bounds are opened up for us and that map is not small it would easily fit 100 players just fine.

column of shermans vs.. tiger.. game over shermans..
Title: Re: Project Reality Online testing with 128 players
Post by: azreal on 27-01-2011, 01:01:57
ok, just calm down a bit Neighbor Kid. This has been only the 1st day of testing. There are still many things to work out if this was ever implemented in FH2, plus we'd need to see what EA's reaction is.

But I will let you in on a little secret that Kev told me; this is mostly a server-side hack, so if it gets out, we'll see it on FH2/vBF2 servers regardless.
Title: Re: Project Reality Online testing with 128 players
Post by: Neighbor Kid on 27-01-2011, 02:01:30
ok, just calm down a bit Neighbor Kid. This has been only the 1st day of testing. There are still many things to work out if this was ever implemented in FH2, plus we'd need to see what EA's reaction is.

But I will let you in on a little secret that Kev told me; this is mostly a server-side hack, so if it gets out, we'll see it on FH2/vBF2 servers regardless.

I CANT CALM DOWN!!!! ARE YOU.......INSA...NE.....* Heart attack... *thud..

actually more like this.... http://www.youtube.com/watch?v=IhmKxa_FMkU&feature=related
Title: Re: Project Reality Online testing with 128 players
Post by: Beaufort on 27-01-2011, 02:01:25
Not only the maps are the problem, but also the general gameplay. Some maps dont play well with 64 players and i wont expect maps working excellent with 128 without a major change on general gameplay on all these maps.

If lets say, Totalize gets 128 players, then the whole equipment must be modified, more tanks, more airplanes or, nothing, cant be done, a new map must be done to get 128 guys battles to FIT in the mod.

A little bit more tanks and more planes, but not that much... The majority of the newcomers would reinforce the infantery, which is under represented in FH2 ...
Title: Re: Project Reality Online testing with 128 players
Post by: phillip on 27-01-2011, 02:01:10
two 128/128 servers is better than two 64/64.  Would be really interesting to see.  Especially with some maps more tailored to it.  Larger Totalize. El Alamein, Cobra
Title: Re: Project Reality Online testing with 128 players
Post by: Eat Uranium on 27-01-2011, 02:01:03
Judging from experience with size 16 maps, I'd say that maps could play pretty well without changes up to about 150% players (22, 48 and 96).  Even if the increased player numbers never finds much use in FH2, I hope that the squad size cap can be increased.

I'll guess that the news will have hit most places in the BF2 community within a few days, and that will be when DICE/EA have their say in the matter.  Chances are they will ignore it provided it is kept off of ranked vBF2 servers, but I reckon that if this is implemented by 'funny business', they'll come down like a ton of bricks.
Title: Re: Project Reality Online testing with 128 players
Post by: Neighbor Kid on 27-01-2011, 02:01:10
Judging from experience with size 16 maps, I'd say that maps could play pretty well without changes up to about 150% players (22, 48 and 96).  Even if the increased player numbers never finds much use in FH2, I hope that the squad size cap can be increased.

I'll guess that the news will have hit most places in the BF2 community within a few days, and that will be when DICE/EA have their say in the matter.  Chances are they will ignore it provided it is kept off of ranked vBF2 servers, but I reckon that if this is implemented by 'funny business', they'll come down like a ton of bricks.

squad size has increased we saw up to 12 players in a squad today.  and the play numbers would mean more targets.. and would be beneficial to a tournament
Title: Re: Project Reality Online testing with 128 players
Post by: Torenico on 27-01-2011, 02:01:36
Not only the maps are the problem, but also the general gameplay. Some maps dont play well with 64 players and i wont expect maps working excellent with 128 without a major change on general gameplay on all these maps.

If lets say, Totalize gets 128 players, then the whole equipment must be modified, more tanks, more airplanes or, nothing, cant be done, a new map must be done to get 128 guys battles to FIT in the mod.

A little bit more tanks and more planes, but not that much... The majority of the newcomers would reinforce the infantery, which is under represented in FH2 ...

Totalize doesnt play well with 64 and it wont play well with 128 bro, add a few tanks but not that much will do shit to it, nothing. You'll have to re'do the entire map if you want 128 players in it. It'll be annoying, theres alot of tanks in 32v32 and lots of kills per minutes, and with 64v64? Cmon.

I would forget about Current FH2 maps with 128 Players Battles, i'll bet all my money into future maps, since they're about to get started or they are in very early development and can be modified and shit-.
Title: Re: Project Reality Online testing with 128 players
Post by: Hockeywarrior on 27-01-2011, 04:01:05
I am in the process of making a 1024x2 map and adding another 36 players (total 100: 50 per team) would make the battle extremely intense. Not for every map due to design limitations, but rest assured I would be the first to endorse the increased player count!
Huzzah! Now a positive attitude is what I like to see!

I'm not saying it won't take a lot of work and that these increased player numbers should be used on all maps, but come on, people used to say that breaking this player limit was impossible. Now we know it isn't and I think that's a big step in a great direction, especially for FH2. I agree that most of FH2's current maps wouldnt' work well with more players, but I'm thinking into the future here.

Just imagine how epic some of the Eastern Front maps could potentially be with 100 players!
Title: Re: Project Reality Online testing with 128 players
Post by: Vernah on 27-01-2011, 04:01:31
Remember guys, that this is 99% probably server side. So in reality, the devs have no control in the matter (because server hosts could just do it anyway). The only issue would be map balance (as they would not be tested with 48v48, 64 v 64, what have you).

Also on the issue of only having 40 beta testers, just get more? Ask every beta tester to invite 1 person and hurray!

I'm VERY interested in if WaW would implement this, no more waiting rooms and the battles will be 1.5x the epic awesomeness.
Title: Re: Project Reality Online testing with 128 players
Post by: Neighbor Kid on 27-01-2011, 05:01:29
WAW would be epic 50 on 50.  also who said you HAVE to use beta testers? they can use us. just like they did with PR you make an announcement int eh forums that on such and such a day this sever will be running 100 players. here a map in which has shit on it with stuff we can test etc to see if it crashes just like they did today.. 

pretty sure most of the WAW players would come out and show to help figure it out, and many people ont eh forums here.  especially the WAW players cause it greatly benefits us.
Title: Re: Project Reality Online testing with 128 players
Post by: Excavus on 27-01-2011, 08:01:45
The PR Devs are in complete control of the server side editing, considering they are using a license system that all servers must acquire and stick to, otherwise their server won't work. So basically server admins have limited control over the settings of their server.
Title: Re: Project Reality Online testing with 128 players
Post by: djinn on 27-01-2011, 09:01:09
I think the balance would require less work than people anticipate.

The bread and butter of FH2 gameplay is infantry combat and ours being a WWII title, it would work well with more infantry.

People would take more risks as they would be amidst more teamates, strategy would get more complex with suppression, mad charges and infantry-tank support being all more practical tactics.

I for one don't think they need to increase a thing mapwise or vehicular. Its WWII, that's how it was fought. Its PR that has the possibility of feeling less like modern warfare, or it might just be what it needs to move gameplay from seek-and-destroy to a rolling firefight.
Title: Re: Project Reality Online testing with 128 players
Post by: Eat Uranium on 27-01-2011, 09:01:08
So it would appear to be a separate script that modifies parts of the server's memory assigned to bf2_w32ded.exe after it has started.
Title: Re: Project Reality Online testing with 128 players
Post by: Beaufort on 27-01-2011, 09:01:05
Not only the maps are the problem, but also the general gameplay. Some maps dont play well with 64 players and i wont expect maps working excellent with 128 without a major change on general gameplay on all these maps.

If lets say, Totalize gets 128 players, then the whole equipment must be modified, more tanks, more airplanes or, nothing, cant be done, a new map must be done to get 128 guys battles to FIT in the mod.

A little bit more tanks and more planes, but not that much... The majority of the newcomers would reinforce the infantery, which is under represented in FH2 ...

Totalize doesnt play well with 64 and it wont play well with 128 bro, add a few tanks but not that much will do shit to it, nothing. You'll have to re'do the entire map if you want 128 players in it. It'll be annoying, theres alot of tanks in 32v32 and lots of kills per minutes, and with 64v64? Cmon.

 ??? I simply disagree. As it is now, Totalize has way too many tanks compared to the infantry. We should get closer to St Lo's ratio, hence keeping Totalize assets as they are, and just increase the infantry.

But hey, I'm not saying I don't want 4km maps in the future (actually, I am working on some).
Title: Re: Project Reality Online testing with 128 players
Post by: cannonfodder on 27-01-2011, 10:01:29
...But I will let you in on a little secret that Kev told me; this is mostly a server-side hack, so if it gets out, we'll see it on FH2/vBF2 servers regardless.
*shudders* What a horrible thought, vanilla with 128 knuckle-draggers... :P
Title: Re: Project Reality Online testing with 128 players
Post by: Kradovech on 27-01-2011, 10:01:15
This is good news for PR no doubt.

I'm being very sceptical about FH2 though. We simply don't have the playerbase for this. Yes, 128 players would be a nice change from time to time. Right now we have 2 full servers on weeknights, right? If we switch that to one full 128 player server, everyone will be pretty much forced to play there all the time.
How many maps do you think are suitable for 128 players, or for 100 for that matter? I'd say about 30%. This would mean a major decrease to the number of maps we would be able to play. Not only would it be doing injustice to the hard work put into those maps, this might in fact lead to people getting bored and stopping playing altogether, reducing our already small playerbase.

Servers need to be very careful with this: start small, 80 people or so, and make sure we have one 64 player server running at all times as well.
Title: Re: Project Reality Online testing with 128 players
Post by: THeTA0123 on 27-01-2011, 11:01:59
We have the playerbase alright. But every version before a major release is often the less populated
Title: Re: Project Reality Online testing with 128 players
Post by: hslan.Corvax on 27-01-2011, 12:01:58
Not only the maps are the problem, but also the general gameplay. Some maps dont play well with 64 players and i wont expect maps working excellent with 128 without a major change on general gameplay on all these maps.

If lets say, Totalize gets 128 players, then the whole equipment must be modified, more tanks, more airplanes or, nothing, cant be done, a new map must be done to get 128 guys battles to FIT in the mod.

A little bit more tanks and more planes, but not that much... The majority of the newcomers would reinforce the infantery, which is under represented in FH2 ...

Totalize doesnt play well with 64 and it wont play well with 128 bro, add a few tanks but not that much will do shit to it, nothing. You'll have to re'do the entire map if you want 128 players in it. It'll be annoying, theres alot of tanks in 32v32 and lots of kills per minutes, and with 64v64? Cmon.

 ??? I simply disagree. As it is now, Totalize has way too many tanks compared to the infantry. We should get closer to St Lo's ratio, hence keeping Totalize assets as they are, and just increase the infantry.

But hey, I'm not saying I don't want 4km maps in the future (actually, I am working on some).

Actually same here. I too think that totalize could use some more infantry. You wouldn't need more tanks, since that would just blow the ratio again. We have way too much tanks driving around, even tanks capping th emost flags. What we need is more common infantry. We dont need more tanks for the increased numbers of players, we need more players for the tanks we already have.
I only see benefit. Tankers wouldn't drive alone since there would be enough people to man the hull MG's too. There wouldnt be only like one dedicated infantry squad on the map. Tanks wouldn't need to go to cap flags, since there would be general infantry that is supposed to take a flag, with tank support !

Hell i would love to play totalize with lets say 100 players just the way it is now. Even El Al would work fine imo. Yes, there wouldnt be a tank for everyone, but hell, there are so many AA guns, AT guns and trenches that are unmanned because of the lack of players, since everyone is driving tanks. Thats no combined arms battles, that a damn tank arcade with some lone wolfes doing other stuff because they already got bored of it.

Face it, on most maps we have more vehicles, guns, and hell knows what that players to use them.
Title: Re: Project Reality Online testing with 128 players
Post by: THeTA0123 on 27-01-2011, 12:01:06
Thats where the increase of the player numbers per map come in handy

Totalize, cobra, Alam halfa, Gazala

All of these could use extra infantry players.
Title: Re: Project Reality Online testing with 128 players
Post by: Fuchs on 27-01-2011, 12:01:27
Thats where the increase of the player numbers per map come in handy

Totalize, cobra, Alam halfa, Gazala

All of these could use extra infantry players.
Thing is, nobody wants to be infantry on those maps.

