Forgotten Hope Public Forum

Forgotten Hope 2 => Feedback => General => Topic started by: Kev4000 on 12-03-2011, 20:03:22

Title: 128p technical feedback
Post by: Kev4000 on 12-03-2011, 20:03:22
Report crashes, lag, and any other TECHNICAL feedback here.

Get a crash? Run FH2 in windowed and try playing again:
"C:\Program Files\EA GAMES\Battlefield 2\FH2.exe" +fullscreen 0 +szx 800 +szy 600
This will display an error message

If you're reporting lag, please post:
- ping
- location
- internet bandwidth
- ISP

Got a crash? Please post:
- error message
- PC specs (Ram, graphics card)
- OS

Also post other technical problems, such as PB kicks.
Title: Re: 128p technical feedback
Post by: Kev4000 on 12-03-2011, 22:03:51
if you're experiencing jittery movement, please post:
- location
- bandwidth from ISP
- measure bandwidth from server
- amount of players on server

For measuring active bandwidth, you can use this app:
http://sourceforge.net/projects/netstats/
Title: Re: 128p technical feedback
Post by: RAnDOOm on 12-03-2011, 22:03:23
Good stuff. Ill start reporting asap.
Title: Re: 128p technical feedback
Post by: Leopardi on 12-03-2011, 22:03:42
It goes practically unplayable after 90-100 players. Still same 20 ping as the old server tho but not receiving enough packets.
Title: Re: 128p technical feedback
Post by: Soppa on 13-03-2011, 00:03:26
ok, I will look this tomorrow, thanks for reporting.

made some changes already. please give feedback is it any better when full server.

EDIT: lag issue after 100 players should be sorted later today.

Title: Re: 128p technical feedback
Post by: TBZ` on 13-03-2011, 11:03:28
Quote
1    80 ms    28 ms    26 ms  lo1.br35.weham.de.hansenet.net [213.191.89.45]
2    84 ms    47 ms    28 ms  ae0-101.cr01.asham.de.hansenet.net [62.109.120.126]
3    25 ms    26 ms    25 ms  ae1-0.pr02.weham.de.hansenet.net [213.191.66.181]
4    31 ms    31 ms    32 ms  ae0-0-grtdusix1.red.telefonica-wholesale.net.7.16.84.in-addr.arpa [84.16.7.233]
5    60 ms    43 ms    33 ms  So3-1-2-0-grtfraix4.red.telefonica-wholesale.net.121.142.94.in-addr.arpa [94.142.121.6]
6    34 ms    35 ms    37 ms  tinet-Xe2-0-3-0-grtfraix4.red.telefonica-wholesale.net [213.140.52.102]
7    72 ms    69 ms    68 ms  xe-0-1-0.stk10.ip4.tinet.net [89.149.187.9]
8    65 ms    74 ms    69 ms  dna-gw.ip4.tinet.net [77.67.74.134]
9    82 ms    83 ms    78 ms  tur1-tr1.dnaip.fi [62.78.107.50]
10     *       78 ms    83 ms  oul2-tr1.dnaip.fi [62.78.107.19]
11     *        *        *     Timeout
12    78 ms    90 ms    79 ms  oul1-er1.dnaip.fi [62.78.108.49]
13    76 ms    78 ms    79 ms  srv11.ccoy.fi [213.139.174.61]

11 doesnt answer, maybe an reason for minimal lagg issues.
Title: Re: 128p technical feedback
Post by: Knoffhoff on 13-03-2011, 14:03:39
Atm the server is utterly messed up. Players can walk around free, flags can be captured, but you can't shoot anybody.
You can fire your weapons but nothing happens on the receiving end. Even so you spend ammunition, after reload all your weapons have full ammo loadout.
Title: Re: 128p technical feedback
Post by: Dnarag1M on 13-03-2011, 15:03:33
I don't quite understand why the testserver worked so well, and the new "improved" server has so many issues?
Title: Re: 128p technical feedback
Post by: Soppa on 13-03-2011, 16:03:14
there was modmanager hacker which did messed up with server.
modmanager is now removed.

major lag issue >100 has gone now after maintenance. have fun :)

Title: Re: 128p technical feedback
Post by: THeTA0123 on 13-03-2011, 21:03:59
Sometimes things went very well today, but i had those rare moments where there was a bit lag between weapons

The bazooka i had today was sometimes  like the zooka and shreck of the previous versions(with the firing delay
Title: Re: 128p technical feedback
Post by: Soppa on 13-03-2011, 21:03:24
Sometimes things went very well today, but i had those rare moments where there was a bit lag between weapons

The bazooka i had today was sometimes  like the zooka and shreck of the previous versions(with the firing delay

Ill change it tomorrow 126 player, let see if it helps any.
Title: Re: 128p technical feedback
Post by: THeTA0123 on 13-03-2011, 22:03:51
Sometimes things went very well today, but i had those rare moments where there was a bit lag between weapons

The bazooka i had today was sometimes  like the zooka and shreck of the previous versions(with the firing delay

Ill change it tomorrow 126 player, let see if it helps any.
Ye perhaps it could be better to also test things on a slightly lower player amount. 116 or so

128 sounds epic, but is a bit to much on most maps.
Title: Re: 128p technical feedback
Post by: Wilhelm on 14-03-2011, 00:03:26
Something is causing CTD's.  I just crashed on El Alamein with ~ 40 vs. 40 players.  Shortly before that the server was at 50 vs. 50 players and 20 people must have crashed at once.
Title: Re: 128p technical feedback
Post by: Soppa on 14-03-2011, 00:03:12
Something is causing CTD's.  I just crashed on El Alamein with ~ 40 vs. 40 players.  Shortly before that the server was at 50 vs. 50 players and 20 people must have crashed at once.

Any specific what you were doing atm?
Title: Re: 128p technical feedback
Post by: Wilhelm on 14-03-2011, 00:03:05
Something is causing CTD's.  I just crashed on El Alamein with ~ 40 vs. 40 players.  Shortly before that the server was at 50 vs. 50 players and 20 people must have crashed at once.

Any specific what you were doing atm?

