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[BF3] BF3 server limitations (R-33)

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Originally Posted by Phil_K*:

 

Hi.

 

Okay, no long words just a list of limitations or lack of capabilities we have to deal with.

 

List based on BF3 server R-33 (1043704).

________________________________________________? ?

 

  • limited values to use

    • vars.roundRestartPlayerCount: smallest value is 0
    • vars.roundStartPlayerCount: smallest value is 4
    • vars.soldierHealth, limited between 60-100 on ranked servers
    • vars.unlockMode is only usable on unranked servers
    • vars.roundLockdownCountdown, limited between 10-30 seconds on ranked servers, on unranked between 10-900.
  • limited VIP functions

    • functional reserved slot list if "Premium first"-joinQueue is activated
    • no text chat moderation functions
    • join queue is done via battlelog and could not be read out on the server
  • limited settings targeting individual maps/levels

    • no level based vars
    • no auto rotation of empty maps
    • no max time limit for active rounds
  • limited additional player information

    • no clan tag included in player name / player list
    • limited onSpawn information

      • no kit information
      • no specialization information
      • no weapons information
    • limited onKill information

      • no coordinate information for killer and victim
      • no distinction of vehicles/vehicle mounted weapons/jets/helis/boats in onKill weapon information
    • no information about ping times between server player
    • ping times ingame are from you other player
  • limited serverInfo response compared to BC2

    • missing plasma backend connection information
    • missing game-mod information (not sure if it will be used in the future like in BC2)
    • missing map pack information (not sure if it will be used in the future like in BC2)
  • known server side bugs or effects

    • the server may differences between maxPlayers and maxEffectivePlayers
    • vars.gameModeCounter reduces its value by one on query on some values, for example 999 (effect/bug)
    • shifting players
    • no team-0 usable to shift players between teams on a full server
    • server limits the max number of player per team around the half of the max number of all players allowed on the server
  • Rcon protocol

    • no real UTF charset for messages
    • only ASCII/ANSI charset (ASCII 32-126 ) reliably usable ( page1/index.html* )
  • to be continued ._._.

This list can also be found in german.

www.phogue.net/forumvb/showth...nkungen-(R-27)*

 

 

________________________________________________? ?

 

Greets

Phil.


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Originally Posted by bambam*:

 

plus:

 

* underslung nades give the assault rifle as the kill weapon in the playerKilled data. I.e. The M320 mounted under an M416 rifle is reported as M416, hence damage AssaultRifle.

 

* knife kills are sometimes weapon Weapons/Knife/Knife, other times weapon Melee, depending on the animation - this is not really an issue if the knife is the only weapon reported as Melee...


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Originally Posted by XSGamers*:

 

That's changed now Phil?

 

vars.roundRestartPlayerCount: smallest value is 2 on ranked and 1 on unranked

vars.roundStartPlayerCount: smallest value is 4 on ranked and 2 on unranked


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Originally Posted by Phil_K*:

 

That's changed now Phil?

Yes it has changed. Thanks for mentioning.

With R-11 0/1 can be used. But don't set both to the same value because the server will assume RestartPlayerCount to be smaller than StartPlayerCount and it is not clear if the server will lower Restart or raise Start on its own.


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Originally Posted by DvNT*:

 

never mind read your post elsewhere say rcon didn't have this available... :sad:

 

the game now has in game pings for each player - is that available for rcon now? If so i suppose we will see it in the next release?

 

PS i note you "say no information about ping times"


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Originally Posted by planbcotton*:

 

unlockMode

 

is this simply a true false, or is there a way to customize what weapons/attachments are allowed?


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Originally Posted by propbndr*:

 

vars.unlockMode xxxxx

 

Unlock mode

Specifies which set of unlocks should be available to players. Current values are available:

all - all unlocks for player, including purchased DLCs

common - all unlocks for player, excluding DLCs

stats - unlocks for player according to his stats

none - only the base set of weapons


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Originally Posted by MorpheusX(AUT)*:

 

Ping is not reported via RCON, so no, no update for that.


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Originally Posted by xplo*:

 

[*] vars.roundRestartPlayerCount: smallest value is 0[*] vars.roundStartPlayerCount: smallest value is 1

The new values are now properly accepted by the system but the server still tells me it needs 3 more players upon joining. Makes no difference when supplied via startup.txt or at runtime. Happens on two different RSP's for me. What's up? Do these (restart 0, start 1) settings actually work correctly for others?

 

EDIT: After closer inspection the settings work correctly when connecting right after a server restart but then the server skips to the next round and resets itself to requiring 4 players again. Need to investigate further.

EDIT2: Appeared to be a malfunctioning plugin, after turning off all plugins and a second procon that was still connected the settings seem to work as expected now. Sorry for the confusion.


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Originally Posted by Legate*:

 

[*]... vars.roundRestartPlayerCount: smallest value is 0[*] vars.roundStartPlayerCount: smallest value is 1

...

I'm not sure but setting this low values could be lost the Quick Match option...

 

I tried 0 and 1 values one hour: no one get in on server. Changing to 1 and 2 the result was better.


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Originally Posted by Phil_K*:

 

Just a heartbeat post to not let this get out of memory. :ohmy:


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Originally Posted by johsgjerde*:

 

Hi there.

 

Is there any hope for the bug with the same map twice being fixed? Any word from the developers?

 

We run one server in our clan, and would like to mix up the vehicle maps with two Grand Bazaars. Unfortunately that is not possible as the bug makes our mapcycle miss some important maps.

 

Is there any other way to go by this problem, plugin-wise or something? We run only conquest 64 players. We tried Seine or Damavand as infantry only, but it has not been balanced nor working with the settings so the server has died..

 

If I could choose freely: Caspian - Firestorm - Bazaar - Kharg - Noshahar - Bazaar.

 

Is this doable?


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Originally Posted by Phil_K*:

 

Hi.

 

Afaik DICE has it on the buglist but i can't say what priority it has.

Meanwhile it should be possible to work around it with the mixed-mode plugin.

 

Greets

Phil.


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Originally Posted by johsgjerde*:

 

could you give me a link to the plugin?


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Originally Posted by johsgjerde*:

 

found it... :smile:

 

Problem now will be that the "server settings change on map" probably will not work, so I won't get infantry only on Bazaar. As that plugin uses the regular maplist.

 

Darn... :P


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