Totalize sucks as infantry, Cobra sucks as infantry, Alam Halfa is mostly a rapefest for infantry and a kamikaze job at the very best with the AT kits. Gazala can be fun as infantry as long as there are no tanks nearby, which there always are.

So nice ideas but I mostly skip maps like these, die hard infantry player.
Title: Re: Project Reality Online testing with 128 players
Post by: Paasky on 27-01-2011, 13:01:35
Thats where the increase of the player numbers per map come in handy

Totalize, cobra, Alam halfa, Gazala

All of these could use extra infantry players.
Thing is, nobody wants to be infantry on those maps.

Totalize sucks as infantry, Cobra sucks as infantry, Alam Halfa is mostly a rapefest for infantry and a kamikaze job at the very best with the AT kits. Gazala can be fun as infantry as long as there are no tanks nearby, which there always are.

So nice ideas but I mostly skip maps like these, die hard infantry player.
With more inf running around = more targets for inf to kill = more fun being inf.
Title: Re: Project Reality Online testing with 128 players
Post by: Fuchs on 27-01-2011, 13:01:00
Thats where the increase of the player numbers per map come in handy

Totalize, cobra, Alam halfa, Gazala

All of these could use extra infantry players.
Thing is, nobody wants to be infantry on those maps.

Totalize sucks as infantry, Cobra sucks as infantry, Alam Halfa is mostly a rapefest for infantry and a kamikaze job at the very best with the AT kits. Gazala can be fun as infantry as long as there are no tanks nearby, which there always are.

So nice ideas but I mostly skip maps like these, die hard infantry player.
With more inf running around = more targets for inf to kill = more fun being inf.
More infantry running around in 5 house 'cities' only brings more targets for the campertanks who sit on a hill and rain the spawnzones with HE.
Title: Re: Project Reality Online testing with 128 players
Post by: kingtiger1891 on 27-01-2011, 13:01:34
Time to consider the 2-men-crew tank? ;)
Title: Re: Project Reality Online testing with 128 players
Post by: THeTA0123 on 27-01-2011, 13:01:21
Time to consider the 2-men-crew tank? ;)
NO
Title: Re: Project Reality Online testing with 128 players
Post by: MaJ.P.Bouras on 27-01-2011, 13:01:46
YES YES YES YES!
Title: Re: Project Reality Online testing with 128 players
Post by: hslan.Corvax on 27-01-2011, 13:01:55
Thats where the increase of the player numbers per map come in handy

Totalize, cobra, Alam halfa, Gazala

All of these could use extra infantry players.
Thing is, nobody wants to be infantry on those maps.

Totalize sucks as infantry, Cobra sucks as infantry, Alam Halfa is mostly a rapefest for infantry and a kamikaze job at the very best with the AT kits. Gazala can be fun as infantry as long as there are no tanks nearby, which there always are.

So nice ideas but I mostly skip maps like these, die hard infantry player.

Thats nonsense ! I for example always play infantry on maps like these, just because im fed up with that bullshitty one shot kill paper tank nonsense. Playing infantry on Tank maps, esp. Totalize and Cobra with all the hedges and bushes is ten times more fun than to driver around in a tank and get oneshotsniped over half the map. THAT is was what sucks. Alam Halfa can only get better with more infantry. More infantry on allies side = more people who can kill a tank. More infantry on axis side = more infantry that can go for the flag insdead of the tanks thus reducing the spawnraping from coward tankers.
Title: Re: Project Reality Online testing with 128 players
Post by: Beaufort on 27-01-2011, 13:01:45
Thats where the increase of the player numbers per map come in handy

Totalize, cobra, Alam halfa, Gazala

All of these could use extra infantry players.
Thing is, nobody wants to be infantry on those maps.

Totalize sucks as infantry, Cobra sucks as infantry, Alam Halfa is mostly a rapefest for infantry and a kamikaze job at the very best with the AT kits. Gazala can be fun as infantry as long as there are no tanks nearby, which there always are.

So nice ideas but I mostly skip maps like these, die hard infantry player.

I only agree with Cobra. The other maps are awesome for infantry.

About Gazala, maybe it is time to reopen Bir Hakeim ? ;D
Title: Re: Project Reality Online testing with 128 players
Post by: Smiles on 27-01-2011, 13:01:13
Lol wtf is wrong with u nay sayers. 128 players would be epic allong with fh2, aslong as its applied on the right times ( like at night when everyone has a hard time getting into a server like hslan). The more players, the more everything. Surely you might get raped, but there is lot more people to take care of the tankers. El al, Totalize, Cobra all would suddely have way more ction and less boring times.
Title: Re: Project Reality Online testing with 128 players
Post by: Fuchs on 27-01-2011, 13:01:32
Thats where the increase of the player numbers per map come in handy

Totalize, cobra, Alam halfa, Gazala

All of these could use extra infantry players.
Thing is, nobody wants to be infantry on those maps.

Totalize sucks as infantry, Cobra sucks as infantry, Alam Halfa is mostly a rapefest for infantry and a kamikaze job at the very best with the AT kits. Gazala can be fun as infantry as long as there are no tanks nearby, which there always are.

So nice ideas but I mostly skip maps like these, die hard infantry player.

Thats nonsense ! I for example always play infantry on maps like these, just because im fed up with that bullshitty one shot kill paper tank nonsense. Playing infantry on Tank maps, esp. Totalize and Cobra with all the hedges and bushes is ten times more fun than to driver around in a tank and get oneshotsniped over half the map. THAT is was what sucks. Alam Halfa can only get better with more infantry. More infantry on allies side = more people who can kill a tank. More infantry on axis side = more infantry that can go for the flag insdead of the tanks thus reducing the spawnraping from coward tankers.
Thats nonsense too. Totalize and Cobra got almost no hedges and bushes, the only tank fest fit for infantry is Villers, where you can actually sneak around. Alam Halfa wont change alot, the number of AT guns does not rise with player numbers and mass waves of sticky bombs might kill a tank but try to get people to use them properly.

Bir Hakeim back on Gazala however, is a great idea. I truely miss that flag.
Title: Re: Project Reality Online testing with 128 players
Post by: Nerdsturm on 27-01-2011, 14:01:19
Totalize has more than enough bushes to allow infantry to move about, Cobra though I agree doesn't have enough cover for a large number of infantry players.

The map I would particularly like to play with a larger crowd is Mareth Line. It doesn't have the emptiness feeling of a lot of the large maps, but having a larger number of players might lead to some actual fights at Toujane and Gabes, or that flag in the very back of the map that is rarely contested at all.
Title: Re: Project Reality Online testing with 128 players
Post by: Smiles on 27-01-2011, 14:01:14
Quote
Thats nonsense too. Totalize and Cobra got almost no hedges and bushes, the only tank fest fit for infantry is Villers, where you can actually sneak around. Alam Halfa wont change alot, the number of AT guns does not rise with player numbers and mass waves of sticky bombs might kill a tank but try to get people to use them properly.

Bir Hakeim back on Gazala however, is a great idea. I truely miss that flag.

What i see here is that you suck at gaming? Im always infantry on those maps, and i have no problems with tanks(besides alam).
Your trying to predict gameplay wich youve never ever been close too, even in beta tests you guys are unsure how it would work out with 64 players. one thing maps need more are flags, or bigger flag areas, because as it is now a flag would be infested with players ;D.
Title: Re: Project Reality Online testing with 128 players
Post by: DLFReporter on 27-01-2011, 14:01:38
Everything you guys are talking about is purely hypothetical. Iirc in order to get a map to run well with more players, the amount of statics has to be reduced by quite a bit, thus making the only viable maps for >64players flat desert maps with no towns such as Gazala or El Al.
Title: Re: Project Reality Online testing with 128 players
Post by: Kelmola on 27-01-2011, 14:01:32
Durp you who say that Totalize/Cobra/El Al/Gazala are no fun as infantry.

Also, big maps would still play reasonably well even as is with 128. Though if the cat gets out of the back, the kind mapper should BRING BACK BIR HAKEIM for Gazala, as now there would be enough players to contest it as well.

FH2 SUPPORT FOR 128 NAOUW! ;D
Title: Re: Project Reality Online testing with 128 players
Post by: Capten_C on 27-01-2011, 14:01:36
If this can be done, then it should be done.
But done sensibly, if 128 players lags to hell who'd enjoy that?
However keeping the player numbers around the 100 mark or under would be fantastic!  45 v 45? :)
Title: Re: Project Reality Online testing with 128 players
Post by: Sander93 on 27-01-2011, 14:01:19
Imo not the player number itself is important, but the squadsizes are. If we can have 8 or even 12 man squads, the squadleader fill finaly have a real tactical input. I just played PR with a friend of mine and we got into a squad that was now big enough to devide ourselfs into fireteams. While we laid down suprressing fire, the other half of our squad went in to flank and finish them. If this all works out, FH2 HAS to include this.
Title: Re: Project Reality Online testing with 128 players
Post by: djinn on 27-01-2011, 15:01:05
For one thing, unless squad size is changed, you'd have everyone who comes in after player number 105 having no squad and no way to be in one. There aren't enough squad names for 120 players. With bots, you get to ~105, and the rest don't get squads.
Title: Re: Project Reality Online testing with 128 players
Post by: MaJ.P.Bouras on 27-01-2011, 15:01:58
12 man squads to you...Many pics and posts were about this
Title: Re: Project Reality Online testing with 128 players
Post by: Neighbor Kid on 27-01-2011, 15:01:55
Everything you guys are talking about is purely hypothetical. Iirc in order to get a map to run well with more players, the amount of statics has to be reduced by quite a bit, thus making the only viable maps for >64players flat desert maps with no towns such as Gazala or El Al.

what are you referring to as hypothetical? Gotta try things first before you can say what is able to be played..
Title: Re: Project Reality Online testing with 128 players
Post by: MaJ.P.Bouras on 27-01-2011, 15:01:13
Do statics really affect the server? I think it wouldn't really mater if it was the same number as it is now i think lag would only be an effect in cqb were HUGE firefights erupt...
Title: Re: Project Reality Online testing with 128 players
Post by: SiCaRiO on 27-01-2011, 15:01:44
PR has already tested huge maps with forests and 2km city maps with 128 players, no lag so far unless you have all 128 players in sigth  :P
Title: Re: Project Reality Online testing with 128 players
Post by: DLFReporter on 27-01-2011, 15:01:01
what are you referring to as hypothetical? Gotta try things first before you can say what is able to be played..

As fas as I have read till now this is a problem with the new setup.
Title: Re: Project Reality Online testing with 128 players
Post by: Neighbor Kid on 27-01-2011, 15:01:35
why are people being a bunch of negative nancy's?  why dont you all try being a positive polly for once.
Title: Re: Project Reality Online testing with 128 players
Post by: Maxa on 27-01-2011, 15:01:06
I'm not so much fan of the idea of putting playersizes up in desert or city, but for maps that have a decent amount of cover and open spaces like St. Lo. Breakthrough it could probably work very well.
Now, it's another story if the maps would be first modified, just adding infantry to desert/small city maps would be a slaughter
Title: Re: Project Reality Online testing with 128 players
Post by: djinn on 27-01-2011, 15:01:22
Because we prefer to kick our tyres before we set off  - just so they don't fly out from under our car when we are doing 65m/h  8)

But I for one, am thoroughly excited about this. And for the first time, I will agree, this will play better with humans than bots. I've done 120 bots before, I know.
Title: Re: Project Reality Online testing with 128 players
Post by: Neighbor Kid on 27-01-2011, 15:01:38
Because we prefer to kick our tyres before we set off  - just so they don't fly out from under our car when we are doing 65m/h  8)

But I for one, am thoroughly excited about this. And for the first time, I will agree, this will play better with humans than bots. I've done 120 bots before, I know.

Thats the Spirit!   ;D  they also seem to be playign Ramiel which is a city map isnt it? im trying to get onto the god dam map and see how bad the lag is or what it could be with all those buildings i have a theory that it wont be so bad as you all think. ]

yes we are playing full vehicles insergency on a city map no issues.  no lag ..
Title: Re: Project Reality Online testing with 128 players
Post by: Sander93 on 27-01-2011, 16:01:54
PR has already tested huge maps with forests and 2km city maps with 128 players, no lag so far unless you have all 128 players in sigth  :P

Yeah, I just played Ramiel (big 2x2km city map) on the 128 player server and all went fine. Ping was stable at 50. There was a tiny bit of server lag every now and them but I'm confident the devs can figure that out. It wasn't anything major anyway.