I wasn't doing anything out of the ordinary that would cause a crash.   I crashed a second time at round end, but that happens every now and then even on 64 players.  The weekend that the 128 player server was up for testing I never had any problems and I played for several hours across several maps in a row.

There was definitely mass disconnects today (this was about an hour or less ago from this post).  As I said, the sever went from 50 vs 50 (+) to 40 vs 40 in the space of a minute during El Alamein.

Title: Re: 128p technical feedback
Post by: Soppa on 14-03-2011, 00:03:36
Something is causing CTD's.  I just crashed on El Alamein with ~ 40 vs. 40 players.  Shortly before that the server was at 50 vs. 50 players and 20 people must have crashed at once.

Any specific what you were doing atm?

I wasn't doing anything out of the ordinary that would cause a crash.   I crashed a second time at round end, but that happens every now and then even on 64 players.  The weekend that the 128 player server was up for testing I never had any problems and I played for several hours across several maps in a row.

There was definitely mass disconnects today (this was about an hour or less ago from this post).  As I said, the sever went from 50 vs 50 (+) to 40 vs 40 in the space of a minute during El Alamein.


well code is same which was running week ago. I got CDT today, got it week ago too.

its hard to say why these CDT happen, but you wont notice em so easily when there is 128 players in server and it goes down to 108, its still 54 per side.

it did happen week ago also on 128 player mode.
I will change it tomorrow to 126 or 116 as someone suggested and we will see does it have any affect.

but I like to remind that 128 code is NOT ready yet. its still long road to stable server but its in right track.
Title: Re: 128p technical feedback
Post by: THeTA0123 on 14-03-2011, 01:03:21
well ye. Play a bit with the player numbers. Test things out at various player numbers.(doesnt have to be 116 players exactly though, just a number i came up with)

you might great results for the entire code then
Title: Re: 128p technical feedback
Post by: Kelmola on 14-03-2011, 08:03:12
In the previous 128 test I got only 1 CTD at map change. Wrote it off as normal.

Yesterday, I got several. First was practically when I joined, still in the spawning screen. Second was in the middle of the round doing nothing in particular, not too many players in sight, no massive amounts of statics coming into view. Third was along with a mass disconnect when there were about 5 tickets left in a map. Fourth was again at map change, fifth in the middle of a map again just running along.

Also, the 128 mode seems to hate me, because it constantly keeps switching me away from the team all the time, even if I am in a fireteam, doing rather well, and am not the last to join. In 64 I rarely, if ever, get switched by the server. :-\
Title: Re: 128p technical feedback
Post by: IrishReloaded on 14-03-2011, 09:03:54
Quote
Also, the 128 mode seems to hate me, because it constantly keeps switching me away from the team all the time, even if I am in a fireteam, doing rather well, and am not the last to join. In 64 I rarely, if ever, get switched by the server.

this happend to my squadmemeber yesterday two, I think 3-4 got switched at the same moment even they were in the fireteam.
I guess its because normaly the game blocks people to switch teams when they are in a squad, but now it says 10/6 ppl in squad, so i think those 4 are not protected....


no crashes for me so far that are not normal
Title: Re: 128p technical feedback
Post by: Kradovech on 14-03-2011, 17:03:44
I have had quite the opposite experience. Last week I had at least one crash per map, usually more. I have not crashed once in the new server, having played ~10 rounds.
Title: Re: 128p technical feedback
Post by: SJonni on 14-03-2011, 18:03:18
I recently got kicked from the server on mapchange, then I couldn't find it again.
Title: Re: 128p technical feedback
Post by: Slayer on 14-03-2011, 22:03:42
It showed 116 in the serverlist just now. When it was full, I got the message to check my network connections (I think bec of lag) but I could join a minute later. It was laggy at times, but I didn't crash like before.
Title: Re: 128p technical feedback
Post by: Knitschi on 14-03-2011, 23:03:27
I had:
1 crash loading goodwood (masscrash or servercrash)
2 disconnects giarabub
1 disconnect PHL
1 crash loading villers bocage
1 crash after totalize was finished.

It was a little bit laggier than on a 64 server, but playable.
Title: Re: 128p technical feedback
Post by: Wilhelm on 14-03-2011, 23:03:52
I played several maps in a row without any crashes today (Goodwood - Giarabub - Villers Bocage).
Title: Re: 128p technical feedback
Post by: Lightning on 15-03-2011, 00:03:13
The El Alamein mass CTD has been in the mod since 2.0.

If you find out what it is you get a special mention on the website or something.  :P
Title: Re: 128p technical feedback
Post by: General_Henry on 15-03-2011, 03:03:19
I could tell you that though I don't play FH2 very frequently, I never crashed even in 128 players. And disconnections ... I think I never had any in this 128 server (I'm in Ohio).

I am running on all low on a windows vista laptop without a dedicated display card, I have a 2.4 GHz powerful CPU though.

Strangely, before I use this laptop I had a more powerful gaming desktop that is running XP (but a older CPU), I had CTDs, and I set medium/high settings for graphics. Maybe it is higher graphics settings cause CTD, because it doesn't make sense that it is related to hardwares.

It is so surprising to see everyone had CTDs/disconnections.
Title: Re: 128p technical feedback
Post by: Kelmola on 15-03-2011, 08:03:47
Could the CTD's on client side be somehow related to whether you occupy one of the slots 1-64 or 65-128? That's why some would experience no trouble at all, and some would be crashing constantly.
Title: Re: 128p technical feedback
Post by: Paasky on 15-03-2011, 09:03:38
I heard the client crashes if it draws more than 64 players on the screen. Don't know if it's 65 different players at one time or 65 different players during the round. Apparently this can only be fixed by altering the client-side stuff.
Title: Re: 128p technical feedback
Post by: Kelmola on 15-03-2011, 09:03:56
Might be, but in some of my crashes I had no players on screen, and in some cases I had not even had the time to encounter 64 players yet.
Title: Re: 128p technical feedback
Post by: TBZ` on 15-03-2011, 09:03:03
It showed 116 in the serverlist just now. When it was full, I got the message to check my network connections (I think bec of lag) but I could join a minute later. It was laggy at times, but I didn't crash like before.

same here
Title: Re: 128p technical feedback
Post by: Raziel on 15-03-2011, 10:03:24
On Saturday (12th March) I had 4 CTDs as soon as I pressed Join Game button. Changed the Fh2 properties to show me any error messages (fullscreen 0) and managed to get in.
Server had Totalize at that moment and I played smoothly with a ping of around 90. Many people were complaining of massive lag spikes at the moment (Time was around 23.00 GMT +2) Planes had extremely erratic movements.

