Release: Project Normandy

General discussion of the Project Reality WWII modification.
Locked
Xander[nl]
Posts: 2056
Joined: 2007-05-24 13:27

Re: Release: Project Normandy

Post by Xander[nl] »

Which mumble does this server use?
Image
A.Finest
Posts: 776
Joined: 2011-06-07 12:27

Re: Release: Project Normandy

Post by A.Finest »

Noted Server Crash @ 19:23 Gmt+1.
A.Finest
Posts: 776
Joined: 2011-06-07 12:27

Re: Release: Project Normandy

Post by A.Finest »

'Xander[nl wrote:;1699968']Which mumble does this server use?
None due to the new mumble. We are on a stand down till the DEV's will let us get our channels ;)
A.Finest
Posts: 776
Joined: 2011-06-07 12:27

Re: Release: Project Normandy

Post by A.Finest »

Another Server Crash.

19:51 Gmt+1
AfterDune
Retired PR Developer
Posts: 17093
Joined: 2007-02-08 07:19

Re: Release: Project Normandy

Post by AfterDune »

Same setting? Captured Dog, using US vehicles?
Image
A.Finest
Posts: 776
Joined: 2011-06-07 12:27

Re: Release: Project Normandy

Post by A.Finest »

[R-DEV]AfterDune wrote:Same setting? Captured Dog, using US vehicles?
No, it generaly just crash at 26-28 players..
mlacix
Posts: 41
Joined: 2008-12-25 23:10

Re: Release: Project Normandy

Post by mlacix »

I tried boot server(NEW and the other), and the server crashed again with the same moment. When i am was in a willys jeep, with an officier kit(with SMG), and started press the "F" key, to change my weapons, a few secound later the server crashed. Thats happened with me 6 time today. I tried the transport truck, but with it was no any problem.
US Officier kit(with SMG) + Willys jeep = server crash
Pvt.LHeureux
Posts: 4796
Joined: 2009-04-03 15:45

Re: Release: Project Normandy

Post by Pvt.LHeureux »

Image

Chuva_RD : You want to remove bugged thing but dont tell how to fill formed void.
A.Finest
Posts: 776
Joined: 2011-06-07 12:27

Re: Release: Project Normandy

Post by A.Finest »

Nope, Server is taken down, and "disabled" for the public, only testers can access it.

Sorry, the server will be back on tomorrow hopefully!
Ts4EVER
Posts: 1111
Joined: 2009-02-18 13:43

Re: Release: Project Normandy

Post by Ts4EVER »

Imo the map is a bit too big for 64 players. Infantry platoons in WW2 usually had about 100 - 150m frontage during assaults, you have 32 players per team, who don't respawn very often or close to the action. Think about it ;) .
Image
A.Finest
Posts: 776
Joined: 2011-06-07 12:27

Re: Release: Project Normandy

Post by A.Finest »

Ts4EVER wrote:Imo the map is a bit too big for 64 players. Infantry platoons in WW2 usually had about 100 - 150m frontage during assaults, you have 32 players per team, who don't respawn very often or close to the action. Think about it ;) .
We want to make it bigger for sure, but problem is... We need to get approved by the PR devs for that & also gotta know how xD..

Its not just a simple setting you put to 128 mate ;)
Ts4EVER
Posts: 1111
Joined: 2009-02-18 13:43

Re: Release: Project Normandy

Post by Ts4EVER »

'[USF wrote:uss-finest[Lea;1700087']We want to make it bigger for sure, but problem is... We need to get approved by the PR devs for that & also gotta know how xD..

Its not just a simple setting you put to 128 mate ;)

I was thinking make the map smaller, but ok...
Image
Shovel
Posts: 860
Joined: 2010-08-26 14:23

Re: Release: Project Normandy

Post by Shovel »

Ts4EVER wrote:I was thinking make the map smaller, but ok...
He means player count I think.....

Personally I think that rally points need to be implemented, because having to bring a new boat (2 min travel time) every time someone dies kills the gameplay a bit.
Shovel009
A.Finest
Posts: 776
Joined: 2011-06-07 12:27

Re: Release: Project Normandy

Post by A.Finest »

Shovel wrote:He means player count I think.....

Personally I think that rally points need to be implemented, because having to bring a new boat (2 min travel time) every time someone dies kills the gameplay a bit.
as soon as Objective "Dog" is captured there will spawn a cargoship, of which the US can spawn on. On the cargoship there is several land vehicles. Jeep, Truck etc..

So In reality, the boats are only needed to capture the coast line, after the ship has spawned, its all down to you really.

Hope this puts a note to your suggestion ;)
Ts4EVER
Posts: 1111
Joined: 2009-02-18 13:43

Re: Release: Project Normandy

Post by Ts4EVER »

Yes he means player count, I mean map size.
Image
AHamburgler
Posts: 154
Joined: 2011-06-30 16:04

Re: Release: Project Normandy

Post by AHamburgler »

Well done love this mod
Pvt.LHeureux
Posts: 4796
Joined: 2009-04-03 15:45

Re: Release: Project Normandy

Post by Pvt.LHeureux »

Ts4EVER wrote:Yes he means player count, I mean map size.
Well you know, PR's 4km maps play ok with only 64 players. Since the mod/beta is released we never reached 64, we have to see how it is first. 2km isn't big with PR gameplay.

Don't forget that after capping the beach, the map become a bit more PRish, with FOBs, rally, and long walks. That will be awesome to hide in fields and ambush PZIIIs, in a big map instead of a smaller one like Libesey for exemple.
Image

Chuva_RD : You want to remove bugged thing but dont tell how to fill formed void.
AfterDune
Retired PR Developer
Posts: 17093
Joined: 2007-02-08 07:19

Re: Release: Project Normandy

Post by AfterDune »

Ts4EVER wrote:Imo the map is a bit too big for 64 players. Infantry platoons in WW2 usually had about 100 - 150m frontage during assaults, you have 32 players per team, who don't respawn very often or close to the action. Think about it ;) .
Thanks for the feedback. While the map is meant for 100+ players, it should play OK for 64 as well. The Germans don't have to defend a 2km beach on the 64 player layer and the US only has 3 places to attack.

With the server crashing unfortunately, we haven't seen much public play after the frontline flags have been capped. And once the US capture Dog, they get goodies and can build firebases and such. Rallypoints are available to squad leaders at all times as well.

Perhaps the 64 layer needs a change, but I want to see how this plays out first :) .
Image
Atkinson
Posts: 357
Joined: 2011-02-10 21:02

Re: Release: Project Normandy

Post by Atkinson »

How would I go about testing this with bots in a locally hosted game?
Last edited by Atkinson on 2011-11-28 09:07, edited 1 time in total.
Pvt.LHeureux
Posts: 4796
Joined: 2009-04-03 15:45

Re: Release: Project Normandy

Post by Pvt.LHeureux »

The map does not support bots, well I guess so. Otherwise you can try it alone..
Image

Chuva_RD : You want to remove bugged thing but dont tell how to fill formed void.
Locked

Return to “PR:WWII General Discussion”