It was so bloody awesome...
Title: Re: Project Reality Online testing with 128 players
Post by: Neighbor Kid on 27-01-2011, 16:01:22
so im going to say statics dont seem to be an issue N24.. considering we did just play a city map.  and it was fine.   and the story hit planetbattlefield.com... so im sure the news is spreading like wildfire.. doesnt seem to be an issue yet..
Title: Re: Project Reality Online testing with 128 players
Post by: General_Henry on 27-01-2011, 16:01:45
I'm not so much fan of the idea of putting playersizes up in desert or city, but for maps that have a decent amount of cover and open spaces like St. Lo. Breakthrough it could probably work very well.
Now, it's another story if the maps would be first modified, just adding infantry to desert/small city maps would be a slaughter

wrong, what would be good is:

1. there would higher AT rifles-to-tanks ratio. Similarily for AT grenades whatever

2. Infantry landmines is the greatest threat to tanks, and you now have a lot more of them.

3. Tanks would be supported with more infantry. And hull-MG would be manned more frequent

4. Now there would be someone dedicated to arty spotting, less hurting by having one less combat infantry. (and often good spotters are good infantry)

5. You could afford to spend players flying planes and manning rear MG of stuka.

6. Overall, tanks, planes, trucks... would become much more important. As I am not expecting to have more of those in an expanded server. (the amount we see in FH2 is pretty good)

7. Maps like Cobra would benefit: currently it is possible that half of the US team is on tanks driving from main base, get killed, spawn, drive, get killed. And leaving no infantry to fight the dug-in Germans. And infantry is indeed the most important thing in the map: very often teams who want to win have only a handful of tanks fighting and the so-called tank advantage of US is not there at all.
Title: Re: Project Reality Online testing with 128 players
Post by: NTH on 27-01-2011, 17:01:35
This could actually benefit glorious mod of FH2 population.
Seeing as there are two or three popular server, Hslan and the two 762'2 which can cater 64 people each.
Many people don't have to patience to fill a new one so they go do something else or hammer the servers untill they are connected. With two 80 player server I am betting they both would be filled. Meaning more players.
Title: Re: Project Reality Online testing with 128 players
Post by: Neighbor Kid on 27-01-2011, 17:01:53
I'm not so much fan of the idea of putting playersizes up in desert or city, but for maps that have a decent amount of cover and open spaces like St. Lo. Breakthrough it could probably work very well.
Now, it's another story if the maps would be first modified, just adding infantry to desert/small city maps would be a slaughter

wrong, what would be good is:

1. there would higher AT rifles-to-tanks ratio. Similarily for AT grenades whatever

2. Infantry landmines is the greatest threat to tanks, and you now have a lot more of them.

3. Tanks would be supported with more infantry. And hull-MG would be manned more frequent

4. Now there would be someone dedicated to arty spotting, less hurting by having one less combat infantry. (and often good spotters are good infantry)

5. You could afford to spend players flying planes and manning rear MG of stuka.

6. Overall, tanks, planes, trucks... would become much more important. As I am not expecting to have more of those in an expanded server. (the amount we see in FH2 is pretty good)

7. Maps like Cobra would benefit: currently it is possible that half of the US team is on tanks driving from main base, get killed, spawn, drive, get killed. And leaving no infantry to fight the dug-in Germans. And infantry is indeed the most important thing in the map: very often teams who want to win have only a handful of tanks fighting and the so-called tank advantage of US is not there at all.

+1

i would think perhaps an addition of maybe some vehicles would be needed such as transport and maybe a tank or two.. not like a tank destroyer. but a tank.. like a sherman 75 cromwell or panzer 4.

maps that would benifit from the number play rise would be the following with out expanding borders.. and this is only with 50 v50 not 64 v 64.. from a mini map view opinion  and by playing maps.
West front

Mount Olympus
Op Cobra
Op Totlaize
PDH
St. Lo
Villers - this one i would actually add a bit more tanks considering it was a major tank engagement with the tiger ace!

Africa

Bardia i think would be much more fun.
Crete big time
sidi rez- would be much more fun too  
Giarabub - even though i hate the map..
tobruk
Alam halfa
EL AL
Gazala
Mersa matruh
Adberdeen
mareth line

maps that would need revision/ expanded borders or altered in some form to go to 100 or better

Anctoville- i think it would work well with this map just has to be opend up a bit than what it i maybe another area to penetrate the town?
Tunis
Super charge
Hyacinth
Ramelle
PHL- i think just a bit more open not much
Luttich-
FAIL pocket
Battle Brest- hmm add on more buildings on a larger area?
Lebisey - just a bit more open not much needed imo
port en bessin this is in the air betwen open more up or leave as is.. it might be fine..
Sfakia- i think might needed to be opened

of course this would all need to be tested. but i think if someone figures it out.. a server should just test for a day starting on maps that are just infantry then you go to vehicles. then you keep going and try etc.. this is jsut from a perspective and from experience of playing the maps.. also having more infantry would perhaps open ideas for other weapons make a come back.. cough artillery batteries with heavy deviation COUGH lol..

and side note. WAW maps as some of us know that their maps are already opened up alot for example last campaign goodwood and totalized were opened up.. big maps.. 50 v 50 would be very useful over there. i woudl even go forward in say on those two maps 64 on 64 would be good. opened up maps of course and those numbers in a squad would be fine considering they already got it up to 12 its all how you look at it.


Title: Re: Project Reality Online testing with 128 players
Post by: phillip on 27-01-2011, 17:01:09
totalized were opened up..

Totalize is AWESOME opened up.  More flanking, more interesting fighting areas. (forest tank fight ftw) just so fun.
Title: Re: Project Reality Online testing with 128 players
Post by: hOMEr_jAy on 27-01-2011, 19:01:42
I can see 64 v 64 work really well with PR since the mod currently has a high "combatant to logistics"-ratio especially with the newly introduced dedicated mortar squads. More players mean more space for combatants and  while having the Same number of dedicated support squads and Even "real" backwards areas where These support Units can operate (like dedicated artillery Men with Attached spotters, pioneers, supply squads etc).
FH2 on the other Hand would have to make sure that support roles are As important as in PR so we don't have everyone fighting at the frontline. If we'd have a good Number of Support Units in FH2 the whole Gaming Experience would feel more intense (imagine American Planes attacking a German supply column in Normandy!) granted that the Maps and the Number of Players to fill the servers are big enough. 
Title: Re: Project Reality Online testing with 128 players
Post by: K.Cower on 27-01-2011, 19:01:19
I can see 64 v 64 work really well with PR since the mod currently has a high "combatant to logistics"-ratio especially with the newly introduced dedicated mortar squads. More players mean more space for combatants and  while having the Same number of dedicated support squads and Even "real" backwards areas where These support Units can operate (like dedicated artillery Men with Attached spotters, pioneers, supply squads etc).
FH2 on the other Hand would have to make sure that support roles are As important as in PR so we don't have everyone fighting at the frontline. If we'd have a good Number of Support Units in FH2 the whole Gaming Experience would feel more intense (imagine American Planes attacking a German supply column in Normandy!) granted that the Maps and the Number of Players to fill the servers are big enough. 

Sure. It possible, but just imagine, how much work it needs, especialy resizing current maps (say "hello" to mappers). And... as a result long, geat delay of release.

I don't think, FH2 need "new" PR features. PR & FH2 relative only by game engine, but they have different ideas, different gameplay.
Title: Re: Project Reality Online testing with 128 players
Post by: [130.Pz]S.Lainer on 27-01-2011, 19:01:25


Sure. It possible, but just imagine, how much work it needs, especialy resizing current maps (say "hello" to mappers). And... as a result long, geat delay of release.

  Make a new layer...Fuck with the out of bounds. Increase flag radius and add some more transport.  30 minutes tops and I am a nub.  Not saying every map would be that easy but it is far from a huge undertaking
Title: Re: Project Reality Online testing with 128 players
Post by: phillip on 27-01-2011, 20:01:13
maaaaaybe FH2 was always truely meant to have that many players.  The goal of FH2 is to recreate the feeling of large amounts of soldiers runnig at and shooting eachother and not small squad based gameplay.

There are some maps where 64 feels full.  Brest, Luttich?.  But there are maps where it feels empty.  El Al, Cobra.  And some maps where if the Push was removed and/or expanded OOB, it could work.  Everymap, probably not.  Some of the maps? yes definitley.  Some feel like empty flag chasing even with 64.

Also 12 man squads would be great in FH2.  To overrun defensive positions attackers would really need to coordinate.  Something may need to give in the SL Spawn area, because with 12 guys now depending on the SL to stay alive to spawn, he needs to hide even better.  Perhaps deployable firebases  staging areas.. or whatever. :)



Can maps be made into totalize_128  player modes or is the 16/32/64 a bf2 thing?  ie leave the current 64 alone and just do new loadouts.  Remove OOB where possible. 
Title: Re: Project Reality Online testing with 128 players
Post by: hOMEr_jAy on 27-01-2011, 20:01:44

Sure. It possible, but just imagine, how much work it needs, especialy resizing current maps (say "hello" to mappers). And... as a result long, geat delay of release.

I don't think, FH2 need "new" PR features. PR & FH2 relative only by game engine, but they have different ideas, different gameplay.

That's why I wrote that there need to be maps either adjusted or newly created which can take the high Number of players before we can think of implementing the higher Player count. PR has such maps so the feature can be introduced more easily. Before it'll work in FH2 some extensive Map work Needs to Be done ("Hello mappers!").
FH2 already awards points for support Jobs such As spotting, artillery fire, repairs etc. But I'm Not quite sure if it's enough already to promote "non-combat"-jobs (Even though there's more than enough fighting going on in PR while being a support element).
And about "FH doesnt Need more PR elements":
That's your oppionion. I'd personally Love to See more PR elements in FH2 but that's another Story ;)   
Title: Re: Project Reality Online testing with 128 players
Post by: Dnarag1M on 27-01-2011, 20:01:44
I think from a marketing perspective this could do FH2 a lot of good, irregardless of the obstacles found such as the maps/objects that have to be re-looked at.

There are not many ww2 shooters that can pride themselves on having 128 players ; there is a saddening tendency going on to REDUCE the amount of players in a single map on FPS games for some bizarre reason. Newer games have a limit of 32, which makes no sense to me at all.

I was at one point attracted to BF1942 because of it's MASSIVE battles with epic moments where everything happened at once, giving me a very close impression of what I thought was 'real' and a very different gaming experience from most 16-32 player limited FPS games.

Now, if FH2 can sport fully fledged 128 players...this will certainly attract some attention, the same goes for PR. It's the best thing after sliced bread from a marketing view - it can attract tons of players potentially.

I say - IMPLEMENT ASAP !
Title: Re: Project Reality Online testing with 128 players
Post by: THeTA0123 on 27-01-2011, 20:01:25
I think we should test first with a lower amount then 128 p  ;)
Title: Re: Project Reality Online testing with 128 players
Post by: Zeno on 27-01-2011, 22:01:11
seeing that there is only 1 full server normaly with maybe 1-2 servers with 5-10 players on a normal night.

being left out of the 64 player server where you know people are having lots of action and fun and having to play aberdeen with 5 others because the other server is full is *cencored*.

having 128 player limit would let ALL FH PLAYERS ON 1 SERVER, imagine the tight community will become if that would happen. everyone would talk about last nights epic fail in Giarabub or the epic 40 man charge in el alamein.

IT WOULD BE AWSOME!!!!!

Title: Re: Project Reality Online testing with 128 players
Post by: hankypanky on 28-01-2011, 03:01:45
I agree FH2 should run some sort of test :D
Title: Re: Project Reality Online testing with 128 players
Post by: FORGOTTENKEVINOHOPE on 28-01-2011, 07:01:00
seeing that there is only 1 full server normaly with maybe 1-2 servers with 5-10 players on a normal night.

being left out of the 64 player server where you know people are having lots of action and fun and having to play aberdeen with 5 others because the other server is full is *cencored*.



what zeno said!!!
Title: Re: Project Reality Online testing with 128 players
Post by: GirlsHateMe on 28-01-2011, 17:01:02
If it all works out perfectly I'd love to see this implemented in FH2, having 128 players is going to be so epic!!!

