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  • #31
    will there be other ports in case a smaller amount of people want to play a different mod than the majority?

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    • #32
      Originally posted by ninjamonkeyz View Post
      will there be other ports in case a smaller amount of people want to play a different mod than the majority?
      Well I assume this all depends on the people who are willing to host servers. So far I know we have two pilot servers, so two different servers running this mod.

      I'm sure as this mod gets more attention, more people will start running it.

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      • #33
        Originally posted by Baker View Post
        The first 5 are:

        1. free-for-all with 111 maps available (38 standard quake + 73 custom. The custom map count will increase in release #2, the 73 custom maps are the Rage/Bomber/Dredd maps.)
        2. zerstorer deathmatch - awesome weapons and very different powerups (a wings of flight powerup where you can sort of fly around for 30 seconds). Runs on zerdm1 to zerdm5.

        3. Qmatrix. Essentially "The Matrix". Features pistols and such and wall jumping.

        4. Rocket Arena (classic version). (62 rocket arena maps available).
        5. Slide.



        (Release #2 includes NQ Team Fortress, ThreeWave CTF and some other things I'm trying to integrate.)
        I'll download all the maps later after work and jump on the server as soon as it's ready, some good old FFA with custom maps but with a sub 100ping, what more can I ask for?

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        • #34
          http://www.quake-1.com/files/universal/universal_r1.zip (78 MB)

          These are the client files for Release #1. Unzip to quake\id1

          ProQuake 4 and Qrack don't really need those since they will download whatever they need when connected to the server.

          Trying to wrap up the server voting and sort out final little details. Nothing on either server yet (a couple of hours out, I want it to be "right" the first time.).

          (Once RQuake and NQ Team Fortress and all the custom maps the Europeans play in FFA get absorbed into the fold, the "download everything set" will be FAR larger.)
          Quakeone.com - Being exactly one-half good and one-half evil has advantages. When a portal opens to the antimatter universe, my opposite is just me with a goatee.

          So while you guys all have to fight your anti-matter counterparts, me and my evil twin will be drinking a beer laughing at you guys ...

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          • #35
            Originally posted by Baker View Post
            Server packages: After some road-testing, yes.

            These 2 servers happen to be running Windows. This would run under Linux as well, but since my Linux machine broke I don't have a means of compiling the Linux server with the 1 necessary change to support this feature.
            Sounds great. I've got a rather plain NQ server running for a few friends and me over at airrocket.net and I'd like to give your package a try.

            I'm runnning debian linux on that box though. I can't really estimate the time it would take to get a linux version ready but doing it only for me is definitely a waste of time. If more people are interested and you need help with the linux version, ask me anytime. I could try to compile it, give you a shell account on my server or link you to a virtual linux installation you can use with VirtualBox (which is free for personal use).

            BTW: What's the name of this map? Screenie looks cool.
            Last edited by dfsp_spirit; 01-06-2010, 10:43 AM. Reason: map question added
            dfsp*spirit
            my FPS maps

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            • #36
              That map is bsdm8

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              • #37
                ..Great idea.

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                • #38
                  Originally posted by dfsp_spirit View Post
                  Sounds great. I've got a rather plain NQ server running for a few friends and me over at airrocket.net and I'd like to give your package a try.

                  I'm runnning debian linux on that box though. I can't really estimate the time it would take to get a linux version ready but doing it only for me is definitely a waste of time. If more people are interested and you need help with the linux version, ask me anytime. I could try to compile it, give you a shell account on my server or link you to a virtual linux installation you can use with VirtualBox (which is free for personal use).

                  BTW: What's the name of this map? Screenie looks cool.

                  I am also running servers on a debian box and would be interested in hosting. I can dedicate some time to tweaking/debugging if needed.

                  Looking forward to this.

