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Use mumble/overlay to create fireteams and address squad limits

Posted: 2025-01-08 20:25
by Vicious302
I was digging through updates and understanding all of the innovations that PR has implemented over the years and realized how the overlay was used to create some of the "HUD" elements like the compass.

Over the years PR has increased the number of players, I remember when it used to be 64 and I was on here pushing to test and then fully implement more players YEARS ago: I personally really enjoyed more and more players. I know some maps are not optimized for it, I know some people were not used to it, but more than anything PR was not built with it in mind. The only fix was that squad size was increased, and eventually "Large" map layers were introduced.

In the years since there has been several more innovations that I believe would make the maximum number of players worth revisiting.
A. The unlimited number of vehicle seats innovation.
B. Many bugs have been fixed, limiting the number of other frustrations that lead to a harsher environment for new players when mixed with a steep learning curve of increased players.
C. Improved networks and hardware (does this matter?)
D. Improved server admin tools (for identifying problem players if playtags weren't there)

but mainly my solution when brainstorming ideas for PR which I often do: Communication and teamwork was the largest problem besides the player tag glitch above 100 players (doesn't show), the main problem being that above 8 players in one mumble room begins to become unmanageable, to address this, why not use mumble and the overlay to create additional rooms in mumble that act as fireteams, using the same overlay that's used for other elements?

Test Fireteams via Mumble/Overlay with:
Large maps only
200 Players
25-50% more vehicles
Double Respawn Time
No playertags (do away with them, used to be needed for admining but new tools mean maybe not?)

Re: Use mumble/overlay to create fireteams and address squad limits

Posted: 2025-01-08 21:08
by bad_nade
Vicious302 wrote: 2025-01-08 20:25 Test Fireteams via Mumble/Overlay with:
Large maps only
200 Players
25-50% more vehicles
Double Respawn Time
No playertags (do away with them, used to be needed for admining but new tools mean maybe not?)
From October 2023 Q&A:
Question 7

agus92
Could you give us a detailed explanation on player limits per round? This is in order to take informed decisions when deciding playercount per events.

In other words? is 120/150/180/200 players stable? And if not, why not?

[R-DEV]Suchar
  1. There is a limited number of networked objects that may be active simultanously. Some maps have more dynamic objects than others. From network point of view, it means for some maps 200 players would be stable, while for others it would be unstable. 100 players is stable and is sufficient for the kind of gameplay we expect.
  2. Some of our systems are not designed for such a high number of players and the consequences of that are unknown.
  3. Furthermore, there are still certain chains of player-caused events that always result in a server crash. Naturally, a higher number of players increases the chance of these events occuring.

Re: Use mumble/overlay to create fireteams and address squad limits

Posted: 2025-01-09 13:04
by Vicious302
Perhaps it should just be 2 servers for now, one west, one east, to test for those who except the extra crashes. I for one have noticed a lot less crashes than there used to be. I know it wouldn't be perfect, but to me, well worth the extra. They used to say the same thing about 65+ players. It would take somebody with some wizard coding skills, but that person can't solve a problem that doesn't exist. If DEVs would allow even one server to test this, I would get the word out to the heavens on youtube, demonstrating all the achievements PR has made on BF2 and try to attract a coder to solve these error issues. One question I've asked for a long time is WHAT IS THE MINIMUM SERVER SPECs? Servers have changed every few years for the 20 years PR has been around so if one wanted to build a server, that would have the potential of solving and error issues through advancements in servers? Has anyone ever tested ECC memory? I'm kind of a noob when it comes to server related stuff but I have to learn the nitty gritty network side of things. What about if the 100+ players were all local?! I was thinking about hosting a WORLD RECORD BATTLEFIELD LAN EVENT (PROJECT REALITY), so this is where this is all going in my mind.

Re: Use mumble/overlay to create fireteams and address squad limits

Posted: 2025-01-09 18:19
by bad_nade
Vicious302 wrote: 2025-01-09 13:04 Perhaps it should just be 2 servers for now, one west, one east, to test for those who except the extra crashes. I for one have noticed a lot less crashes than there used to be. I know it wouldn't be perfect, but to me, well worth the extra. They used to say the same thing about 65+ players. It would take somebody with some wizard coding skills, but that person can't solve a problem that doesn't exist. If DEVs would allow even one server to test this, I would get the word out to the heavens on youtube, demonstrating all the achievements PR has made on BF2 and try to attract a coder to solve these error issues. One question I've asked for a long time is WHAT IS THE MINIMUM SERVER SPECs? Servers have changed every few years for the 20 years PR has been around so if one wanted to build a server, that would have the potential of solving and error issues through advancements in servers? Has anyone ever tested ECC memory? I'm kind of a noob when it comes to server related stuff but I have to learn the nitty gritty network side of things. What about if the 100+ players were all local?! I was thinking about hosting a WORLD RECORD BATTLEFIELD LAN EVENT (PROJECT REALITY), so this is where this is all going in my mind.
As you might know, Project Reality team does not operate game servers. They are all independent. Licensed, but otherwise independent.