 
Title: Re: Project Reality Online testing with 128 players
Post by: Josh094 on 28-01-2011, 19:01:03
Awesome!! :D
Title: Re: Project Reality Online testing with 128 players
Post by: Kelmola on 28-01-2011, 19:01:37
Despite PR not being my cup of tea, I'm considering reinstalling it (duh, should download the latest release first) just to experience online warfare on a scale it was meant to be experienced.

Here's to hoping that it's a serverside only trick that can be implemented by any BF2 mod, so all the naysayers can go back playing Gazala 64 with 7 players and let the rest of us be immersed in massed infantry assaults, Grants that actually have a turret gunner, defending squads at more than two flags in Cobra, and the works.
Title: Re: Project Reality Online testing with 128 players
Post by: Neighbor Kid on 29-01-2011, 03:01:22
Despite PR not being my cup of tea, I'm considering reinstalling it (duh, should download the latest release first) just to experience online warfare on a scale it was meant to be experienced.

Here's to hoping that it's a serverside only trick that can be implemented by any BF2 mod, so all the naysayers can go back playing Gazala 64 with 7 players and let the rest of us be immersed in massed infantry assaults, Grants that actually have a turret gunner, defending squads at more than two flags in Cobra, and the works.

PRIME EXAMPLE... thiking about reinstalling it..  to try it,, what if other players that used to play get a hold of the info.. they might come and try it out.. and being that we now have the ardennes coming soon and now the soviets are on the way.. i think they might give FH another go at it..
Title: Re: Project Reality Online testing with 128 players
Post by: Torenico on 29-01-2011, 03:01:29
I was so close to finish the Download of the Third Part....


.... and they closed the server D:

Will install anyways
Title: Re: Project Reality Online testing with 128 players
Post by: Zrix on 29-01-2011, 03:01:38
While it's always a good idea to download and play some PR, you are going to be disappointed if it's only for 128p servers;

Quote from: [R-DEV]AncientMan
Alright guys, we should have enough data for the moment, so we're going to shut down testing. Thanks for everyone who joined the server, helping us achieve the milestone.

If we manage to get some other problems fixed, like the nametag issue, then we might have another round of testing, but for the moment, we've got everything we need. We'll then be going internal, and work hard on developing a lot of things to be able to support 128 players (or whatever number we decide upon), and still have some great gameplay to go along with it.

This process will take a long time, it'll be some hard work for many months, so don't expect anything released soon. It's doubtful that this will be included in the next version (v0.96 it's called at the moment), but perhaps it might be in the version after that. This is because of the sheer amount of thought and development we need to go through, sort out a bunch of issues, etc. It's not a simple overnight thing we're talking about. We're talking about going through every part in the game and making it work 100% with the increased amount of players, and there's a lot of stuff in the game.

So anyway, I'd like to thank the [NEW] community, in particular BloodyDeed and Madcop, for providing the server and being constantly active to apply new tests and fix issues faced. Also, stay tuned for possibly future tests, and for more information regarding this in the months to come, thanks guys  :)

- The Project Reality Team
Title: Re: Project Reality Online testing with 128 players
Post by: Neighbor Kid on 29-01-2011, 03:01:40
so you vote for a liaison from the dev team to talk to them perhaps and exchange info do some business get the code and try it out... remember you dont need to do it with the beta testers only.. get the community more involved like they did.. it was a dam good idea to include the community. im sure if you get Fh advertised and someone catches wind over in the PR forums they would be interested in helping/ trying out FH with 128 players..
Title: Re: Project Reality Online testing with 128 players
Post by: SchwererGustav on 29-01-2011, 05:01:01
When this works with FH2 i will Sh.. my pant's and play 3 weeks a row FH2!!!! ;D

Wasn't FH2 meant to recreate massive WW2 Battles?  ThIs is the chance plz don't let it go!!!
Title: Re: Project Reality Online testing with 128 players
Post by: [130.Pz]S.Lainer on 29-01-2011, 06:01:14
 Seems testing is over for now... :-( 

   Wish I had hit this a bit harder when it was up, but overall I say it was a swell first step.  These guys went from a concept to something fully integrated and fun within a day of constant patching.  If they get the name tag bit straight then I think we have a very big win on our hands!  Beyond all the smacktards that showed up to see a 128 player server in action it was good fun.  I just hope they are willing to share some of there dark secrets with the FH2 devs.
Title: Re: Project Reality Online testing with 128 players
Post by: Neighbor Kid on 29-01-2011, 06:01:18
Seems testing is over for now... :-( 

   Wish I had hit this a bit harder when it was up, but overall I say it was a swell first step.  These guys went from a concept to something fully integrated and fun within a day of constant patching.  If they get the name tag bit straight then I think we have a very big win on our hands!  Beyond all the smacktards that showed up to see a 128 player server in action it was good fun.  I just hope they are willing to share some of there dark secrets with the FH2 devs.

or the FH devs them selves start to sift threw the hard codes.. or someone who is very good with tackling this knowing that it is possible!
Title: Re: Project Reality Online testing with 128 players
Post by: Josh094 on 29-01-2011, 10:01:37
*fap fap fap fap fap fap fap fap*

DO WANT.
Title: Re: Project Reality Online testing with 128 players
Post by: Lightning on 29-01-2011, 13:01:42
so you vote for a liaison from the dev team to talk to them perhaps and exchange info do some business get the code and try it out... remember you dont need to do it with the beta testers only.. get the community more involved like they did.. it was a dam good idea to include the community. im sure if you get Fh advertised and someone catches wind over in the PR forums they would be interested in helping/ trying out FH with 128 players..
We don't even have enough betatesters to fill a 64 player server and while the PR testing team is undoubtedly bigger due to their larger playerbase, I doubt they can field 128 testers simultaneously. Involving the community is a necessity, not a public relations move.
Title: Re: Project Reality Online testing with 128 players
Post by: Neighbor Kid on 29-01-2011, 14:01:40
ok, but you still get us involved that does help, and even though its a necessity it still could show as a PR move to others who dont always keep up with the forums, or to others spread about the internet.
Title: Re: Project Reality Online testing with 128 players
Post by: Tiberius Decimus Maximus on 29-01-2011, 18:01:34
Anyways, one thing I've noticed from a fair few of the community here is the resistance to change; essentially every suggestion in the suggestion board is shut down, every hopeful post for a new feature put down brutally. All in the name of 'getting the new front' or 'historical accuracy/gameplay', whichever one allows you to shut down the suggestion. Seriously, a new feature isn't that bad, people. And I'm convinced that more players would be a great addition to this mod, which I have felt suffered from too much space, too few players.
Title: Re: Project Reality Online testing with 128 players
Post by: G.Drew on 29-01-2011, 19:01:45
Anyways, one thing I've noticed from a fair few of the community here is the resistance to change; essentially every suggestion in the suggestion board is shut down, every hopeful post for a new feature put down brutally. All in the name of 'getting the new front' or 'historical accuracy/gameplay', whichever one allows you to shut down the suggestion. Seriously, a new feature isn't that bad, people. And I'm convinced that more players would be a great addition to this mod, which I have felt suffered from too much space, too few players.
The fact is is that there is already alot of changes taking place in the mod, so much so, that the Devs really dont have time to suddenly drop what they are working on and focus on something that someone has just thought of then and there. Also note that these changes go through discussion in private and are thought about thoroughly, but tbh alot of suggestions that come through here have already been suggested, so thats why they are shut down so quickly.
Title: Re: Project Reality Online testing with 128 players
Post by: SiCaRiO on 29-01-2011, 19:01:24
Anyways, one thing I've noticed from a fair few of the community here is the resistance to change; essentially every suggestion in the suggestion board is shut down, every hopeful post for a new feature put down brutally. All in the name of 'getting the new front' or 'historical accuracy/gameplay', whichever one allows you to shut down the suggestion. Seriously, a new feature isn't that bad, people. And I'm convinced that more players would be a great addition to this mod, which I have felt suffered from too much space, too few players.

the most infamus one, the reductio of the supression shader, the best feature i can thing of FH2, reduced to nothing by the elite players that trough it broke the gameplay flow.

D:
Title: Re: Project Reality Online testing with 128 players
Post by: djinn on 29-01-2011, 22:01:07
I guess that makes me elitish then. I think the tone-down is more reflective.

I think its a matter of opinion, and one opinion may prevail this day, the other the next.
Title: Re: Project Reality Online testing with 128 players
Post by: Neighbor Kid on 29-01-2011, 22:01:42
Anyways, one thing I've noticed from a fair few of the community here is the resistance to change; essentially every suggestion in the suggestion board is shut down, every hopeful post for a new feature put down brutally. All in the name of 'getting the new front' or 'historical accuracy/gameplay', whichever one allows you to shut down the suggestion. Seriously, a new feature isn't that bad, people. And I'm convinced that more players would be a great addition to this mod, which I have felt suffered from too much space, too few players.
The fact is is that there is already alot of changes taking place in the mod, so much so, that the Devs really dont have time to suddenly drop what they are working on and focus on something that someone has just thought of then and there. Also note that these changes go through discussion in private and are thought about thoroughly, but tbh alot of suggestions that come through here have already been suggested, so thats why they are shut down so quickly.

no reason to just dro everything for 128 players your right but it shouldnt be tossed away and perhaps be put in slowly, but not shot down.
Title: Re: Project Reality Online testing with 128 players
Post by: th_battleaxe on 01-02-2011, 17:02:58
anyways, would such a server be recommended for a BoB map?
Title: Re: Project Reality Online testing with 128 players
Post by: Rawhide on 01-02-2011, 17:02:58
I not that interested in the 128 players debate but...

Battle of Britain, 128 planes. Bet 10$ that it ain't possible but, damn. Would be awesome.
Title: Re: Project Reality Online testing with 128 players
Post by: Zeno on 01-02-2011, 20:02:07
there seem to be a lot of ignorance around the matter of increased playerlimit.

1. there is a possibility to increase the limit slighty and not directly from 64 to 128. 90-100 is a good number and will allow more player without the "lag" that is said to occur with 128 players.

2. Network "lag" is determined by the server and your connection. Statics have nothing to do with networkables.

3. The possibility that this brings! Tournaments with no waiting room, gamenight where everyone gets a chance. and some epic community growing from this.

Title: Re: Project Reality Online testing with 128 players
Post by: Neighbor Kid on 02-02-2011, 00:02:16
there seem to be a lot of ignorance around the matter of increased playerlimit.

1. there is a possibility to increase the limit slighty and not directly from 64 to 128. 90-100 is a good number and will allow more player without the "lag" that is said to occur with 128 players.

2. Network "lag" is determined by the server and your connection. Statics have nothing to do with networkables.

3. The possibility that this brings! Tournaments with no waiting room, gamenight where everyone gets a chance. and some epic community growing from this.



YES!  a Ya sayer!
Title: Re: Project Reality Online testing with 128 players
Post by: ubernuka on 02-02-2011, 16:02:32
I just hope they are willing to share some of there dark secrets with the FH2 devs.
maybe FH2 devs could tell them how to bury mines in exchange  ;)
Title: Re: Project Reality Online testing with 128 players
Post by: Zeno on 05-02-2011, 15:02:13
if this works = Mind Blown

256 players

http://www.realitymod.com/forum/f10-pr-bf2-general-discussion/93978-pr-128-256-player-server-test-official-2.html
Title: Re: Project Reality Online testing with 128 players
Post by: djinn on 05-02-2011, 16:02:50
More like processor-blowing.
Title: Re: Project Reality Online testing with 128 players
Post by: General_Henry on 05-02-2011, 16:02:21
Imagine Alam Halfa with 128 players, first the scouts went in and spot for artillery, then the artillery start to rain on static defence, second the tanks rolling in with full APCs, followed by trucks.... and full airsupport. They encounter hard defence including a lot of sticky bombs and landmines, but got sorted out by infantry and the brutal tanks. Then the british mortars start to fall and devastated the first wave of attack...

El Alamein would be the map that would immediately fit 128 players as there are insane amount of vehicles and is super-large. Totalize won't fit, it is a bit too small for 128 (but good for 80-90 I guess)
Title: Re: Project Reality Online testing with 128 players
Post by: Kelmola on 05-02-2011, 17:02:55
Quote
The server was up with 512 slots
(http://img834.imageshack.us/img834/2443/icamewiththeforceofatho.jpg)
Title: Re: Project Reality Online testing with 128 players
Post by: Torenico on 06-02-2011, 01:02:08
What the? 256?