PC Specs
Processor: AMD 64x2 4200+
Memory: 4GB High performance
Video: 9600GT with 1GB memory
OS: WinXP 32bit
HD: 500GB 5400rpm
Title: Re: 128p technical feedback
Post by: Devilman on 15-03-2011, 12:03:02
If you find out what it is you get a special mention on the website or something.  :P

is there a time limit ?
Title: Re: 128p technical feedback
Post by: THeTA0123 on 15-03-2011, 12:03:12
Yesterday i dint got a single CTD

Title: Re: 128p technical feedback
Post by: NTH on 15-03-2011, 12:03:13
If you find out what it is you get a special mention on the website or something.  :P

is there a time limit ?
Between now and when hell freezes over  ;) Good luck bug hunting.
Title: Re: 128p technical feedback
Post by: TBZ` on 15-03-2011, 15:03:12
Quote
1    80 ms    28 ms    26 ms  lo1.br35.weham.de.hansenet.net [213.191.89.45]
2    84 ms    47 ms    28 ms  ae0-101.cr01.asham.de.hansenet.net [62.109.120.126]
3    25 ms    26 ms    25 ms  ae1-0.pr02.weham.de.hansenet.net [213.191.66.181]
4    31 ms    31 ms    32 ms  ae0-0-grtdusix1.red.telefonica-wholesale.net.7.16.84.in-addr.arpa [84.16.7.233]
5    60 ms    43 ms    33 ms  So3-1-2-0-grtfraix4.red.telefonica-wholesale.net.121.142.94.in-addr.arpa [94.142.121.6]
6    34 ms    35 ms    37 ms  tinet-Xe2-0-3-0-grtfraix4.red.telefonica-wholesale.net [213.140.52.102]
7    72 ms    69 ms    68 ms  xe-0-1-0.stk10.ip4.tinet.net [89.149.187.9]
8    65 ms    74 ms    69 ms  dna-gw.ip4.tinet.net [77.67.74.134]
9    82 ms    83 ms    78 ms  tur1-tr1.dnaip.fi [62.78.107.50]
10     *       78 ms    83 ms  oul2-tr1.dnaip.fi [62.78.107.19]
11     *        *        *     Timeout
12    78 ms    90 ms    79 ms  oul1-er1.dnaip.fi [62.78.108.49]
13    76 ms    78 ms    79 ms  srv11.ccoy.fi [213.139.174.61]

11 doesnt answer, maybe an reason for minimal lagg issues.


Quote
 
1    25 ms    25 ms    26 ms  lo1.br35.weham.de.hansenet.net [213.191.89.45]
2    25 ms    26 ms    25 ms  ae1-102.cr01.weham.de.hansenet.net [62.109.121.125]
3    32 ms    31 ms    32 ms  ae0-0.pr02.weham.de.hansenet.net [213.191.66.173]
4    67 ms    34 ms    34 ms  ae0-0-grtdusix1.red.telefonica-wholesale.net.7.16.84.in-addr.arpa [84.16.7.233]
5    80 ms    35 ms    44 ms  So3-1-2-0-grtfraix4.red.telefonica-wholesale.net.121.142.94.in-addr.arpa [94.142.121.6]
6    36 ms    37 ms    91 ms  tinet-Xe2-0-3-0-grtfraix4.red.telefonica-wholesale.net [213.140.52.102]
7   110 ms    93 ms    95 ms  xe-0-0-0.stk30.ip4.tinet.net [89.149.186.34]
8   172 ms   181 ms   177 ms  dna-services.ip4.tinet.net [77.67.67.198]
9   104 ms    99 ms   105 ms  tuk1-tr1.dnaip.fi [62.78.107.16]
10   105 ms   103 ms   107 ms  tur1-tr1.dnaip.fi [62.78.107.50]
11   109 ms   109 ms   130 ms  oul2-tr1.dnaip.fi [62.78.107.19]
12   135 ms   108 ms   112 ms  oul1-tr1.dnaip.fi [62.78.107.24]
13    98 ms   100 ms   101 ms  oul1-er1.dnaip.fi [62.78.108.49]
14   114 ms   106 ms   103 ms  ccoy.fi [213.139.174.50]

 :-\ :'(
Title: Re: 128p technical feedback
Post by: kummitus on 15-03-2011, 17:03:23
I heard the client crashes if it draws more than 64 players on the screen. Don't know if it's 65 different players at one time or 65 different players during the round. Apparently this can only be fixed by altering the client-side stuff.


I'd assume that if it's so then you couldn't use planes as you usually see quite alot of people going. And quite easily if there's long viewdistance.
Title: Re: 128p technical feedback
Post by: Oberst on 16-03-2011, 00:03:24
I have some question refering to the ping. I am connecting from germany, most times I have to play with a ping around 200 ms. But sometimes my ping drops to 80 ms. This happens to me with no real reason. Sometimes the server is close to full, sometimes when it happens the server is close to be empty. And it seems not map related. I can just imagine a relation between the daytimes. Most times when this happens, it is later evening.

Even when I ping the server via windows console I got the same results. Either around 200 ms or around 80 ms. So it cant be related to my system specification.

And by the way such a ping drop never happens to me, when I connect to other servers in central europe like HSLAN or 762. There I got a constant ping between 40-50.

I got a 6000kb/s connection without fastpath. But i don t think it has to do with my connection.

Could this be something like "Dataknots" (or whatever you call them), which have to manage less traffic in the evening and so they can handle more less priority data or something, as less people are using the internet and connecting through the baltic undersea cables?

