Project Normandy 64p Event

Check here for upcoming community-held events
Vista
Posts: 1282
Joined: 2011-04-30 10:36

Re: Project Normandy 64p Event

Post by Vista »

I was the CO that organized the massive 32 player boat attack ;D that was so epic!

About the sever crashes - maybe those fake mortar rounds on the water when you are on the boat made the server crash.

Try to reduce the number of mortar rounds and see if the server doesnt crash
Pvt.LHeureux
Posts: 4796
Joined: 2009-04-03 15:45

Re: Project Normandy 64p Event

Post by Pvt.LHeureux »

[R-DEV]AfterDune wrote:Where does this come from? Tell me you didn't try this :o .
I meant that [NEW] server didn't crash for like 2 days now. So what might have caused the crashes? Maybe there serverfiles weren't the same for the event? No I dind't try to put the 231 in, as I don't know how serverfiles work lol. But the 231 was removed for a given time because it was THOUGHT to make some crashes.

That would be great to have it back any time soon, because once the US cap the beach flags the germans get their asses beaten by the crazy US tickets ammount :-o . PN for now lack vehicles, as we know, the jeeps were a problem. We should test out about the other vehicles no?

Or maybe what Vistamaster said is a problem. More players near the water = more arty shells falling.
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: Project Normandy 64p Event

Post by AfterDune »

The arty shells are only ambienteffects. Replace them with birds and you'll have birds flying everywhere :) .

But yes, [NEW] has been running really stable, so it's really weird for PRTA to crash like that. Unless somehow the teams were more organized and using kits they would otherwise not use, which cause bugs or whatever. I don't know...

We need to locate and isolate the problem. And we need help from the community with that. Use THIS THREAD to report (possible) causes for server crashes.
Image
Pvt.LHeureux
Posts: 4796
Joined: 2009-04-03 15:45

Re: Project Normandy 64p Event

Post by Pvt.LHeureux »

Ah yeah we still need to test the test list for all kits/weapons :)
Image

Chuva_RD : You want to remove bugged thing but dont tell how to fill formed void.
ShavedAlpaca
Posts: 117
Joined: 2010-08-05 23:03

Re: Project Normandy 64p Event

Post by ShavedAlpaca »

Here's what I got

Image


Friendly fire isn't always that friendly.
ma21212
Posts: 2551
Joined: 2007-11-17 01:12

Re: Project Normandy 64p Event

Post by ma21212 »

Well done on everything, really shows potential.

just one thing to complain about (mainly due to lack of admins...) PRbot was used to f*ck with people. I was in one game where someone used PRbot to ghost and ram vehicles.
Image
Image
drs79
Posts: 401
Joined: 2008-07-07 15:40

Re: Project Normandy 64p Event

Post by drs79 »

You have to leave the mortar effects on the water and on land, along with the sounds of waves crashing etc it makes it all that more realistic.
NYR
NYS EMT-B - Working in Yonkers NY which is a mix of Camden and Baltimore
TMFD Volunteer Firefighter
New York State Certified Hazardous Materials Technician
http://www.tmfd.org
Image[/CENTER]
drs79
Posts: 401
Joined: 2008-07-07 15:40

Re: Project Normandy 64p Event

Post by drs79 »

ma21212 wrote:Well done on everything, really shows potential.

just one thing to complain about (mainly due to lack of admins...) PRbot was used to f*ck with people. I was in one game where someone used PRbot to ghost and ram vehicles.
What was the players name?
NYR
NYS EMT-B - Working in Yonkers NY which is a mix of Camden and Baltimore
TMFD Volunteer Firefighter
New York State Certified Hazardous Materials Technician
http://www.tmfd.org
Image[/CENTER]
ma21212
Posts: 2551
Joined: 2007-11-17 01:12

Re: Project Normandy 64p Event

Post by ma21212 »

I recorded him doing it, Ill post name when I get home.
Image
Image
AfterDune
Retired PR Developer
Posts: 17093
Joined: 2007-02-08 07:19

Re: Project Normandy 64p Event

Post by AfterDune »

What server was that? [NEW] had it on by accident on saturday or so, but was only for a short while.

I know it's childish to use PRbot and even ram people with it (even though it doesn't do anything), but meh. Debugger was on by accident and knowing the random PR guy, many of us would do the same. You should've seen it during one of the closed betas :D .
Image
K4on
Retired PR Developer
Posts: 5055
Joined: 2009-05-08 19:48

Re: Project Normandy 64p Event

Post by K4on »

[R-COM]BloodyDeed wrote: If you encounter any retards you're always free to report them on oir forums so we can deal with them...
and for "fast" help, you can contact the "[NEW] Project Normandy" - Server Admins via xfire:

bloodydeed - [NEW]BloodyDeed
blackfox2000 - [NEW]K4on
opfor118 - [USF]uss-finest[Lea
A.Finest
Posts: 776
Joined: 2011-06-07 12:27

Re: Project Normandy 64p Event

Post by A.Finest »

K4on wrote:and for "fast" help, you can contact the "[NEW] Project Normandy" - Server Admins via xfire:

bloodydeed - [NEW]BloodyDeed
blackfox2000 - [NEW]K4on
opfor118 - [USF]uss-finest[Lea
Im on pretty much always, soo you can count on me ;)
drs79
Posts: 401
Joined: 2008-07-07 15:40

Re: Project Normandy 64p Event

Post by drs79 »

I like how crucial it is for the German side to hold the initial beach flags and stay in the cap radius instead of just attacking the allies landing. More so, even when it's neutral. Many players still don't know the importance of how keeping it neutral Is just as important if it was fully capped/not made neutral by the allies.

Also Mumble is so awesome with it. A part of me wants it to be a full mumble map with the only BF2 VoIP voice commands being that the CO of either team can communicate with the SL's and the SL's Communicate with the CO.

Can't wait for the 128 player version to be ready and test worthy!

Will there be a SP version also? The Entire map being used for SP and not just parts of it? Or just the beach flags?
NYR
NYS EMT-B - Working in Yonkers NY which is a mix of Camden and Baltimore
TMFD Volunteer Firefighter
New York State Certified Hazardous Materials Technician
http://www.tmfd.org
Image[/CENTER]
Pvt.LHeureux
Posts: 4796
Joined: 2009-04-03 15:45

Re: Project Normandy 64p Event

Post by Pvt.LHeureux »

SP wouldn't really work with the beach part. US bots would take the boats and get to the beach, once there they wouldn't know how to open the ramp and would die in the boats. Anyway they wouldn't even get out of the boats even if the ramp would be open, unless the boats get damaged enough.
Image

Chuva_RD : You want to remove bugged thing but dont tell how to fill formed void.
drs79
Posts: 401
Joined: 2008-07-07 15:40

Re: Project Normandy 64p Event

Post by drs79 »

The increase of player support (86 players) is awesome and is only adding to the teamwork needed and being used and the ferocity of CQB/amphibious landings combat is being seen, felt, heard and used is just plain awesome.

Now we just need everyone in mumble!!

Can't wait to see what battles and firefights happen tonight!!
NYR
NYS EMT-B - Working in Yonkers NY which is a mix of Camden and Baltimore
TMFD Volunteer Firefighter
New York State Certified Hazardous Materials Technician
http://www.tmfd.org
Image[/CENTER]
Locked

Return to “Events”