If that works, well i dont see how it'll fit in BF2 at all ^^ but, what would DICE/EA do?

I Mean, BF3 with 1.000 Players oh?
Title: Re: Project Reality Online testing with 128 players
Post by: Neighbor Kid on 06-02-2011, 05:02:38
many maps fh has now jsut needs minor re lookings IMO.. just move teh out of bounds over.. and maybe make anotheer flag or two to disburse the players. i think FH should try it.. why not.. servr test on EL al. probably would be the best of all the maps to try 128..
Title: Re: Project Reality Online testing with 128 players
Post by: General_Henry on 06-02-2011, 05:02:08
many maps fh has now jsut needs minor re lookings IMO.. just move teh out of bounds over.. and maybe make anotheer flag or two to disburse the players. i think FH should try it.. why not.. servr test on EL al. probably would be the best of all the maps to try 128..


They should also try Gazala and Cobra.
Title: Re: Project Reality Online testing with 128 players
Post by: Torenico on 07-02-2011, 00:02:45
Problem:

FH Team cant get 128 Players for a Testsessions. Usually, Test Sessions are well organized and go well. So that wont happen.

- Doing a "Open Public test" would mean nothing but more problems. Some people would not even know that it is a test and they will waste assets and play "Normal".

- Changing bounds and adding flags would radically change the map general gameplay. Looks easy to you, Neighbor Kid, but its way more complicated. FH2 devs hands are busy at this moment, making the Bulge and the Eastern Front, now you want them to review/modify old maps for the sake of 128 Players?


I'd Rather see the Devs working on new stuff than adding some more players, something that is Bugged.. and as far as i know, only 64 Nametags will show up, and you know we want a game bug-free.

FH2s current State is kinda bad, theres not enough players to fill two 128 Players servers, nope if we can barely fill one, what would happen to the rest?
Title: Re: Project Reality Online testing with 128 players
Post by: flyboy_fx on 07-02-2011, 00:02:36
Just finished a round on the server.
TOO many people competing over things. Not a huge fan but fun.
Title: Re: Project Reality Online testing with 128 players
Post by: Zrix on 07-02-2011, 00:02:04
Just finished a round on the server.
TOO many people competing over things. Not a huge fan but fun.
It hasn't been up for hours?
Title: Re: Project Reality Online testing with 128 players
Post by: Eat Uranium on 07-02-2011, 00:02:47
If Zero is to be believed, this 'nametag bug' is caused by the declaration of an array for the creation of the nametags in BF2.exe being only 64 entries long.
Title: Re: Project Reality Online testing with 128 players
Post by: Kev4000 on 07-02-2011, 01:02:35
World of Battlefield with over 9 thousand players!
Title: Re: Project Reality Online testing with 128 players
Post by: SiCaRiO on 07-02-2011, 01:02:08
If Zero is to be believed, this 'nametag bug' is caused by the declaration of an array for the creation of the nametags in BF2.exe being only 64 entries long.

if the array cant be expanded, my only idea in how to fix it would be to find a way to only give nametag to your team, after all thats only what matter really xD
Title: Re: Project Reality Online testing with 128 players
Post by: kummitus on 07-02-2011, 01:02:24
World of Battlefield with over 9 thousand players!

(http://n8ux.files.wordpress.com/2008/04/woot-copy.jpg)
Title: Re: Project Reality Online testing with 128 players
Post by: Tedacious on 07-02-2011, 01:02:53
FH is much more fast-paced than PR. You won't spend 20 minutes trying to find an enemy. 64 players is enough.
Title: Re: Project Reality Online testing with 128 players
Post by: Torenico on 07-02-2011, 02:02:57
If Zero is to be believed, this 'nametag bug' is caused by the declaration of an array for the creation of the nametags in BF2.exe being only 64 entries long.

if the array cant be expanded, my only idea in how to fix it would be to find a way to only give nametag to your team, after all thats only what matter really xD

Nope, PR can live with it, after all they think having less/none Nametags is 'Realistic'
Title: Re: Project Reality Online testing with 128 players
Post by: flyboy_fx on 07-02-2011, 03:02:26
Just finished a round on the server.
TOO many people competing over things. Not a huge fan but fun.
It hasn't been up for hours?
Only takes one round to realize it is, eh ok.
Title: Re: Project Reality Online testing with 128 players
Post by: Neighbor Kid on 07-02-2011, 05:02:05
Problem:

FH Team cant get 128 Players for a Testsessions. Usually, Test Sessions are well organized and go well. So that wont happen.

- Doing a "Open Public test" would mean nothing but more problems. Some people would not even know that it is a test and they will waste assets and play "Normal".

- Changing bounds and adding flags would radically change the map general gameplay. Looks easy to you, Neighbor Kid, but its way more complicated. FH2 devs hands are busy at this moment, making the Bulge and the Eastern Front, now you want them to review/modify old maps for the sake of 128 Players?


I'd Rather see the Devs working on new stuff than adding some more players, something that is Bugged.. and as far as i know, only 64 Nametags will show up, and you know we want a game bug-free.

FH2s current State is kinda bad, theres not enough players to fill two 128 Players servers, nope if we can barely fill one, what would happen to the rest?


#1 This wouldnt be a beta tester only thing considering that they do not have that many testers; given. hence the need for an open public test.

#2 if you name a server as TEST for so many players.. pretty sure the smart one looking at his screen could figure it out, while also being in game im pretty sure people would be commenting on the testing session. kinda really a useless argument you got there. also a day is a massive waste of time and resources?

 #3 No it may not be easy  to change maps around like i have said, did i say it was easy? no i did not. Lalso id you have been reading, you might have noticed i said this isnt something you just drop all your other ideas to pursue this. but rather something to really think about.

#4 not the biggest issue but an issue none the less- the name tags. you kinda win there.

#5 thats given that FH2's state is not good at all player wise. unfortunately yes its no where close as FH1's player base. But may i say that this could be a selling point to others thinking " oh wow a WW2 game that has this many players and look graphically fantastic i deff need to try this and be leet." to which perhaps you would hook players with being a large scale ww2 game.

@ #3 a test should be done on maps that really can handle them right now and some of those maps would be cobra, EL AL, gazala.  those maps wouldnt need to be altered to just run a test
Title: Re: Project Reality Online testing with 128 players
Post by: Torenico on 07-02-2011, 05:02:01
#2 if you name a server as TEST for so many players.. pretty sure the smart one looking at his screen could figure it out, while also being in game im pretty sure people would be commenting on the testing session. kinda really a useless argument you got there. also a day is a massive waste of time and resources?

Yeah, haha, people from all of sudden beign Mature and shit. No man, they wont give a shit if its called Test or join'n'frag, they will just play like they do, as always. And since there will be 64 players per team well, 32 will be sitting in the Main base waiting for their tigers and airplanes, maybe TKing for them, a few others will be in the fight...

Closed Testing is the answer, but FH2 lacks manpower to do that. Yeah, real life is a bitch.

Quote
#4 not the biggest issue but an issue none the less- the name tags. you kinda win there.

Its a big Issue. You want to call a Player, how would you do it? "Hey soldier in E2, give me some ammo" really? Apparently theres no fix now, untill then no.

Quote
#5 thats given that FH2's state is not good at all player wise. unfortunately yes its no where close as FH1's player base. But may i say that this could be a selling point to others thinking " oh wow a WW2 game that has this many players and look graphically fantastic i deff need to try this and be leet." to which perhaps you would hook players with being a large scale ww2 game.

They already have a fine mod with 64 Players battles, superb maps, excellent "Graphics", two amazing tournaments, Battle of the Bulge and Eastern Front to be released.. they coulndt ask for more.


128: No, maybe in a very few maps.
80-100: Yeah. In some maps tho.
Title: Re: Project Reality Online testing with 128 players
Post by: Neighbor Kid on 07-02-2011, 14:02:22
#2 if you name a server as TEST for so many players.. pretty sure the smart one looking at his screen could figure it out, while also being in game im pretty sure people would be commenting on the testing session. kinda really a useless argument you got there. also a day is a massive waste of time and resources?

Yeah, haha, people from all of sudden beign Mature and shit. No man, they wont give a shit if its called Test or join'n'frag, they will just play like they do, as always. And since there will be 64 players per team well, 32 will be sitting in the Main base waiting for their tigers and airplanes, maybe TKing for them, a few others will be in the fight...

Closed Testing is the answer, but FH2 lacks manpower to do that. Yeah, real life is a bitch.

Quote
#4 not the biggest issue but an issue none the less- the name tags. you kinda win there.

Its a big Issue. You want to call a Player, how would you do it? "Hey soldier in E2, give me some ammo" really? Apparently theres no fix now, untill then no.

Quote
#5 thats given that FH2's state is not good at all player wise. unfortunately yes its no where close as FH1's player base. But may i say that this could be a selling point to others thinking " oh wow a WW2 game that has this many players and look graphically fantastic i deff need to try this and be leet." to which perhaps you would hook players with being a large scale ww2 game.

They already have a fine mod with 64 Players battles, superb maps, excellent "Graphics", two amazing tournaments, Battle of the Bulge and Eastern Front to be released.. they coulndt ask for more.


128: No, maybe in a very few maps.
80-100: Yeah. In some maps tho.

i really dont see an issue with everyone waiting in main, the whole purpose is to just get people on the server to try it out to see how much it can handle and what the limitations are.  and when there are crashes the people who are paying attention, and at the moment there would be people paying attention cause this is such a small community.  closed testing is not the answer.

your name tag issue i already said was a problem, ok so get on TS or use ingame VOIP or squad chat there are solutions around it. but im going to agree with you that yes its an issue.  also if you have read ive been going for 100 players, 128 is even more gravy.

also side note.. this would open up ideas for more maps.. such as bombing the reich.. you could actually have bombers on big maps full of gunners to defend..  they would need to have higher HP so they coudl survive as of now planes dont have crap for survivability.. but with more players you could have this make a gigantic map we had one at WAW..  i forget the name but you make a large map and you slower bombers down big time  so they have  pace that is slow but heavily armored.. this is something that coudl be a plus from having more players.. who wouldnt want to see BTR or BOB again?  id love to man a dual .50 in a B-17 bubble turret and fend off the 109's while praying the little friends come and take em out..
Title: Re: Project Reality Online testing with 128 players
Post by: Beaufort on 07-02-2011, 18:02:29
#2 if you name a server as TEST for so many players.. pretty sure the smart one looking at his screen could figure it out, while also being in game im pretty sure people would be commenting on the testing session. kinda really a useless argument you got there. also a day is a massive waste of time and resources?

Yeah, haha, people from all of sudden beign Mature and shit. No man, they wont give a shit if its called Test or join'n'frag, they will just play like they do, as always. And since there will be 64 players per team well, 32 will be sitting in the Main base waiting for their tigers and airplanes, maybe TKing for them, a few others will be in the fight...

Closed Testing is the answer, but FH2 lacks manpower to do that. Yeah, real life is a bitch.

Lol... PR did an open testing and it worked just fine.  ::)
Title: Re: Project Reality Online testing with 128 players
Post by: MaJ.P.Bouras on 08-02-2011, 11:02:23
PR actually has people who get in the server ONLY for VOIP and team play...FH2 has those but also 90% is run-frag kill or die ...
Title: Re: Project Reality Online testing with 128 players
Post by: Beaufort on 08-02-2011, 12:02:15
Doesn't matter. There were guys like that on PR's testing session and they were told it was a test. Those who tried to mess around were simply kicked out.
Title: Re: Project Reality Online testing with 128 players
Post by: Neighbor Kid on 10-02-2011, 04:02:25
so i felt like compiling a list of pros and cons for this 128 players.