Oberst
PS: This is more a "nice to know"-question, then an actually report, which might be solveable.
PSS: I didnt noticed any map specific lags, except for some of the already reported. everything is fine for me.
Title: Re: 128p technical feedback
Post by: Soppa on 16-03-2011, 01:03:22
Even when I ping the server via windows console I got the same results. Either around 200 ms or around 80 ms. So it cant be related to my system specification.
ICMP packets have very low priority usually on routers. Sometimes routers just drops whole packets if they have better things to do. So ping isnt really reliable way to measure anything. It could give you a hint but when you ping, packet loss matters more than varying ping time. Packet loss should be always 0%

ofc distance matters, its always like that on internet. however there is network speedtests at http://fh128.kompassi.com and 29ms to Berlin ~1500km is decent.

if you like to test datastream from server, just save as this: http://213.139.174.50/100test

Code: [Select]
wget http://213.139.174.50/100test
--2011-03-16 02:28:46--  http://213.139.174.50/100test
Connecting to 213.139.174.50:80... connected.
HTTP request sent, awaiting response... 200 OK
Length: 100000000 (95M) [text/plain]
Saving to: `100test'

100%[==========================================================================>] 100,000,000 11.1M/s   in 8.9s

2011-03-16 02:28:55 (10.7 MB/s) - `100test' saved [100000000/100000000]
Title: Re: 128p technical feedback
Post by: Neighbor Kid on 16-03-2011, 20:03:38
maybe time to push it up soppa, to say 120 or more to see if it can handle it?
Title: Re: 128p technical feedback
Post by: THeTA0123 on 16-03-2011, 20:03:39
CTDS today=zero
Latency=Stable at 50 ping(location belgium)

FPS=rockbottom low! :P
Title: Re: 128p technical feedback
Post by: IrishReloaded on 16-03-2011, 23:03:30
no ctds so far, no lags just one:
At alma halfa at the east flag 2nd line, i always have terribles lag there, and others too, but just there. I think its a map issue. Port en bessin is running fine.
Title: Re: 128p technical feedback
Post by: General_Henry on 17-03-2011, 00:03:19
I have no CTDs so far! It must be that you guys set your graphics a bit too high :p


OS: Windows Vista 32 bit

CPU: Core 2 Duo P8600 @ 2.4GHz

RAM: 3 GB

Display: Mobile Intel 4 Series Express Chipset  (in other words, not a dedicated graphics card, it takes away my RAM)


Settings : 1024*768 @ all low/disabled.
sound medium(software)

Internet : a fast type of wireless connection, provided by the university.


Lag: Specific areas of Tunis(somewhere near monastry)/Ramelle(near the church), no lag in most of the maps, and this is unlikely to be a server issue. Severe lag when seeing smoke effects from smoke grenades (especially that from German/US ones)

Crash : Never had any on any server since I use this computer.

I hate the annoying lags on Tunis/Ramelle, but I NEVER had crashes, I think it had to be done with something related to graphics/sound rather than server.
Title: Re: 128p technical feedback
Post by: Kev4000 on 17-03-2011, 02:03:04
post which OS you're running when reporting "no crashes so far" or anything. Also RAM, 64 or 32 bit, and GFX card.
Title: Re: 128p technical feedback
Post by: IrishReloaded on 17-03-2011, 08:03:08
Win 7
Quad Core @6666 4x 2.4GHz
6GB Ram
Geforce 8800 Gt with 512mb Ram
2TB HDD
Settings: all high
Title: Re: 128p technical feedback
Post by: Kelmola on 17-03-2011, 09:03:00
I have no CTDs so far! It must be that you guys set your graphics a bit too high :p
Heh. i5/650, ATI HD5850 1GB, 6 GB DDR3, 1 TB HDD, Win7 64-bit here, settings 1920*1080/high. I do assume that it's not a bit too high to run FH2 maxed out on such a rig, considering that I can even run frakking Crysis maxed out without crashes. Also, I experienced virtually no crashes prior to the second round of 128p tests, maybe once a month max.
Title: Re: 128p technical feedback
Post by: TBZ` on 17-03-2011, 10:03:54
no ctd since sunday.

OS: Windows 7 Ultimate 32 bit
CPU: AMD64 X2 @ 2.7GHz
RAM: 4 GB
HD: 750GB Seagate 5400rpm
Display: 9800GT 1GB  (8800GT=9800GT renamed by nvidia)
Settings : 1280*1024 @ all mid.
sound: medium(hardware)
Internet : 12mbit/s

Title: Re: 128p technical feedback
Post by: General_Henry on 17-03-2011, 16:03:55
I have no CTDs so far! It must be that you guys set your graphics a bit too high :p
Heh. i5/650, ATI HD5850 1GB, 6 GB DDR3, 1 TB HDD, Win7 64-bit here, settings 1920*1080/high. I do assume that it's not a bit too high to run FH2 maxed out on such a rig, considering that I can even run frakking Crysis maxed out without crashes. Also, I experienced virtually no crashes prior to the second round of 128p tests, maybe once a month max.

The weakest part of your config maybe is not enough... idk, maybe FH2 is demanding one hardware more than the other compared to things like Crysis

(that's a very powerful computer indeed!)

hope the devs would sort out the stablity issue. I think more people should post here for the devs to gather more data.
Title: Re: 128p technical feedback
Post by: Kev4000 on 17-03-2011, 18:03:22
Fh2 is very memory demanding, in contrast to other games that are more CPU demanding. This is caused by FH2 loading everything at startup, while other games are optimized to load new content into the memory as you progress through the levels (mostly due to consoles having less memory). Most crashes, such as at mapswitch, are caused by memory errors of some sort. It is possible that 128p raises the memory usage causing more crashes.
Title: Re: 128p technical feedback
Post by: Neighbor Kid on 17-03-2011, 22:03:03
ive crashed once on this new server  the old one i didnt... my current specs are the following..

