The Wild Bunch pushing the envelope

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[TW]Wilsonam

VP, Tripwire Int.
Oct 17, 2005
4,060
2,618
113
63
Roswell, GA
www.tripwireinteractive.com
TWB Trialling 60-player servers!

rusty_twblogo.gif


Here is a little announcement from the TWB crew...

The Wild Bunch are pleased to announce the release of two new 60 player Red Orchestra servers.

These servers are being brought online early to celebrate the release of the new map Fallen Heroes along with the inclusion of Steam achievements into the game.

In our continuing support for both Tripwire and the RO Community, TWB recently purchased two new server boxes containing the very latest cutting edge quad core technology. These servers will provide the basis of TWB's future commitment to both Tripwire and the RO community.

Go fight for your achievements in the most challenging and exciting servers within the RO community.

The best just got better.

TWB's Scorched Earth - 81.19.217.90:7757

TWB's Cold Steel - 81.19.217.90:7787

Well - there you have it - servers for a full 60 players!
 

Bommel

FNG / Fresh Meat
Aug 31, 2007
97
0
0
Does that mean that server admins will be able to set the slots to 60 after the update?
 

Rear

FNG / Fresh Meat
Sep 7, 2007
124
16
0
if your three 50 player servers already struggle on some of the maps when full, will it be even worse on the 60 player servers or will the servers be able to handle it?
 

DietOrange

FNG / Fresh Meat
May 31, 2008
730
7
0
Most people already lag big time in the 50 player servers can't see how this is going to be any better unless the pings go down. I guess both of these servers will be somewhere in Europe?
 

Yoshiro

Senior Community Manager
Staff member
Oct 10, 2005
13,458
4,105
113
It really depends on how much the server processor can handle. Some of the big servers out there are set above what they should be for their procs. 50 infantry is less of a hit then 50 inf and tanks, which is less of a hit then 50 tank. So a 50 player inf server is not a 50 player tank server (where as a 50 player tank server would have no problems hosting 50 player inf).
 

[TW]Ramm-Jaeger

Tripwire Interactive President
Oct 11, 2005
1,884
3,097
0
www.redorchestragame.com
Nothing has changed on the RO code side. The code limit in the game has always been 64 since we increased the player limits. When we did the best servers out there could only handle 50. TWB is pushing the envelope and trying 60 on their new beastly hardware. This doesn't mean you're server will all of the sudden be able to handle 60 (and even TWB doesn't know if thier servers can handle 60 until they try ;) ).
 

Major von Mauser

FNG / Fresh Meat
Oct 13, 2007
259
36
0
32
Fulton, Wisconsin, USA
So, will any of these new maps have voting enabled? Yeah, people might leave, but others will just take their place right away.

Also, have people event thought of the fact that most if not all of these maps were never meant for 60 people, let alone 50, or even 40?

Hopefully people get to work optimising some of these maps, or maybe only certain ones will be chosen.

Oh yeah, the RU community server has 64 man servers.
 
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Sidus Preclarum

FNG / Fresh Meat
Oct 30, 2006
683
0
0
42
Civitas Osismorum
I want to play a 60 players game of Danzig.
But just once, for the giggles and laugh.


I certainly wan to try a 60 player game of, say, Berezina. Or MN_SidiBarrani. And other big maps.
 

Son.Of.A.Gun

FNG / Fresh Meat
Mar 12, 2009
11
0
0
error

error

When I try to join this server: "TWB's Scorched Earth - 81.19.217.90:7757"
The game crash and I get this error:

Code:
 Build RedOrchestra_Build_[2005-11-27_10.48]

OS: Windows XP 5.1 (Build: 2600)
CPU: GenuineIntel Unknown processor @ 3203 MHz with 2046MB RAM
Video: NVIDIA GeForce 7600 GT  (8206)

General protection fault!

History: UNetPendingLevel::NotifyReceivedText <- UControlChannel::ReceivedBunch <- UChannel::ReceivedSequencedBunch <- Direct <- UChannel::ReceivedRawBunch <- DispatchDataToChannel <- BunchData <- UNetConnection::ReceivedPacket <- UNetConnection::ReceivedRawPacket <- UTcpNetDriver::TickDispatch <- UNetPendingLevel::Tick <- TickPending <- UGameEngine::Tick <- Level Untitled <- UpdateWorld <- MainLoop <- FMallocWindows::Free <- FMallocWindows::Realloc <- 0012FF18 0 FArray <- FArray::Realloc <- 0*2 <- FMallocWindows::Free
Edit: Just updated RO in steam, still same crash and error when i try to join that server.
Edit2:Another steam update, works fine now! :)
 
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Sava

FNG / Fresh Meat
Nov 17, 2007
94
6
0
Please have proper maps which are large enough to properly accommodate that size.