Pros first of course

-Massive WW2 game with fantastic graphics.. unlike WW2 Online
-The usage of Heavy bombers would once again IMO have usage could bring back maps like battle of Britain or Bombing the Reich. and now maybe with B-17 or B-24 bombers have a Mighty 8th mission of some sort. Maybe if we ever see the Pacific front maybe a place for B-29's also B-25's B-26's would have a place in the mod for heavy air support.
-Massive Armored Engagements such as Kursk.
-IMO multiple gun artillery batteries would have a reason to come back( with heavy deviation of course)
-More realistic loadouts per maps meaning there would be this number of shermans Per tiger or panther.( though tank combat needs and overhaul for this to really work still easy to kill both of them off with standard tanks.
-Emplaced MG's such as the M1919 would acutally serve a purpose in area denied role.
-The fight would be more intense thats for sure.
- Halftracks/trucks could server better purpose.
- WAW and FHT.. would possibly get a boost of players and make for hella more fun
- player base of FH2 might grow with people knowing of this massive jump in players



Cons
-Most maps in their current state can not support 128 players 3 maps should be able too EL AL, Cobra, Gazala
-Name tag issue
-figuring out what a server can handle but that was tested on PR servers and they can handle full vehicles. so not really a con.
-

cant really think of any cons beyond those.. if you have a con that is possible list it and dont put clusterfuck of people cause maps would have to be enlarged so that doesnt happen so dont write it.


also can this thread be changed to a Poll thread? might be a good idea on how many people think it would be a good idea to have 128 v not going to 128 or something.. jsut saying
Title: Re: Project Reality Online testing with 128 players
Post by: azreal on 10-02-2011, 05:02:16
wow, you just won't give up on this idea of a 128 player increase will you?
Title: Re: Project Reality Online testing with 128 players
Post by: Neighbor Kid on 10-02-2011, 05:02:49
wow, you just won't give up on this idea of a 128 player increase will you?

i got bored at work.
Title: Re: Project Reality Online testing with 128 players
Post by: hOMEr_jAy on 10-02-2011, 06:02:16
wow, you just won't give up on this idea of a 128 player increase will you?
Isn´t FH2s aim to "recreate the massive battles of WW2"? Atleast that´s the argumentation when it comes to the "two-man crew"-discussion. If I follow that logic wouldn´t 100 or even 128 players make more sense, than just 64 players?
Title: Re: Project Reality Online testing with 128 players
Post by: [130.Pz]S.Lainer on 10-02-2011, 06:02:37
   No you are right Homer.....128 players would be great for FH2.  Problem is if PR will share the magic code.  All other arguments are BS till we give it a go.
Title: Re: Project Reality Online testing with 128 players
Post by: Kelmola on 10-02-2011, 10:02:12
wow, you just won't give up on this idea of a 128 player increase will you?
No, we won't.
Title: Re: Project Reality Online testing with 128 players
Post by: NTH on 10-02-2011, 10:02:28
Really, for arguments sake say the devs can't be bothered by it and the code is freely available. Then the ones you need to bug are the Server admin's. They can choose if they want to try 80 players on El Al or Gazala.
They only reason why you want to bugger the dev's is to ask them to create maps to specifically cater to >64 players.

So if you want this implemented soon on a server you better bugger HSLAN admin and 762 admins about it. And don't forget to bugger they guy that adjusted the code to make it public.
Title: Re: Project Reality Online testing with 128 players
Post by: Beaufort on 10-02-2011, 11:02:00
   No you are right Homer.....128 players would be great for FH2.  Problem is if PR will share the magic code....

... and if it works without lag. :\
Title: Re: Project Reality Online testing with 128 players
Post by: Neighbor Kid on 10-02-2011, 11:02:41
well see everyone kept saying it was impossible. but as you can see it is possible so yea i think that yes asking would be great and save a tremendous amount of time, but if not willing to throw the code to fh2's way there still is the possibility of a good coder to figure it out. whether how long it takes idk, but that fact is it is possible.

and no azreal im not going to drop it.. why? cause a massive ww2 game would be sick. Id rather play 128 players of Fh2 then play BF3
Title: Re: Project Reality Online testing with 128 players
Post by: Thorondor123 on 10-02-2011, 12:02:34
wow, you just won't give up on this idea of a 128 player increase will you?
Isn´t FH2s aim to "recreate the massive battles of WW2"? Atleast that´s the argumentation when it comes to the "two-man crew"-discussion. If I follow that logic wouldn´t 100 or even 128 players make more sense, than just 64 players?
64 players who spawn back to fight relatively fast on maps that are scaled and balanced for 64 player. 128 would work only on the very largest maps.
Title: Re: Project Reality Online testing with 128 players
Post by: Kelmola on 10-02-2011, 12:02:16
Nobody is demanding 128 players to Sidi Rezegh 16, durr. But some would argue that the biggest maps would already benefit from a larger number of players.
Title: Re: Project Reality Online testing with 128 players
Post by: Thorondor123 on 10-02-2011, 12:02:15
As I said.
Title: Re: Project Reality Online testing with 128 players
Post by: Vernah on 10-02-2011, 14:02:24
I doubt the devs will give support to 128 players, and it'll have to be the player servers themselves that will have to do something about it. It takes 6+ months for a patch release for "balance reasons," 100 player testing would make this even longer.

It'll be up to the community to implement such code, just hope PR would share it and that it is indeed server side. This entire discussion is farce if PR doesn't share it's resources or if no one will implement it.
Title: Re: Project Reality Online testing with 128 players
Post by: Hellcat on 10-02-2011, 14:02:45
I not that interested in the 128 players debate but...

Battle of Britain, 128 planes. Bet 10$ that it ain't possible but, damn. Would be awesome.

Have you tried the Il-2 yet?
Title: Re: Project Reality Online testing with 128 players
Post by: MaJ.P.Bouras on 10-02-2011, 14:02:02
I not that interested in the 128 players debate but...

Battle of Britain, 128 planes. Bet 10$ that it ain't possible but, damn. Would be awesome.

Have you tried the Il-2 yet?


Yeah would be fun if i had a 10000 buttons keyboard,A cockpit,a 100 axis joystick,TrackIR,3 screens and godknows what else to keep that plane flying and actually being able to keep up with better equipped "hardcore" pilots...
Title: Re: Project Reality Online testing with 128 players
Post by: Paavopesusieni on 10-02-2011, 15:02:59
Are you saying FH2 would be more fun than IL-2 in huge dogfights?

http://www.youtube.com/watch?v=_GckzDsh5DM&feature=related (http://www.youtube.com/watch?v=_GckzDsh5DM&feature=related)
Title: Re: Project Reality Online testing with 128 players
Post by: Torenico on 10-02-2011, 15:02:23
I not that interested in the 128 players debate but...

Battle of Britain, 128 planes. Bet 10$ that it ain't possible but, damn. Would be awesome.

Have you tried the Il-2 yet?


Yeah would be fun if i had a 10000 buttons keyboard,A cockpit,a 100 axis joystick,TrackIR,3 screens and godknows what else to keep that plane flying and actually being able to keep up with better equipped "hardcore" pilots...

Hm what? I fly with a Keyboard and used to be in a Clan, fought against some real aces, they'll make FH2 Planekids cry so bad...

What is this?! I DONT EVEN
Title: Re: Project Reality Online testing with 128 players
Post by: Kelmola on 10-02-2011, 15:02:08
Problem with IL-2 is not really hardware; haven't checked in a couple of years but back when all populated servers were running with complex engine management on. Now, I don't mind realistic flight model, it's in fact not that difficult to master and it actually makes planes better balanced (ie. Zero no longer WTFPWNS everything as it does on "relaxed" settings), but the amount of pilot workload that comes with CEM varies from negligible (Automatgerät, durr) to ludicrous. Also, limited fuel is a two-edged sword, dogfights tend to be very short with it turned on. (Well, even shorter with engine overheat on.) Ideal server would probably be thus limited ammunition (so that you at least pretend to aim), fully realistic flight model, but no CEM, overheat or limited fuel, but I don't remember seeing such servers.

As a pure flight game, even against AI IL-2 is much more fun than any BF2 derivative, since BF2's lunar physics are just wrong, and looking around is a bother.

However, I don't remember IL-2 supporting even 64, much less 128 players on same server. Being a better game would matter little if the alternative would be such massive dogfights with the FH2 community.
Title: Re: Project Reality Online testing with 128 players
Post by: Hellcat on 10-02-2011, 16:02:27
Problem with IL-2 is not really hardware; haven't checked in a couple of years but back when all populated servers were running with complex engine management on. Now, I don't mind realistic flight model, it's in fact not that difficult to master and it actually makes planes better balanced (ie. Zero no longer WTFPWNS everything as it does on "relaxed" settings), but the amount of pilot workload that comes with CEM varies from negligible (Automatgerät, durr) to ludicrous. Also, limited fuel is a two-edged sword, dogfights tend to be very short with it turned on. (Well, even shorter with engine overheat on.) Ideal server would probably be thus limited ammunition (so that you at least pretend to aim), fully realistic flight model, but no CEM, overheat or limited fuel, but I don't remember seeing such servers.

As a pure flight game, even against AI IL-2 is much more fun than any BF2 derivative, since BF2's lunar physics are just wrong, and looking around is a bother.

However, I don't remember IL-2 supporting even 64, much less 128 players on same server. Being a better game would matter little if the alternative would be such massive dogfights with the FH2 community.


Well, I've been flying Il-2 since 2004 and as far as I remember there were servers that allowed 128 players. I just checked available servers and many support up to 99 people.
And you can always place hundreds of AI planes if you have the rig to run it. AI is quite a challenge, especially for beginners.

And could you please explain what is a short dogfight for you?


Title: Re: Project Reality Online testing with 128 players
Post by: SchwererGustav on 10-02-2011, 20:02:30
I played at the weekend on 128 server there is no lag(with good con). The only probs are the nametags and squad sice thats the only problems with a good server  ;).
Title: Re: Project Reality Online testing with 128 players
Post by: Neighbor Kid on 10-02-2011, 20:02:26
honest IMO if its atleast not given a shot then its foolish.  given that someone actually obtains the code or figures out how to do it.

and i notice that its mostly the beta testers who side against it.. for reason idfk. but it seems a good majority of the public like the idea.

@ azreal no i wont give up.
@ kelmola i agree 100% about benifits from player numbers on large maps
@ vernah your a nay sayer
@ Homer Jay i disagree with your statement that you do not need the super largest maps to play 128 players.
Title: Re: Project Reality Online testing with 128 players
Post by: azreal on 10-02-2011, 21:02:36
and i notice that its mostly the beta testers who side against it.. for reason idfk. but it seems a good majority of the public like the idea.

That's because we tend to think in terms of how much work this will require since we know how the mod actually operates internally.

The public on the other hand, does not know this, and tends to just suggest things. Look how many people suggest things that aren't possible on the vBF2 engine.
Title: Re: Project Reality Online testing with 128 players
Post by: Kubador on 10-02-2011, 22:02:18
Well, I for one would very much welcome the possibility of playing 128 players (even on smaller maps) as I personally love constant meat grinding along with frontline feeling. I just hate to get into a flag zone and not find a single enemy or the other way around - defend a position that no one wants to attack.

I think that people from'the internal' are bit sceptical since we currently have many issues to solve and we simply can't bother with something we have no influence on.
Title: Re: Project Reality Online testing with 128 players
Post by: Vernah on 10-02-2011, 23:02:16
I'm not a nay sayer Neighbor, I support 128 players. I just don't see the Fh2 dev team directly supporting it themselves. I would cry in tears of happiness and post it on youtube for the devs to prove me wrong, but for the most part they say nay because of balance reasons. Plus in order for it to work they would need to make smaller updates on a monthly, bi-monthly or tri-monthly basis to fix balance issues and the like.

So yeah, if we do get a hand on the code I have no doubt the tourneys will use them or even public servers to have some gay ol fun. But the Fh2 dev team strives for uber quality and perfection, and won't release an update with >64 players unless it's of the same quality of previous updates.

Do I see >64 players in the future for Fh2? I do hope for it and that we get our hands on that code, but it will be in our hands to implement it for our own personal fun than official 128 player supported maps. Basically, we won't see map types of 128 players with the signature of the fh2 dev team on it for a long long time if at all.
Title: Re: Project Reality Online testing with 128 players
Post by: Neighbor Kid on 11-02-2011, 04:02:45
and i notice that its mostly the beta testers who side against it.. for reason idfk. but it seems a good majority of the public like the idea.

That's because we tend to think in terms of how much work this will require since we know how the mod actually operates internally.