Dual ATi 5870 1 Gig cards
I7-860 2.8 GHZ but being overclocked to 3.6 ( for the past year)
8 gigs of ram
Windows 7 64 bit
HD- 1TB

running at All high  max AF max AA @ 1920 X 1080
Title: Re: 128p technical feedback
Post by: THeTA0123 on 17-03-2011, 22:03:21
Fh2 is very memory demanding, in contrast to other games that are more CPU demanding. This is caused by FH2 loading everything at startup, while other games are optimized to load new content into the memory as you progress through the levels (mostly due to consoles having less memory). Most crashes, such as at mapswitch, are caused by memory errors of some sort. It is possible that 128p raises the memory usage causing more crashes.
Does lowering our graphics improves this?
Title: Re: 128p technical feedback
Post by: Kelmola on 18-03-2011, 00:03:10
Speaking of memory demands, I've got ~5GB free RAM as I type this, with Firefox having been open for most of the evening. Still can't figure out how a 32-bit application such as BF2.exe could ever require even that? According to MS, 32-bit applications even on a 64-bit Windows will only "see" 2GB of RAM at most (or unless compiler settings were altered, which is rare and not recommended, up to 4GB). Though I've been considering updating my rig to 8GB as soon as manufacturer's warranty expires, just in case. :P
Title: Re: 128p technical feedback
Post by: Dukat on 18-03-2011, 01:03:57
Intel(R) Core(TM)2 Duo E8400  @ 3.00GHz
Asus P5Q
4GB
ATI Radeon HD 4850 512MB
Microsoft Windows XPprofessional 32-bit

Code: [Select]
VideoSettings.setTerrainQuality 3
VideoSettings.setGeometryQuality 3
VideoSettings.setLightingQuality 3
VideoSettings.setDynamicLightingQuality 3
VideoSettings.setDynamicShadowsQuality 3
VideoSettings.setEffectsQuality 3
VideoSettings.setTextureQuality 3
VideoSettings.setTextureFilteringQuality 3
VideoSettings.setResolution 1024x768@70Hz
VideoSettings.setAntialiasing Off

Occasional crashes at mapchange. Probably once a few maps. Besides that, everything is fine.
Title: Re: 128p technical feedback
Post by: Soppa on 18-03-2011, 14:03:17
Speaking of memory demands, I've got ~5GB free RAM as I type this, with Firefox having been open for most of the evening. Still can't figure out how a 32-bit application such as BF2.exe could ever require even that? According to MS, 32-bit applications even on a 64-bit Windows will only "see" 2GB of RAM at most (or unless compiler settings were altered, which is rare and not recommended, up to 4GB). Though I've been considering updating my rig to 8GB as soon as manufacturer's warranty expires, just in case. :P

bf2 will use max 900-1400MB memory. If your OS and other programs wont use more than 600MB while playing, there is no need for more than 2GB total memory.

However if your background programs will need more than is available, systems starts to swap memory to hdd which is slow process and will show as stuggering/lagspikes.

So just make sure you got 1,5GB free memory when start bf2 and you will be fine by memorywise.

EDIT: on PR its been max 1,4GB, no idea if FH2 uses more memory.
Title: Re: 128p technical feedback
Post by: NTH on 18-03-2011, 15:03:32
Some FH2 maps will touch the 2GB line. That means there must be some free memory for the OS processes.
Title: Re: 128p technical feedback
Post by: Soppa on 18-03-2011, 20:03:59
One more test for new patch, if its still crashing ill change back to stable so you can play weekend :)

Title: Re: 128p technical feedback
Post by: Slayer on 18-03-2011, 22:03:26
Just played a bit of Gazala and then Luttich. Upon finishing the map (scorescreen) I had ctd.

Specs:

Quad Core Q 9300 @2.5 GHz
Ati Radeon 4800 series
3.2 GB of DDR2
Windows XP 32 bit with 3GB fix
Title: Re: 128p technical feedback
Post by: Soppa on 18-03-2011, 22:03:03
I had debugger running when got CTD and it did point to 8640dae on pbcl.dll

If you got a lot of Crash To Desktop (CTD), try to update your punkbuster manually
download: http://websec.evenbalance.com/downloader/download.php?file=1

Run it and if you cant see Battlefield 2 in list, press add game
then press Check for updates

It should show Client version (v2.241 | A1392)
Server version (v1.800 | A1392 | C2.241)

If your versions are something different, its not up to date.
Title: Re: 128p technical feedback
Post by: Capten_C on 18-03-2011, 22:03:22
Tried to join the server 3 times now. I get a ctd a few seconds after clicking "Join Game".
I could join hslan without any problems.
Currently there's only 7 players on the server, so I guess a lot are getting the same ctd.  :(
Title: Re: 128p technical feedback
Post by: Soppa on 18-03-2011, 22:03:37
Tried to join the server 3 times now. I get a ctd a few seconds after clicking "Join Game".
I could join hslan without any problems.
Currently there's only 7 players on the server, so I guess a lot are getting the same ctd.  :(

There is some server side changes made to some maps by kev4000 and they are running first time.
Seems there is issues on mount olympus and someone complained about planes on gazala,
so these two maps has reverted back to old versions.
Title: Re: 128p technical feedback
Post by: Neighbor Kid on 19-03-2011, 22:03:51
So i gotta wonder..... how come the first day this came out with 128-126 players we all were running smooth.. and now at this point the serevr is absolutely terrible it studders horrible its not the ping lag... its the server doing it terribly... i dont understand.. what makes the difference from the server on day 1 to what ever day it is now?  kinda confused.
Title: Re: 128p technical feedback
Post by: Tuco on 19-03-2011, 22:03:46
Yea lagging horribly today.  ???
Title: Re: 128p technical feedback
Post by: Dnarag1M on 19-03-2011, 22:03:24
The simple fact is we cannot control what other uses the very powerful server has, by Soppa. Since he controls everything, there is no way to check if he's not running a nice warez hosting on this free machine for example in the background gulping up bandwith and harddisk, or memory/cpu.