Getting more skilled programmers to the team would be nice, but the person would need to have deep understanding on reverse engineering, like reading x86 assembly, because we don't have access to BF2 source code.

One guestimate on server system requirements can be found at https://realitymod.gitlab.io/public/rea ... ments.html

Re: Use mumble/overlay to create fireteams and address squad limits

Posted: 2025-01-13 02:52
by Vicious302
I know, I've been thinking about starting a server for a while now. I know I'll already have much to learn because:
A. I want to have local Project Reality events that pushes the limits of what Project Reality events have done in the past.
B. Since I would be hosting the server physically myself, I would need to learn how to protect it properly as if it were in a data center. Since I'm starting a business, I figure this is a hurtle I would have to overcome anyway.

I would graciously request to run a North American server with a test limit of 146 and no player tags if possible. That is simply full teams, full 8 player squads, 1 commander each team. I would limit it to events if that would help with the IP released at the time of the event to join. I understand to run a server and especially to change this would be a huge ask, a huge favor, a huge decision. BUT if each person who joins excepts the nature of the "testing" and that it may and probably will crash, AND it shows any change in the numbers since the last time... I think it would be fruitful, if not just for the fun and pure interest of it.

ALSO, I have a brick-and-mortar location in Newark, Delaware, USA, that I am just months away from hosting huge events where I could and probably will run Project Reality, so this is something that I could end up doing LAN only if that would change the stability. LAN only mainly because with it being a semi-serious event, with prizes that will be awarded by each team to the top players they vote on in different categories, I still don't want to have the possibility of cheating when people are taking real lifetime to come show up, possibly traveling just to play an exclusive first of its kind event.

So, If I had one more aspect to it, like the player limit being increased, even if I have to get my own coders to code up a "Mini-Mod", the question is with the way you guys' license servers and the game, would you even allow that.?

Sorry if I sound a little out there with these "ideas". I just love PR :) I really do.

Re: Use mumble/overlay to create fireteams and address squad limits

Posted: 2025-01-14 06:34
by sophia2005
Vicious302 wrote: 2025-01-13 02:52 I know, I've been thinking about starting a server for a while now. I know I'll already have much to learn because:
A. I want to have local Project Reality events that pushes the limits of what Project Reality events have done in the past.
B. Since I would be hosting the server physically myself, I would need to learn how to protect it properly as if it were in a data center. Since I'm starting a business, I figure this is a hurtle I would have to overcome anyway.

I would graciously request to run a North American server with a test limit of 146 and no player tags if possible. That is simply full teams, full 8 player squads, 1 commander each team. I would limit it to events if that would help with the IP released at the time of the event to join. I understand to run a server and especially to change this would be a huge ask, a huge favor, a huge decision. BUT if each person who joins excepts the nature of the "testing" and that it may and probably will crash, AND it shows any change in the numbers since the last time... I think it would be fruitful, if not just for the fun and pure interest of it.

ALSO, I have a brick-and-mortar location in Newark, Delaware, USA, that I am just months away from hosting huge events where I could and probably will run Project Reality, so this is something that I could end up doing LAN only if that would change the stability. LAN only mainly because with it being a semi-serious event, with prizes that will be awarded by each team to the top players they vote on in different categories, I still don't want to have the possibility of cheating when people are taking real lifetime to come show up, possibly traveling just to play an exclusive first of its kind event. Monkey Mart Game

So, If I had one more aspect to it, like the player limit being increased, even if I have to get my own coders to code up a "Mini-Mod", the question is with the way you guys' license servers and the game, would you even allow that.?

Sorry if I sound a little out there with these "ideas". I just love PR :) I really do.
Your ideas are really intriguing! In regard to increasing the player limit and possibly creating a "Mini-Mod" for the server, do you know if Project Reality’s licensing and server rules would permit custom modifications like this, especially if they involve changing core gameplay elements or the player limit?

Re: Use mumble/overlay to create fireteams and address squad limits

Posted: 2025-01-21 12:12
by Vicious302
What about using AI to do any coding. I just logged into chat gpt to explore gpts and the top one is Python. I see AI for art as bad but for coding....could be a force multiplier for a small mod dev team. I'd take a Crack at it one at it and what I mean by that is delegating it and utilizing Ai and perhaps private funding to hire someone just for the specific task of fixing any 100+ player issues. Let's go gentlemen!! Let's think BIG

Re: Use mumble/overlay to create fireteams and address squad limits

Posted: 2025-01-21 16:25
by robert357
LOL LMAO even... AI is not a magic wand to create everything.