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Author Topic: 127 player slots  (Read 808 times)

Zeяo

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127 player slots
« on: July 18, 2014, 03:03:12 AM »
Hey I recently bypassed the 64 player limit on the server .exe



Currently the max players is 80 other wise the client crashes but I am trying to fix that.


Anyder

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Re: 127 player slots
« Reply #1 on: July 18, 2014, 06:25:13 AM »
Lol, that's easy to do...

From many months ago ;)
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Zeяo

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Re: 127 player slots
« Reply #2 on: July 18, 2014, 08:30:33 AM »
Lol, that's easy to do...

From many months ago ;)

Swbf1?

Anyway I am having some problems with finding the addresses in the .exe (atm it is done with a memory editor)
I do not have a lot of experience in assembly

Anyder

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Re: 127 player slots
« Reply #3 on: July 18, 2014, 08:47:46 AM »
It can also be done in swbf2 lol.
I can take a pic this evening if u want to  ;)
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Led

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Re: 127 player slots
« Reply #4 on: July 18, 2014, 09:12:14 AM »
Hey I recently bypassed the 64 player limit on the server .exe


Currently the max players is 80 other wise the client crashes but I am trying to fix that.

Nice work.  Let us know how it works  :cheers:
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Gamma (Ray)

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Re: 127 player slots
« Reply #5 on: July 18, 2014, 09:33:50 AM »
Won't it be really laggy if lots of people join?
Nothing is written here...

Zeяo

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Re: 127 player slots
« Reply #6 on: July 18, 2014, 09:50:44 AM »
Won't it be really laggy if lots of people join?

Idk if it is hosted on a strong server with good bandwidth it shouldn't be a really big problem I think
Bf1942 has 128 player servers too, I did not notice a lot of lagg on them. It can be different for swbf2 though

Nice work.  Let us know how it works  :cheers:

Sure, you want the addresses?
« Last Edit: July 18, 2014, 09:53:59 AM by Zeяo »

Davenport

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Re: 127 player slots
« Reply #7 on: July 18, 2014, 10:09:57 AM »
I'm sure the amount of people who can play without lag is dependent on the server system itself, and not really on the game.

Zeяo

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Re: 127 player slots
« Reply #8 on: July 18, 2014, 10:52:32 AM »
I'm sure the amount of people who can play without lag is dependent on the server system itself, and not really on the game.

And the client connection