Why not let a second independant person have access to the server and verify that everything is as promised, for the hard cash payed?
Title: Re: 128p technical feedback
Post by: Neighbor Kid on 19-03-2011, 22:03:54
i would agree with you.  cause we all ran smooth with no issues when it first came out..... and this server now.. is just horrible..  i understand lag.. but when you studder on a PC like mine.. you know its the server rubberbanding badly... i put 3 shots into someone point blank nothing.. turns shoots me..
Title: Re: 128p technical feedback
Post by: THeTA0123 on 19-03-2011, 23:03:04
Very high lag ATM in the server

its server wise. El alamein is suffering from 128p
Title: Re: 128p technical feedback
Post by: Vicious on 19-03-2011, 23:03:40
I've been kicked everytime today but some servers just don't like me so it could be just me, punkbuster sucks.
Title: Re: 128p technical feedback
Post by: Soppa on 20-03-2011, 00:03:45
stop being idiot. you can test server network when ever you like and im sure it will give you max output.

there is some 128 player SERVER SIDE modifications made to maps by dev which has not been tested. these things can cause problems like lag, crash.. what ever.

im sick of some of these people who has not supported whole project any way and still are crying here.
just dont play there if its horrible.

Title: Re: 128p technical feedback
Post by: Natty on 20-03-2011, 01:03:04
I would like to report a server crash. I think it went down at 01:05 swedish time.. playing Villers Bocage.
Title: Re: 128p technical feedback
Post by: Soppa on 20-03-2011, 01:03:41
I would like to report a server crash. I think it went down at 01:05 swedish time.. playing Villers Bocage.

Yes I was there. All server side modifications are now turned off as they seems to cause problems.

Title: Re: 128p technical feedback
Post by: Neighbor Kid on 20-03-2011, 01:03:21
stop being idiot. you can test server network when ever you like and im sure it will give you max output.

there is some 128 player SERVER SIDE modifications made to maps by dev which has not been tested. these things can cause problems like lag, crash.. what ever.

im sick of some of these people who has not supported whole project any way and still are crying here.
just dont play there if its horrible.


look here .. im not bitching about it im asking what changed between the two different servers cause its not just me. if we know what the differences were between servers perhaps it could eliminate the rubberbanding issue for a good bunch of the players.
Title: Re: 128p technical feedback
Post by: Kelmola on 20-03-2011, 02:03:44
Dnarag: you do realize this is still unfinished code, altered on-the-fly, forcibly changing memory addresses of the program running underneath, doing things the server software is not really even designed for?

Also, last time I played, 15ms latency, no noticeable lag or packet loss, only one crash (while loading a map, but along with that client crash the server seemed to throw everyone out as well).
Title: Re: 128p technical feedback
Post by: THeTA0123 on 20-03-2011, 12:03:02
stop being idiot. you can test server network when ever you like and im sure it will give you max output.

there is some 128 player SERVER SIDE modifications made to maps by dev which has not been tested. these things can cause problems like lag, crash.. what ever.

im sick of some of these people who has not supported whole project any way and still are crying here.
just dont play there if its horrible.


Does this include infinitive beautfighers on El alamein
Title: Re: 128p technical feedback
Post by: LuckyOne on 20-03-2011, 17:03:24
Does this include infinitive beautfighers on El alamein

Probably, or someone screwed up badly :P
Title: Re: 128p technical feedback
Post by: psykfallet on 20-03-2011, 17:03:49
kick doesnt seem to work for me, but when I warn someone they get disconnected   :-X
Title: Re: 128p technical feedback
Post by: THeTA0123 on 20-03-2011, 17:03:11
Does this include infinitive beautfighers on El alamein

Probably, or someone screwed up badly :P
We where flying with 4 of them yesterday  ;D

ooh we bombed the frak out of kidney ridge
Title: Re: 128p technical feedback
Post by: Vicious on 20-03-2011, 19:03:17
Couldn't keep a heartbeat yesterday with PunkBusterB. Today I played 2 rounds fine then CTD. Now I'm losing my heartbeat again, it's aprox. 2:30 EST, I played actonville fine, now it's running st. lo. I used to have problems with PBb because of firewall shit, etc. but now I just don't know waht could be causing it one some servers, only sometimes.

Also when I reconnected on St. Lo I lost my score. BF2 server usually remember your score if you disconnect.
Title: Re: 128p technical feedback
Post by: Soppa on 21-03-2011, 00:03:27
kick doesnt seem to work for me, but when I warn someone they get disconnected   :-X

Can you please test if it works when there is less than 65 players.

Title: Re: 128p technical feedback
Post by: Neighbor Kid on 21-03-2011, 19:03:57
im still inquiring what the differences between the first and second servers are.
Title: Re: 128p technical feedback
Post by: Soppa on 22-03-2011, 01:03:51
im still inquiring what the differences between the first and second servers are.
not that I care to answer on this but maybe you will shut up if I do..

first test rig intel quad core/4GB ram/100Mbit internet.
now playing on intel hexa core/12GB ram/1GBit internet.
both server running centos 5.4 64bit OS

bf2 128 players will top CPU load on both servers and this is one thing what we are currently working on with all crash debugging.
Title: Re: 128p technical feedback
Post by: Neighbor Kid on 22-03-2011, 03:03:47
im still inquiring what the differences between the first and second servers are.
not that I care to answer on this but maybe you will shut up if I do..

first test rig intel quad core/4GB ram/100Mbit internet.
now playing on intel hexa core/12GB ram/1GBit internet.
both server running centos 5.4 64bit OS

bf2 128 players will top CPU load on both servers and this is one thing what we are currently working on with all crash debugging.


quite unnecessary when i asked a simple question for better understanding or maybe theres an issue with the current server compared to the first one.
Title: Re: 128p technical feedback
Post by: Knitschi on 22-03-2011, 10:03:18
first test rig intel quad core/4GB ram/100Mbit internet.
now playing on intel hexa core/12GB ram/1GBit internet.
both server running centos 5.4 64bit OS

Do you know the clock speeds of those machines? Maybe the quad core had a faster one. And AFAIK BF2 doesen't benefit from many cores but it should benefit from higher clock rates. The best machine would porbably be a uber over-clocked watercooled 5 GHz computer  ::)
Title: Re: 128p technical feedback
Post by: Soppa on 23-03-2011, 01:03:07

ADMINS!
kick and ban should work now properly.
there was an issue with punkbuster.

