These go to 11

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Iron_Maiden
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These go to 11

Post by Iron_Maiden »

Was trying something with Cyber and others today and am curious, though I think I raised this question before, as to the possibilty of 6v6 strat's. Is it possible to change the code or is it something on gamespy's end?
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Zax
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Re: These go to 11

Post by Zax »

5v5s are hard enough to manage!
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squirrelof09
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Re: These go to 11

Post by squirrelof09 »

If you're talking 6v6 Team Strat. It's not possible in any two teamed setups.
It's possible in FFA strat, balanced if allies aren't used.
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Cyber
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Re: These go to 11

Post by Cyber »

squirrelof09 wrote:If you're talking 6v6 Team Strat. It's not possible in any two teamed setups.

The teams are *not* limited to 5 players only. We already did some 4v6 I think. The last two players are getting stacked to F7. The reason why the server crashed is that we had 4 americans in - the pings all got purple and jumped up to 600.

-If I am wrong, I'll like to let me convince to the opposite.
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MrTwosheds
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Re: These go to 11

Post by MrTwosheds »

Wether or not it is possible does not matter, any changes of that nature would need testing...It is quite clear that the strat "community" is not able or willing to do this and there isn't another secret community of strat players to do the tests for them. As it currently stands 1.3.6.2 is the latest build, every day I see 8-10 people playing strats and moaning about bugs. NO useful information (logs from 8 players in a game with problems) have been received from these games, so the bugs cannot be pinned down and fixed.
Any further Improvement in the networking code for 8+ players would require the willing cooperation of 8+ players in submitting data, I don't think that is going to happen and there is no sign of anyone understanding that their input is required to do it.
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Cyber
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Re: These go to 11

Post by Cyber »

MrTwosheds wrote: As it currently stands 1.3.6.2 is the latest build, every day I see 8-10 people playing strats and moaning about bugs. NO useful information (logs from 8 players in a game with problems) have been received from these games, so the bugs cannot be pinned down and fixed.
Any further Improvement in the networking code for 8+ players would require the willing cooperation of 8+ players in submitting data, I don't think that is going to happen and there is no sign of anyone understanding that their input is required to do it.
I am willing- and I can get enough players to help me with the logs. I don't know the exactly number right now, but I could get logs from at least 8-10 players. Just tell me what you need, the exactly directory of the logs and where you want the logs uploaded/posted.
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MrTwosheds
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Re: These go to 11

Post by MrTwosheds »

All players would need to turn on the chatlogging, using the following entrys in Localprefs.ini I don't think irclog would be needed But the chatlog records all the ingame txt including errors.

[UserPrefs]
// Settings for logging chat to disk. ChatLog is for ingame chat;
// IRCLog is for the pregame chat. If these settings are true, then a
// timestamped file will be created in the 'Logs' subfolder from
// bzone.exe. These files are created on demand, so if you start BZ2
// and play only SP or IA, no logfile will be created.
//
// As shipped, these are off. If you turn these on, please monitor
// disk space over time if you install BZ2 1.3 to a HD with less than
// a gig free.
KeepChatLogFile = true
KeepIRCLogFile = false


// If true, chat/irc logs files will have a timestamp added to the
// start of each line printed
TimestampChat = true

chatlogs are saved in \Battlezone2\logs.
The Battlezone.log is overwritten with every new game, it is in \Battlezone2, it would be needed along with the chatlog. So once a bug occurs, you need to stop playing and "save as" the battlezone.log as something else.

As for uploading logs I'm not sure, I don't have anywhere you can access, so just use one of the many file hosting services and post a link here somewhere.
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GSH
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Re: These go to 11

Post by GSH »

There is an entire thread stickied in this forum with the how & what of BZ2 logs. How can I make this clearer?

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Zax
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Re: These go to 11

Post by Zax »

4v4 to me is the greatest number where a commander can totally keep track of his/her thugs. Greater than that, such as 5, somebody will usually miss out the ship upgrade or the weapons, usually whoever lost their ship and the commander doesn't know personally. It can get very distracting with so many players. I think it might work on much larger maps, but you don't see those being played in strat.
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squirrelof09
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Re: These go to 11

Post by squirrelof09 »

The teams are *not* limited to 5 players only. We already did some 4v6 I think.
My point above is still vaild. A player balanced team strat can not exceed 5 players per team. Based on my 5.1 strats I used to host all the time.
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Zero Angel
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Re: These go to 11

Post by Zero Angel »

Believe me, 10 player strats are hard enough to deal with thanks to loss of F-Keys and how difficult it is to keep everyone in ships. However, I did write a shell config file sometime prior to PB6 that would allow for more player names to fit on the in-game player list, as well as extend the amount of letters that would fit on the screen for the playernames.

It was never tested and vetted, but should work good. Save into addon.

http://zeroangel.overminddl1.com/misc_f ... _stats.cfg
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Iron_Maiden
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Re: These go to 11

Post by Iron_Maiden »

What I want to know is why the F keys for players does not go all the way back to F12, That way you coulkd possibly fit more players.
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GSH
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Re: These go to 11

Post by GSH »

Why? Because we had to fit legibly on a 640x480 screen. And the art director didn't want to reduce the sizes of icons up top.

640x480 is still a supported resolution in BZ2.

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General BlackDragon
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Re: These go to 11

Post by General BlackDragon »

out of curiosity, whats the lowest resolution BZ2 supports?
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GSH
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Re: These go to 11

Post by GSH »

640x480 has been the lowest supported resolution since 1.0.

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