The public on the other hand, does not know this, and tends to just suggest things. Look how many people suggest things that aren't possible on the vBF2 engine.

i understand that, but this is possible.  has any one tried speaking to this man to try and obtain the code or how he did it? if i knew how to code or anything i would try, but i am not skilled in computer coding skills and such..

i mean i guess if yall want me to ask this guy i would, i feel ill get shot down but.. you never know.. or perhaps if he would be willing to help us out. maybe put him into contact with one of the devs? azreal?

i honestly think like i said before that it would be foolish not to look into vernah, balance reasons? thats something you fix along the way sure every FH update needs to be uber good before release, but i think that the addition of more than 64 players would be something to better the mod, if they dont see that then they are blind.  balance or not that can always be fixed.. add this gun here add this tank here and remove this halftrack there.. boom balance done. or perhaps you mean map wise.. well that can be looked at.. yes things take time.. how long did it take for normandy? a bit eh? and now the rate at which Fh is going is being quickened.. this is an idea that could help bring more players, more fun.. too good of an opprotunity to pass up. or atleast try or figure out the coding and let it loose so that servers can try it out and tinker with it..

Azreal, yea i might not know what goes on internally.. nor the public.. but.. somethings suggested are possible.. this is one of them.. it is possible..and if its being put down for balance reasons, i honestly think thats a bad bad excuse cause as i just said things can always be changed around.. would it be a pain in the ass yes.. would it take time.. yes.. would it be worth it.. with out a doubt. and if i could do it i would if i had the skills to code programs and model stuff or map..

devs should look into this.. if passed up with out even a try.. your only digging a deeper grave. opportunity to gain more players is right there for the taking. and to make more fun.  sure it takes time.. you post that on the planetbattlefield website and player will flock over..  i did  a search to see if maybe this code appeared any where on the internet maybe this guy put it up somewhere for public usage.. but when i did i found plenty of forums not just PR but other sites that put up PR 128 PLAYERS!!!! YA.. .. go look for your selves.. i think if FH did it too they would possibly get the same response.
Title: Re: Project Reality Online testing with 128 players
Post by: NTH on 11-02-2011, 10:02:09
and i notice that its mostly the beta testers who side against it.. for reason idfk. but it seems a good majority of the public like the idea.
Lots of text which hints to a motivated person

NK if you are so enthusiastic about this why not direct your energy towards getting the code public and then keep buggering every FH2 server admin, until one of them ups the current 64 limit on their server. I'd say 128 is a bit high for the current large maps, but 80 player would do.

What you don't want to do is keep nagging the devs who are making awesome maps as we speak that will let you forget all about your desire for more players.

Summarizing:
Let's try to have server admins to up the player limit on current large maps (El Al, Gazala, etc)

And let Devs work on the new awesome maps and then maybe then (in FH 2.5 for example) they have time and motivation to redesign the current maps.
Title: Re: Project Reality Online testing with 128 players
Post by: Neighbor Kid on 13-02-2011, 19:02:20
the code could possibly be looked at when PR released there version of more players.. NO i am not suggesting of stealing it.  but looking at it to create something similar would be the idea.
Title: Re: Project Reality Online testing with 128 players
Post by: Vicious on 19-02-2011, 02:02:13
sorry to bump but my internet was off and i have every right to this discussion after my post a couple months ago.

AWESOME.

TOTALER KREIG, HERE I COME.
Title: Re: Project Reality Online testing with 128 players
Post by: Kelmola on 04-03-2011, 16:03:58
BUMPING FOR GREAT JUSTICE

Hear ye! Hear ye! Your prayers to the Great Old Ones have not been in vain! Finally, the stars are right and the madness can begin: there's now a 128 player FH2 server online. Oh ye of little faith, you may say that you will still play on hslan or 762 or WaW or Wolf or 79th or whatever, that you do not like the lag or whatever, but in the end, you will all succumb! Once you see the player number slowly but steadily creeping up from the sacred number of 64 you will find the call more and more difficult to resist.

IÄ IÄ FH2 FHTAGN!
Title: Re: Project Reality Online testing with 128 players
Post by: McCloskey on 04-03-2011, 16:03:55
What the fock, is this real... I mean I see it in the server list and as a matter of fact I'm connecting to the server now but wtf :D
Title: Re: Project Reality Online testing with 128 players
Post by: SiCaRiO on 04-03-2011, 16:03:25
wonder why my treadh got closed, this one is about the PR 128 server, not the FH2 one ><
Title: Re: Project Reality Online testing with 128 players
Post by: Capten_C on 04-03-2011, 16:03:45
Just been on the server for a walkabout, will be back online later tonight, lets get a hslan v 762 war going this eve!  ;D
Title: Re: Project Reality Online testing with 128 players
Post by: McCloskey on 04-03-2011, 16:03:09
dam' why there has to be a F|H battle tonight ;D
Title: Re: Project Reality Online testing with 128 players
Post by: SiCaRiO on 04-03-2011, 17:03:35
already more than 100 players, too bad i dont have FH2 instaled ><
Title: Re: Project Reality Online testing with 128 players
Post by: DLFReporter on 04-03-2011, 17:03:36
already more than 100 players, too bad i dont have FH2 instaled ><

(http://www.thefunnybox.com/wp-content/uploads/2010/09/youfail.jpg)
Title: Re: Project Reality Online testing with 128 players
Post by: SiCaRiO on 04-03-2011, 18:03:32
my gaming pc died, im on a laptop xD
Title: Re: Project Reality Online testing with 128 players
Post by: Vernah on 04-03-2011, 18:03:29
Crap I just crashed the 128 player server...

I was trying to get my bandage, but it kept switching to another item, so I just spammed clicking for the bandage and then teh server exploded.

Sad face is me :(
Title: Re: Project Reality Online testing with 128 players
Post by: Vicious on 04-03-2011, 18:03:54
In your face people that thought this wouldn't happen, IN YOUR FUCKING FACE.
Title: Re: Project Reality Online testing with 128 players
Post by: Pascucci the Whiner on 04-03-2011, 18:03:45
Um vicious, I think it was more about "is this a good idea for FH2?" than "is this possible for FH2?". I for one don't think that this is a good idea for FH2, the maps are designed for 64 players. Yes we have 128 person servers, but we lack the maps and they are still unstable. Before you start your trolling vicious, give it some time.
Title: Re: Project Reality Online testing with 128 players
Post by: Tuco on 04-03-2011, 18:03:09
Having alot less lag then pr 128.  :) 
Title: Re: Project Reality Online testing with 128 players
Post by: SiCaRiO on 04-03-2011, 18:03:20
FH2 is not that demanding :P
Title: Re: Project Reality Online testing with 128 players
Post by: Paavopesusieni on 04-03-2011, 18:03:37
Seemed to work really well, didn't really notice any issues that would have ruined my FH experience.
Title: Re: Project Reality Online testing with 128 players
Post by: Kwiot on 04-03-2011, 19:03:52
Unfortunately my bf2 crashes pernamently when I play on this server - any suggestions why?
Title: Re: Project Reality Online testing with 128 players
Post by: Beaufort on 04-03-2011, 19:03:09
Surprisingly Brest didn't lagged at all ...  :o
Title: Re: Project Reality Online testing with 128 players
Post by: IrishReloaded on 04-03-2011, 19:03:24
prest was uber epic. Hadnt have so much fun on FH2 since ages. and the 11 people squads really rocks.
Server is extrem stable considering the amount of ppl on it (in my point of view.)

Crete is unplayable, we justed capped that one flag because I landed the b109 at the south end of the map, and 10 people spawmed on me.

Gazala plays fine, Cobra is US biased as there is now every single tank used.
Title: Re: Project Reality Online testing with 128 players
Post by: Graf_Radetzky(CZ) on 04-03-2011, 19:03:11
Was good fun, loved Brest, Supercharge was good too, Cobra was average. Still I missed in the maplist some my favourites, but it was nice at all!
Title: Re: Project Reality Online testing with 128 players
Post by: Flippy Warbear on 04-03-2011, 19:03:14
Supercharge was quite cool, seeing so many british infantrymen rushing towards first flag accompanied by tanks and smoke. Very nice.

Cobra was also very nice. It felt amazing having so many people actually working together, capturing the trainstation and then moving forward. Was crawling in a ditch forward to pointed location and turned around to see if my squadmates were coming too and to my surprise there were like 8 of them tailing me. Awesome!

Crete could have been better. Charge against monastery was thrilling. Smoke everywhere and germans rushing to the walls to take cover of enemy fire. Other than that... this map doesnt work too well in 128.

Brest was alright. Not into infantry combat that much but I had fun. Quite epic fights and most amazingly, no lag.

Gazala was also alright but I left before round ended.
Title: Re: Project Reality Online testing with 128 players
Post by: Vernah on 04-03-2011, 19:03:58
Crete was fail because all the pilots were flying right above the water and landing them on the island, all you have to do is fly uber high in the sky with a SL and it would've been much easier to win that map :/
Title: Re: Project Reality Online testing with 128 players
Post by: THeTA0123 on 04-03-2011, 19:03:53
I do see potential for the biggest maps you know

Title: Re: Project Reality Online testing with 128 players
Post by: IrishReloaded on 04-03-2011, 20:03:10
Quote
Crete was fail because all the pilots were flying right above the water and landing them on the island, all you have to do is fly uber high in the sky with a SL and it would've been much easier to win that map :/

na that does not work. Bofor can shoot very high, and then one by one drops out, maybe getting shot when he is on the chute, and then he needs to fight alone against 60 people defending 5 flags....

When you land, at least 10 people fight with you: more power/area
Title: Re: Project Reality Online testing with 128 players
Post by: psykfallet on 04-03-2011, 20:03:57
Great I'm banned because all focking noobs punish even after I apologize, and theres no way to contact admin.
Title: Re: Project Reality Online testing with 128 players
Post by: SiCaRiO on 04-03-2011, 20:03:46
how is the tag bug doing

is it fixed?
Title: Re: Project Reality Online testing with 128 players
Post by: psykfallet on 04-03-2011, 20:03:01
nope
Title: Re: Project Reality Online testing with 128 players
Post by: Kelmola on 04-03-2011, 20:03:33
A moment like this calls for a quote from Captain Picard:

Come!

;D Once you go 128, you'll never go back. The intensity of 128 player battles elevates to FH2 to the next level of epicness. Actually seeing infantry manning the trenches (instead of them being empty), an attack wave going "over the top", all the tanks on the map concentrating for one massive push...  *GEEKGASM*

Heck, I would pay a monthly fee to play FH2 like this if push came to shove and the server could not otherwise afford the traffic.

---


About Crete, it is quite possible for Ju's to fly above AAA range which is quite often used on hslan or FHGN. Further options are flying to the very east and actually landing at the safe zones, or keeping a Ju circling beyond AA fire with a SL at the controls, or actually using the Stukas and Bf109's to take out the AAA which I did not see at all during the round. Or maybe the SL's should jump first, or maybe those who survive the initial jumps should establish new fireteams?
Title: Re: Project Reality Online testing with 128 players
Post by: Vicious on 04-03-2011, 20:03:12
That was awesome.  8)
Title: Re: Project Reality Online testing with 128 players
Post by: Tuco on 04-03-2011, 20:03:08
Best round of bocage ever...  ;D  until i ctd.. :'(
Title: Re: Project Reality Online testing with 128 players
Post by: Zeno on 04-03-2011, 20:03:21
Bocage is truly epic now! ;D
Title: Re: Project Reality Online testing with 128 players
Post by: Oberst on 04-03-2011, 21:03:16
Whaaaaaaaaaaaaaaaaaaaaaaat? Is this real?????? I didnt wanted to play FH tonight, but, well...

I have to see it by my own eyes.
Title: Re: Project Reality Online testing with 128 players
Post by: Capten_C on 04-03-2011, 21:03:31
Sh#t what have I missed?  :o  ....logs on to FH2 in haste  :P
Title: Re: Project Reality Online testing with 128 players
Post by: Damecos on 04-03-2011, 21:03:33
A very interesting development that's for sure.

PR which has server licenses (eg. altered servers must be passworded) is embracing it officially, whilst FH2 appears to be the complete opposite case.
Title: Re: Project Reality Online testing with 128 players
Post by: Rustysteel on 05-03-2011, 00:03:22
Was good fun but how did this come about?

It made the battles ten times more epic just seeing that many people working together, was amazing to see so many panzers on alamein attacking as a group, just brilliant. What do the devs think about this?

Forgot to say I had a CTD on Sidi tonight just wandering how many other people had them and what map
Title: Re: Project Reality Online testing with 128 players
Post by: Ts4EVER on 05-03-2011, 00:03:10
What do the devs think about this?