Title: Re: 128p technical feedback
Post by: psykfallet on 24-03-2011, 19:03:13
server went down on el alamein and now it's not connectable
Title: Re: 128p technical feedback
Post by: BATTERIESc on 24-03-2011, 22:03:37
server went down on el alamein and now it's not connectable

I was just about to stuka bomb someone aswell , I told you not to put on el ala...
Title: Re: 128p technical feedback
Post by: BATTERIESc on 25-03-2011, 00:03:11
Also crashed on supercharge today with 12 people on it  :'(
Title: Re: 128p technical feedback
Post by: Neighbor Kid on 25-03-2011, 05:03:33
yea server was better on the first one IMO.
Title: Re: 128p technical feedback
Post by: Leopardi on 25-03-2011, 14:03:37
I don't remember any problems with the first server on full load at any map. It was like playing on a normal 64 server with no lag, rubberbanding or hitreg problems at all. Wonder why is that...
Title: Re: 128p technical feedback
Post by: Neighbor Kid on 25-03-2011, 15:03:20
i say drop this one and go back to the old one.
Title: Re: 128p technical feedback
Post by: Tiny on 25-03-2011, 18:03:20
i say drop this one and go back to the old one.

Sounds good.  ::)
Title: Re: 128p technical feedback
Post by: psykfallet on 26-03-2011, 13:03:59
It crashed about 3 times yesterday  :-\
Title: Re: 128p technical feedback
Post by: Slayer on 26-03-2011, 14:03:14
Yesterday I joined while Brest was on the final 100 tickets for US. Then it went to Siege of Tobruk, where I had the yellow "Connection problems" pop up regularly, which resulted in a ctd eventually. At the end of the round I think the server crashed, because it went back to Brest.
Title: Re: 128p technical feedback
Post by: FORGOTTENKEVINOHOPE on 28-03-2011, 22:03:11
crashed while mapswitch loading cobra.  no other crashes besides that one. still isnt very playable for me on west coast usa.

(http://www.pingtest.net/result/37788348.png) (http://www.pingtest.net)
Title: Re: 128p technical feedback
Post by: General_Henry on 29-03-2011, 04:03:28
One crash(finally!), that is when I first join the map of Antoville. I was between the first two flags, it crashed right after spawning on SL.

It plays perfectly smooth though I keep getting killed :p
Title: Re: 128p technical feedback
Post by: psykfallet on 29-03-2011, 20:03:34
kicking works now, but warnings still make people get disconnected
Title: Re: 128p technical feedback
Post by: Soppa on 29-03-2011, 21:03:48
kicking works now, but warnings still make people get disconnected

hah, it crashed me to desktop when you did warn.. I made one change which but it will need restart so let see later if it works now.

If some dev reads this, do you know if "stop doing that" audio message is removed from FH2.3 ?
host.sgl_sendMedalEvent(foundPlayer.index, 1220104, 1)
Title: Re: 128p technical feedback
Post by: IrishReloaded on 30-03-2011, 18:03:21
why is max squad siece only 8??
10 was good

and pls remove aberdeen....
Title: Re: 128p technical feedback
Post by: Vicious on 30-03-2011, 19:03:20
256 Players, 15 Player Squad Size, Please.
Title: Re: 128p technical feedback
Post by: Soppa on 30-03-2011, 19:03:14
why is max squad siece only 8??
10 was good

and pls remove aberdeen....

good point, this is update binary from PR side.
I will update it when got time.
Title: Re: 128p technical feedback
Post by: Vicious on 30-03-2011, 20:03:43
extra lag today, even for me. ping shot up to 350-380.

there is a real problem with excess radio commands. the charge function is overused and needs disabled or fixed.
Title: Re: 128p technical feedback
Post by: Smiles on 31-03-2011, 02:03:59
CHARGE? Out of all you want Charge to be removed? Dude..it might be a little annoying when your near to 10 eager people running through a field but what? say "" tank spotted"" should be removed id agree, as for everyone in the team can hear it, but charge?
Title: Re: 128p technical feedback
Post by: IrishReloaded on 01-04-2011, 17:04:41
pls make an maxium tk ammount then auto kick.
atm there are 2 guys with extrem high negative score
(http://www.abload.de/img/screen17387dy.jpg)
Title: Re: 128p technical feedback
Post by: Ts4EVER on 01-04-2011, 18:04:26
256 Players, 15 Player Squad Size, Please.

So you want squads to be bigger than actual squads in WW2?
Title: Re: 128p technical feedback
Post by: psykfallet on 01-04-2011, 18:04:47
server is unconnectable again, crashed in the middle of mersa matruh
Title: Re: 128p technical feedback
Post by: Vicious on 01-04-2011, 19:04:04
256 Players, 15 Player Squad Size, Please.

So you want squads to be bigger than actual squads in WW2?

so make it 13 then... big woop  ::)
Title: Re: 128p technical feedback
Post by: Ts4EVER on 01-04-2011, 19:04:33
American sqadsize: 12

German squad size early war: 12
late war: 9

British squad size: 10

Russian squad size: 12 early war, 9 late war

I think the Japanese had 13 man squads and the polish had 20.
Title: Re: 128p technical feedback
Post by: Vicious on 01-04-2011, 19:04:07
on that note...

12 Players Per Squad
3 Squads Per Platoon
3 Platoons Per Company

1 Company = 1 Side = 108 Players + 1 Commander

218 Players, 12 Players Squad Limits, Please.
Title: Re: 128p technical feedback
Post by: IrishReloaded on 01-04-2011, 20:04:35
there aint gonna be any 218 players ......

be happy taht the 116 are running
Title: Re: 128p technical feedback
Post by: Damecos on 01-04-2011, 22:04:41
there aint gonna be any 218 players ......
Sure about that?

There might be 256 player tests in future, if Soppa/Tema haven't already ruled out the possibility.
Title: Re: 128p technical feedback
Post by: Kradovech on 01-04-2011, 22:04:28
Even 128 is laggy... Keep it at 116. Also 200+ is clearly too many players for any FH2 map.
Title: Re: 128p technical feedback
Post by: Slayer on 01-04-2011, 22:04:28
After Alam Halfa and Hyacinth, the server connection got lost for me after having loaded Tunis fully. Was waiting for the Join Game button.