                  Comment


                  • #39
                    Originally posted by dfsp_spirit View Post
                    BTW: What's the name of this map? Screenie looks cool.
                    Fortunately that image is named bsdm8.jpg so I know it is bsdm8

                    I've played that map dozens of times back when the Dredd Clan Arena server was up, but it is so hard to remember map names when a ton are available. I can guarantee that map is great in 4-6 player Clan Arena (spawn with full ammo and armor, you and your team go kill other team), but no idea of how it plays in deathmatch. (In Clan Area, it was virtually guaranteed that a player rocket jumped to a ledge in any given room and was waiting for you to enter the room and shoot you from above.)

                    As far as Linux goes ...

                    Someone on Linux could take this source:

                    http://quakeone.com/proquake/proquak...rc1-src.tar.gz

                    And do this tutorial (it's 10 minutes of effort):

                    Inside3d Forums :: View topic - Tutorial: sv_progs: specify the "progs.dat" to run

                    And then compile and have a server binary compatible with running Universal Server.

                    Anything [NetQuake] can be a client connecting to Universal Server, but if it isn't ProQuake 4 or Qrack support CURL download you'd need to have the maps/models/sounds/etc

                    Originally posted by =peg= View Post
                    That map is bsdm8
                    Peg you cheater. You didn't even know. You just looked at the jpg filename. /Actually you probably did know as you Europeans play custom maps all the time


                    NOTE: Universal Server can also be run with DarkPlaces server, the only requirement is sv_progs support which ProQuake server 4.10 actually borrowed from DarkPlaces. Universal Server is pure QuakeC unlike many NetQuake mods (CRMOD, CAx, RuneQuake) which have qccx stuff in them.

                    [Quakeworld side of things: with ever so slight modification, this mod could run on an FTEQW server, but FTEQW would need to support sv_progs and it doesn't look like it does at the moment. The change required for Quakeworld would be that this mod only sends aliases once upon a client connecting; Quakeworld needs the aliases sent every map change. And no, normal Quakeworld servers that are not capable of running NetQuake mods, like MVDSV, cannot run Universal Server.]
                    Last edited by Baker; 01-06-2010, 11:25 AM.
                    Quakeone.com - Being exactly one-half good and one-half evil has advantages. When a portal opens to the antimatter universe, my opposite is just me with a goatee.

                    So while you guys all have to fight your anti-matter counterparts, me and my evil twin will be drinking a beer laughing at you guys ...

                    Comment


                    • #40
                      Originally posted by Baker View Post
                      As far as Linux goes ...

                      Someone on Linux could take this source:

                      http://quakeone.com/proquake/proquak...rc1-src.tar.gz

                      And do this tutorial (it's 10 minutes of effort):

                      Inside3d Forums :: View topic - Tutorial: sv_progs: specify the "progs.dat" to run

                      And then compile and have a server binary compatible with running Universal Server.
                      Did that, the modified source is available here:
                      http://www.airrocket.net/~spirit/fil...niv-src.tar.gz

                      I'm having some trouble compiling though. I got all the libraries installed but it complains about undefined references to CRC_Block in gl_model.c (details). I'll have a closer look at that later, no time atm. If someone wants to try to compile it on linux: I listed the libraries you need in the readme I added, check it out.

                      On that map, bsdm8 once more: I'd like to use the textures in one of my maps and there's no readme for bsdm8. Whom do I ask about that?
                      Last edited by dfsp_spirit; 01-06-2010, 12:23 PM. Reason: added link to make log file
                      dfsp*spirit
                      my FPS maps

                      Comment


                      • #41
                        Originally posted by dfsp_spirit View Post
                        Did that, the modified source is available here:
                        http://www.airrocket.net/~spirit/fil...niv-src.tar.gz

                        I'm having some trouble compiling though. I got all the libraries installed but it complains about undefined references to CRC_Block in gl_model.c. I'll have a closer look at that later, no time atm. If someone wants to try to compile it on linux: I listed the libraries you need in the readme I added, check it out.

                        On that map, bsdm8 once more: I'd like to use the textures in one of my maps and there's no readme for bsdm8. Whom do I ask about that?
                        Other_Spirit (heh ), the development of ProQuake Linux was abruptly terminated in 2008 when my Linux machine broke.