Hard to tell. From what I gather there is a lot of scheming going on, like always.
Title: Re: Project Reality Online testing with 128 players
Post by: Capten_C on 05-03-2011, 01:03:59
I had 2 or 3 CTD's, no more than usuall, everything was stable and playable, and my ping was double what it normally is @ around 100.
This was fantastic, will surely carry FH2 to a new popularity. Onwards and upwards!  :)
Title: Re: Project Reality Online testing with 128 players
Post by: Flippy Warbear on 05-03-2011, 01:03:24
I had one disconnect during the evening. That's about it.
Title: Re: Project Reality Online testing with 128 players
Post by: Dukat on 05-03-2011, 03:03:20
That was great. Had no performance drop at 90 players. Whose server is it? Rumors say it was only for tonight.

Nevermind, I found the other thread.
Title: Re: Project Reality Online testing with 128 players
Post by: luftwaffe.be on 06-03-2011, 00:03:08
pff get kicked by PB for renddx9.dll all the time  >:(
Title: Re: Project Reality Online testing with 128 players
Post by: Dukat on 06-03-2011, 03:03:25
reinstalled DirectX? Updated PB?
Title: Re: Project Reality Online testing with 128 players
Post by: Raziel on 10-03-2011, 12:03:16
I had 2 or 3 CTD's, no more than usuall, everything was stable and playable, and my ping was double what it normally is @ around 100.
This was fantastic, will surely carry FH2 to a new popularity. Onwards and upwards!  :)

Hey Captain_C! Imagine how epic videos would look like!
Cameras rolling......And .....ACCCTTIOOON!!!! ;D
Title: Re: Project Reality Online testing with 128 players
Post by: Capten_C on 10-03-2011, 13:03:09
I think they had BR turned off on the server. It makes everything more laggy..especially with 126 players!  ;D
But I think someone should make a slick 126p promo vid and get it circulating on the gaming sites! 8)
Title: Re: Project Reality Online testing with 128 players
Post by: SiCaRiO on 21-04-2011, 23:04:21
Quote
Battlefield 2 Dedicated Server v1.5.3153-802.0(x86_64)
"128 Player TEST Sisu [MUMBLE] PR 0.957e Average FPS:  19 [d:0, o:1554]
IP: 85.23.203.31 Port: 16567             Map: fallujah_west
Game mode: gpm_insurgency/64             Mod: pr             TimeLeft: 03:38:11
Players: 130/250 (0 r) (6 connecting)    Round: 1/1          Status: [playing]

aparantly, server crashed at 200 players....

i have no words xD
Title: Re: Project Reality Online testing with 128 players
Post by: Kelmola on 21-04-2011, 23:04:10
Sounds promising 8) I'd say that the first really big hurdle - even bigger than 128 or that 200 - will be the 256 player limit (what with one byte being 8 bits and 2^8 being 256). Though if that can be passed, I'd expect the next target to be 65536 (2^16). ;D
Title: Re: Project Reality Online testing with 128 players
Post by: Torenico on 21-04-2011, 23:04:02
Well..


What the hell?

xD
Title: Re: Project Reality Online testing with 128 players
Post by: Bang0o on 21-04-2011, 23:04:40
confirmed that the server crashed while 207 guys tried to do a group photo
Title: Re: Project Reality Online testing with 128 players
Post by: SiCaRiO on 22-04-2011, 00:04:27
if DICE made refractor 2 free or something, i can already see my new best game ever ^^
Title: Re: Project Reality Online testing with 128 players
Post by: Zrix on 22-04-2011, 13:04:11
(http://img36.imageshack.us/img36/7347/screen382.jpg)
(http://img33.imageshack.us/img33/5210/screen386r.jpg)
(http://img15.imageshack.us/img15/3529/screen387r.jpg)
(http://farm6.static.flickr.com/5021/5641974330_e3be4bec63_z.jpg)
(http://i439.photobucket.com/albums/qq115/psykogundam/overcrowdmuch.jpg)

Madness
Title: Re: Project Reality Online testing with 128 players
Post by: LuckyOne on 22-04-2011, 16:04:20
^ Are those the latest pics of Yemeni protesters getting shot by the army?  :P
Title: Re: Project Reality Online testing with 128 players
Post by: Neighbor Kid on 23-04-2011, 06:04:36
apparently they got it up to 205 players.
Title: Re: Project Reality Online testing with 128 players
Post by: Sander93 on 23-04-2011, 08:04:20
apparently they got it up to 205 players.

The server crashed, but not because of the player amount (well not directly). It appears to have crashed due to CPU overload. So even 256 players seems to be possible...
Title: Re: Project Reality Online testing with 128 players
Post by: Flippy Warbear on 23-04-2011, 10:04:08
How about getting a public 128p code out first and then going for whatever crazy numbers you want?
Title: Re: Project Reality Online testing with 128 players
Post by: SiCaRiO on 23-04-2011, 13:04:22
one guy made the code, he just lend it to PR. he can do whatever he wants with it ;)
Title: Re: Project Reality Online testing with 128 players
Post by: Gezoes on 23-04-2011, 13:04:16
Just leak it already ::)
Title: Re: Project Reality Online testing with 128 players
Post by: Neighbor Kid on 23-04-2011, 16:04:53
i have my idea..we just have to wait.. *twilight zone music chimes in*
Title: Re: Project Reality Online testing with 128 players
Post by: Ciupita on 23-04-2011, 16:04:25
Just leak it already ::)


Nobody else knows it. Soppa just tries to make money with it.
Title: Re: Project Reality Online testing with 128 players
Post by: SiCaRiO on 23-04-2011, 17:04:24
AFAIk he is gonna realeased for free to the PR team once its debugged
Title: Re: Project Reality Online testing with 128 players
Post by: Neighbor Kid on 23-04-2011, 18:04:14
AFAIk he is gonna realeased for free to the PR team once its debugged

which at that point means its out there. 
Title: Re: Project Reality Online testing with 128 players
Post by: Dukat on 23-04-2011, 20:04:48
Leak would be great. However, I'm not sure about his motives. Maybe money, maybe a paid job as developer, maybe just attention for his ego.

(http://www.uproxx.com/wp-content/uploads/2010/09/AttentionWhore-poster.jpg)
Title: Re: Project Reality Online testing with 128 players
Post by: Vicious on 24-04-2011, 04:04:19
up to 130-140 players today...
Title: Re: Project Reality Online testing with 128 players
Post by: Gezoes on 24-04-2011, 10:04:09
Just leak it already ::)


Nobody else knows it. Soppa just tries to make money with it.

I know.
Title: 256vs256; PR Testing Right Now
Post by: Vicious on 02-05-2011, 19:05:26
512 Players

16 Man Squads

Right Now, no password but you should get on mumble.

Get the info on the PR forum at realitymod.com
Title: Re: Project Reality Online testing with 128/256/512 players
Post by: THeTA0123 on 02-05-2011, 19:05:09
512 players  :o
 ::)
Title: Re: Project Reality Online testing with 128/256/512 players
Post by: IrishReloaded on 02-05-2011, 19:05:35
mumble with 512 XD  ;D
Title: Re: Project Reality Online testing with 128/256/512 players
Post by: MaJ.P.Bouras on 02-05-2011, 19:05:33
Let me get this straight


Five hundred and Twelve players on a single server?


Five accompanied by a one and a two on the same line?


DXII ??


Mind Kurt Cobained ...


So are thou able to pleyth or just sit around thay main ?
Title: Re: Project Reality Online testing with 128/256/512 players
Post by: Flippy Warbear on 02-05-2011, 19:05:48
Nice for testing but isnt above 200 a bit over excessive, especially 512? At least for FH2 I think 100 is a good start and 200 the maximum.

Then again, loads of wide open spaces to fill in PR maps...
Title: Re: Project Reality Online testing with 128/256/512 players
Post by: Neighbor Kid on 02-05-2011, 19:05:28
how bout we get the dam code for FH....
Title: Re: Project Reality Online testing with 128/256/512 players
Post by: Eat Uranium on 02-05-2011, 20:05:52
how bout we get the dam code for FH....
I wasn't aware that FH needed to store large volumes of water for hydroelectric power generation.
Title: Re: Project Reality Online testing with 128/256/512 players
Post by: Thorondor123 on 02-05-2011, 20:05:09
how bout we get the dam code for FH....
I wasn't aware that FH needed to store large volumes of water for hydroelectric power generation.
For the Operation Chastise map...


;D
Title: Re: Project Reality Online testing with 128/256/512 players
Post by: RAnDOOm on 02-05-2011, 20:05:58
how bout we get the dam code for FH....
I wasn't aware that FH needed to store large volumes of water for hydroelectric power generation.

AHAHAHAH

 ;)
Title: Re: Project Reality Online testing with 128/256/512 players
Post by: Kelmola on 02-05-2011, 22:05:08
So they passed the elusive 8-bit barrier 8) Bring on the 65536 player server ;D

And regarding FH2, just imagining Ostfront maps with 512 players is enough to melt everyone's brains in my neighbourhood because such awesomeness cannot be contained by a mere mortal's head.
Title: Re: Project Reality Online testing with 128/256/512 players
Post by: SiCaRiO on 03-05-2011, 03:05:04
512 players in a omaha beach map 4x4 km, with all the sectors represented, dog, charlie, etc,etc, at scale 1:1.


i cant imagine it .
Title: Re: Project Reality Online testing with 128/256/512 players
Post by: Vicious on 03-05-2011, 16:05:38
Maxed out at 230, that's sort of World Record. There was plenty of action to equal out any waiting around in main. 230 still doesn't feel that much crazier then 128. It made for very natural forming "lines". FH would certainly benefit, but at the cost of every other server empty.

You really can't knock it down til you try it, and every maps different so how anyone can say this isn't for FH is just plain prejudice.
Title: Re: Project Reality Online testing with 128/256/512 players
Post by: Flippy Warbear on 03-05-2011, 16:05:21
Like I said, in my opinion FH2 doesnt require that many players for one server. 200 is imho the maximum considering how heavy our maps tend to be. On Africa maps I can imagine 200 no problem, but I wouldnt throw 200 players on say Tunis or Brest just because I could...

I played my fair share of 128p FH2 and I really enjoyed it, but I also enjoy 64p FH2. So to me personally 64-200 players is the most ideal set, depending of the map.

For PR I could imagine as ridiculous as over 200 players since their maps are so large and some are rather empty, would most likely make it more appealing to players like myself who have never found PR exciting.

But like I said, this is just my opinion.
Title: Re: Project Reality Online testing with 128/256/512 players
Post by: Musti on 03-05-2011, 16:05:07
Until such high player numbers are stable. without lag, crashes and such. I wouldn't bother with that.
Due to server quality (or maybe location i don't know) playing on 128 server was nightmare for me.
Title: Re: Project Reality Online testing with 128/256/512 players
Post by: SiCaRiO on 03-05-2011, 17:05:40
well lag depents really, since you have more models to draw, i guess performance will drop, but not many people have reported issues with that.

the server no longer crashes as often as it did in the first days.

the mayor bug to resolve is the name tag bug, aparantly you can only see 64 nametags, resulting in some of your teammates having no nametag and massive teamkills at long range xD (altrough PR players had learn to overcome this by themselve :P)
Title: Re: Project Reality Online testing with 128/256/512 players
Post by: General_Henry on 03-05-2011, 21:05:00
200 players = WWI style combat is now possible... hide in trenches, throw smoke, then charge!!!!! and mortar shells just keep landing lol.

Wouldn't be a very great idea for small maps/city maps but would definitely work great for maps like St. Lo .

Title: Re: Project Reality Online testing with 128/256/512 players
Post by: Alubat on 25-10-2015, 12:10:08
just came across this video

BF2 - Battlefield2 server up slots 64 to 128, 192, 255 or custom max 16777215
https://www.youtube.com/watch?v=_U0vZtr0qPc

Imagine 16777215 players on a FH2 server.  ;D
Title: Re: Project Reality Online testing with 128/256/512 players
Post by: Korsakov829 on 26-10-2015, 06:10:41
Found it exactly where the guy said.
https://www.youtube.com/watch?v=oAIv-q1EPgo

Serious doubts though. I'd believe it if I actually saw 256+ connections or bots, but the way I see it is that it doesn't necessarily represent the actual max number of players, it can't be as simple as that, could be a cutoff elsewhere.

Bot count is something else though. They don't actually use server slots anyway.