Title: Re: 128p technical feedback
Post by: Vicious on 01-04-2011, 23:04:31
there aint gonna be any 218 players ......

be happy taht the 116 are running

less than 6 months ago someone was telling me 128 ain't gonne be, so... it's very much so a possibility.

Even 128 is laggy... Keep it at 116. Also 200+ is clearly too many players for any FH2 map.

It lags because you have players from all over the world connecting to it. If this takes off the way it should, you should see 2-3 servers full in different areas.  The server is what some called over-spec'd but by some standards are far-far from it.
Title: Re: 128p technical feedback
Post by: IrishReloaded on 02-04-2011, 15:04:22
it also laggs cause you get heavy fps drops when too many players are in a certain area.
thats why some maps laggs more as they are smaller...

Quote
there aint gonna be any 218 players

i didnt tell you there wouldnt be the players or that it is not impossible, but its just stupid to make this, when the 118 player server istn as stable as an 64.
---
Title: Re: 128p technical feedback
Post by: Vicious on 02-04-2011, 18:04:48
non-stop CTDs today.
Title: Re: 128p technical feedback
Post by: Slayer on 02-04-2011, 23:04:03
Just now it went OK. No ctd's, lagged regularly, though.

Played through Point du Hoc, Operation Cobra, Sfakia and Port-en-Bessin.
Title: Re: 128p technical feedback
Post by: Soppa on 05-04-2011, 08:04:52
For +200 player server you will need Intel i7 +5GHz processor to run it, and that fast processor has not even made yet. Only with overclocking you could make it but overclocked server isnt so good idea.
BF2 server is really cpu hungry code, dont even dream to run 128 server without modern +3GHz Intel Xeon processor with 12M cache.
and as reference, 64 player server runs fine with old P4 server.

so why it needs so much cpu? there is not any kind of optimization after 64 players.

there is double amount of bullets flying, player positions, chat and voip etc etc.
server has to handle every players actions at same time.
let say everyone has 50ms ping and they all are shooting one round, server need to process every single bullet in few millisecond and if they shoot two rounds, do that all again..
if server cant handle to do it for EVERYONE at the same time, someone can feel it as lag.
its not so simple for code which has not meant to do it. and fact that bf2 is very ugly code isnt helping any.

If it would worked without problems, why wouldnt EA/DICE do it then?
I think they wont make it to BF3 either as they know it will need so much from server and still isnt "stable".

Title: Re: 128p technical feedback
Post by: Vicious on 06-04-2011, 15:04:57
would a dual or quad mobo make a difference, trying to achieve 200+, I have limited knowledge on bf2 and cpu.. what do you think?
Title: Re: 128p technical feedback
Post by: Soppa on 08-04-2011, 20:04:07
Seems moderator has closed 128 topics so if you need to contact me in future, go to original donation site.

Im not reading these forums from now on.

Title: Re: 128p technical feedback
Post by: Lightning on 08-04-2011, 20:04:25
If you read why I closed your thread, you would also know that you shouldn't post that link.
Title: Re: 128p technical feedback
Post by: Slayer on 08-04-2011, 21:04:04
Looks like the end of this episode of FH2.
Title: Re: 128p technical feedback
Post by: Tiny on 08-04-2011, 22:04:56
Yepp. Game over Soppa. Bye.
Title: Re: 128p technical feedback
Post by: Vicious on 08-04-2011, 22:04:50
shame all he had to do was call it a "community", added some other things to the site, and he would have been alright. This isn't the best political end to this situation, hopefully it doesn't mean no 128 player FH, that would be really bad.

p.s. if your going to remove my post at least have the balls to PM me and name yourself.
Title: Re: 128p technical feedback
Post by: Lightning on 08-04-2011, 23:04:12
I don't know why your post was deleted. At any rate, Forgotten Honor and World at War ask their own communities for donations on their own forums and that's a completely different story.

And now that it has been proven that 128 player mode is possible, I'm sure there will be a lot of people trying to accomplish it for themselves, so I highly doubt this is "the end" as you so put it.



But this thread is not about this decision, it is about the technical problems with running a 128 player server. If you have comments regarding our decision to call a halt to people asking for money on our forum, you can do that by sending me a private message or an e-mail, as I said in my sticky thread.

Any further posts on this subject will be deleted.
Title: Re: 128p technical feedback
Post by: THeTA0123 on 08-04-2011, 23:04:16
Yes let us change the subject

IF in the future this continues, there is one thing we must all do our part=Suggesting ways to balance current maps for 128p use

Some maps greatly benefit from this(Cobra, totalize, alam, el ala) but some maps become NIGHTMARES(Tunis, ramelle, brest)

Title: Re: 128p technical feedback
Post by: Vicious on 09-04-2011, 01:04:35
can someone confirm that there will eventually be 64+ players so that mappers could start designing..planning..etc.. if not it feels pointless discussing the what-ifs. I mean it's going to be available because PR is going to have it... so does FH plan on adopting it.. anywhere down the line.. officially.
Title: Re: 128p technical feedback
Post by: azreal on 09-04-2011, 04:04:25
That subject has been discussed numerous times already.
Title: Re: 128p technical feedback
Post by: Natty on 10-04-2011, 20:04:17
@Vicious. Did you read what Lightning wrote? He said this thread is about technical discussions for 128p servers.

If and when we implement an official 128p support, our mappers will have all the time they need to "plan and design" as you put it, so thanks for the concern but we will take care of that  :)
Title: Re: 128p technical feedback
Post by: Vicious on 10-04-2011, 22:04:33
he actually said "technical problems".

we need one of the admins to kick about a dozen afk people. server is full.
Title: Re: 128p technical feedback
Post by: Natty on 10-04-2011, 22:04:02
look at what stats? I don't get it.
Title: Re: 128p technical feedback
Post by: Vicious on 10-04-2011, 23:04:42
thats my signature..if you want to discuss that and not spam then send me a pm.
Title: Re: 128p technical feedback
Post by: Natty on 11-04-2011, 08:04:08
who's spamming? I just told you to stick to the topic  ::)
this forum has nothing to do with who is admins on that server.. and if there are afk players it's their problem, and Im sure they will fix that themselves.