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Old 01-29-2019, 08:47 PM   #31
Maverick87Shaka
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This is the C++ error that we had in several player at the same time:


Unfortunately my client doesn't make any suitable crash log of this evening test.

General experience was like the video posted before
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Old 01-29-2019, 08:49 PM   #32
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Thanks all for all that joined or tried to join, we took away a lot of valuable information from the tests, even though many didn't get to do too much. We appreciate the help and I hope to see more of these in the near future.
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Old 01-29-2019, 08:53 PM   #33
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Quote:
Originally Posted by NineLine View Post
Thanks all for all that joined or tried to join, we took away a lot of valuable information from the tests, even though many didn't get to do too much. We appreciate the help and I hope to see more of these in the near future.
Glad to help even if we don't have fly a lot this evening.

Thanks to all of you to take extra time to improve multiplayer.

See you next time.

( please consider to use firewall while loading as "trick" for this stress test, at least as second attempt if everything is not going fine )
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Old 01-29-2019, 08:54 PM   #34
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Any chance we can get the server specs of the box running the test today?
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Old 01-30-2019, 07:08 AM   #35
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Thanks for your help, guys. It was enough difficult event because of you often had to wait for server ready after re-builds. Programmers got necessary information.
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Old 02-01-2019, 10:27 PM   #36
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Glad I could help. Looking forward to the release. If any more testing is necessary feel free to do another event like this and task us specifically if necessary.


One more suggestion: eventually you should bump up the number of Teamspeak slots. It took me a while to join.


Alternatively just create a temporary Discord server.
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Old 02-02-2019, 02:32 PM   #37
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Quote:
Originally Posted by Sport View Post
I saw over 1,000 players online during the server test. Yes, 270 were server admins, but even so, I hope this helps prove that multiplayer is worth investing in and improving. Think about how much higher those numbers could be if it were more user friendly and accessible?
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Old 02-21-2019, 10:41 AM   #38
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So what did we find in these tests? Any info or updates to what ED found and changed?
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Old 03-11-2019, 06:23 AM   #39
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And when will we have the next test to see what's causing lag when players control combined arms vehicles?
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