                        Don't build the GL build, build the X11 build. Dedicated servers aren't OpenGL and I can't guarantee anything about the GL build for that since I wasn't concerned with it (because dedicated servers aren't using GL).
                        Quakeone.com - Being exactly one-half good and one-half evil has advantages. When a portal opens to the antimatter universe, my opposite is just me with a goatee.

                        So while you guys all have to fight your anti-matter counterparts, me and my evil twin will be drinking a beer laughing at you guys ...

                        Comment


                        • #42
                          I have a lot of stuff uploading to both Mastersplinter's server (Chicago) and the Kathos server (NY).

                          I have to leave in 1 hour and I'm not sure if it will be uploaded in time (my upload is kind of slow).

                          I'll try to at a mimimum have both servers setup for FFA on 111 maps before I leave in a little over an hour and when I get back tweak the settings for vote-mod (I don't want to leave with untested stuff leaving the servers setting there with a QuakeC error, obviously, so ...).

                          Both kathos and MasterSplinter should be thanked for making these servers available for this.

                          Update: 30 minutes later and about 80 files still are uploading to Mastersplinter's server and 220 to go to Kathos's server so it's not going to finish in time. Either way this does raise an interesting question, like what are the server hard drive limitations on those 2 servers (!) ... I imagine since newer games need like 300-500MB this should not be a problem.
                          Last edited by Baker; 01-06-2010, 01:02 PM.
                          Quakeone.com - Being exactly one-half good and one-half evil has advantages. When a portal opens to the antimatter universe, my opposite is just me with a goatee.

                          So while you guys all have to fight your anti-matter counterparts, me and my evil twin will be drinking a beer laughing at you guys ...

                          Comment


                          • #43
                            i think the maps in-game name is Tactical Neural Implant

                            no its Tactical Neutral Impact

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                            • #44
                              Originally posted by Baker View Post
                              So I need to upgrade other engines because you won't change the size of the HUD in the options menu?
                              i changed it to all available sizes. i also posted repeatedly on here trying to get my issues worked out, of which this was just one. i admit i haven't tried it since 4.00, but if I've tried a program in the past and had a bad experience, I'm not going to try it again with every new version.

                              Comment


                              • #45
                                Originally posted by spooker View Post
                                i changed it to all available sizes. i also posted repeatedly on here trying to get my issues worked out, of which this was just one. i admit i haven't tried it since 4.00, but if I've tried a program in the past and had a bad experience, I'm not going to try it again with every new version.
                                I usually try to add whatever someone wants into ProQuake if it fits with the goal of the engine (which is conservative stuff, not effects). The HUD in ProQuake scales to 640 width, 100%, 50%, auto, and even 320 width.

                                I haven't changed anything in the HUD in a long time so there isn't something new you've been missing.

                                What HUD size were you wanting?

                                re: Other issues, I know you had some sort of smoothness problem with ProQuake 3.99 but whatever it is/was other people aren't having the problem and I gave you all the ideas I could think of and that's really all that can be done. Your config? Your machine? Your operating system? Your internet connection or video card? If glpro 3.50 works fine for you and glpro400 doesn't then use glpro350, but I just can't accept an unlimited obligation to help anyone with whatever kind of problem that is unique to them. Nor am I willing to stop progress for it either, I have to say because that is neither reasonable nor fair. Do you know how many people post here with weird problems? There have to be limits. I want it to perform as well as glpro3.50 for you, but there can be factors outside my control or knowledge that either you can't control or aren't thinking of as being significant and it could very well be something as trivial as vised maps or a video card setting or 100 other crazy things. It happens, for instance, in the qw.nu forum all the time with ezquake and part of this is why console gaming has largely displaced PC gaming. With PCs are so many oddball factors.

                                At the same time, this is why I am perfectly willing to make a glpro3.50 with download for you.
                                Last edited by Baker; 01-06-2010, 06:52 PM.
                                Quakeone.com - Being exactly one-half good and one-half evil has advantages. When a portal opens to the antimatter universe, my opposite is just me with a goatee.

                                So while you guys all have to fight your anti-matter counterparts, me and my evil twin will be drinking a beer laughing at you guys ...

                                Comment

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