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Re: Release: Project Normandy

Posted: 2011-11-27 18:10
by Xander[nl]
Which mumble does this server use?

Re: Release: Project Normandy

Posted: 2011-11-27 18:22
by A.Finest
Noted Server Crash @ 19:23 Gmt+1.

Re: Release: Project Normandy

Posted: 2011-11-27 18:23
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 ;)

Re: Release: Project Normandy

Posted: 2011-11-27 18:49
by A.Finest
Another Server Crash.

19:51 Gmt+1

Re: Release: Project Normandy

Posted: 2011-11-27 19:28
by AfterDune
Same setting? Captured Dog, using US vehicles?

Re: Release: Project Normandy

Posted: 2011-11-27 19:49
by A.Finest
[R-DEV]AfterDune wrote:Same setting? Captured Dog, using US vehicles?
No, it generaly just crash at 26-28 players..

Re: Release: Project Normandy

Posted: 2011-11-27 21:20
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

Re: Release: Project Normandy

Posted: 2011-11-27 21:57
by Pvt.LHeureux

Re: Release: Project Normandy

Posted: 2011-11-27 22:11
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!

Re: Release: Project Normandy

Posted: 2011-11-27 22:42
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 ;) .

Re: Release: Project Normandy

Posted: 2011-11-27 22:56
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 ;)

Re: Release: Project Normandy

Posted: 2011-11-27 23:34
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...

Re: Release: Project Normandy

Posted: 2011-11-27 23:41
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.

Re: Release: Project Normandy

Posted: 2011-11-28 00:10
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 ;)

Re: Release: Project Normandy

Posted: 2011-11-28 00:12
by Ts4EVER
Yes he means player count, I mean map size.

Re: Release: Project Normandy

Posted: 2011-11-28 01:34
by AHamburgler
Well done love this mod

Re: Release: Project Normandy

Posted: 2011-11-28 05:56
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.

Re: Release: Project Normandy

Posted: 2011-11-28 06:04
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 :) .

Re: Release: Project Normandy

Posted: 2011-11-28 08:56
by Atkinson
How would I go about testing this with bots in a locally hosted game?

Re: Release: Project Normandy

Posted: 2011-11-28 09:38
by Pvt.LHeureux
The map does not support bots, well I guess so. Otherwise you can try it alone..