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  • #76
    I noticed that whenever I go to NY Killzone, my r_drawviewmodel is always set to 0 when I leave. Gets annoying.

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    • #77
      Originally posted by Mass View Post
      I noticed that whenever I go to NY Killzone, my r_drawviewmodel is always set to 0 when I leave. Gets annoying.
      The is a "feature" of original rocket arena and possibly Slide. It is annoying. I'll remove that plus remind myself to make sure that Rocket Arena doesn't mess with your FOV or anything like that.

      Kathos messaged me about deathmatch 3, that wasn't a feature of original Quake surprisingly enough and was added into Quakeworld and backported into many Quake mods like CRMOD. I'll make that votable in the "FFA" mod and as time permits make coop for FFA and Zerstorer available as time permits.

      (Tutorial: QuakeC deathmatch 3)

      The FTEQCC QuakeC compiler has #IFDEF capability meaning that you can have alternate compiles, I'm thinking of using that capability to have improved "normal" builds of the progs available as well without administrative controls.

      By the way, as this project evolves keep in mind that a lot of this is based off the work of Bam who wrote the Vote-Map code that I have altered that makes this server possible. (Tutorial: QuakeC Vote-Map)

      Plus: I am using the codebase for FFA and Slide that Bam has debugged eliminating several classic QuakeC bugs like the "ghosted disconnected player".
      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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      • #78
        Btw JP Grossman responded to an email I sent him about this project and there is chance that he might make CRMOD compatible with this at some point.
        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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        • #79
          !!!

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          • #80
            Originally posted by BizarroEvade View Post
            Thanks! Works great.

            I now have Universal server running at thisserversucks.com:26014.
            Glad that somebody else uses it, too!

            @ Baker:
            Having CRMOD would be cool.

            When I started to setup my NQ server at airrocket.net I didn't know which mod to run and I didn't want 5 servers running because of RAM/load. So this project is exactly what I wanted and it's coming at the right time.


            I started writing a tutorial on howto setup a NQ server on a UNIX box some days ago and I think I'll describe the installation of Universal Server in it (similar to my q2 and q3 tutorials). I'll wait till the next release before I publish it though. Some questions left on my side.

            1) What about the changes I made to the proquake 3.90 server following your tutorial? Any chance they may get into the next RC or will they brake other stuff? (EDIT: Or is it already in there? I noticed there's a RC2 binary on the proquake website.)

            2) If the changes brake stuff and we have to split the Universal binary from the official proquake release, would you host the modified source and the linux binary on the Universal server project page? Otherwise I would host them but having them in the "official" d/l website wouldn't hurt I guess.

            Here's a patch of the changes I made in case you want to check them and compile the stuff yourself instead of trusting my binary.
            dfsp*spirit
            my FPS maps

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            • #81
              Originally posted by dfsp_spirit View Post
              Universal Server R1 is now running on airrocket.net (default port 26000). This server is located in Europe (Germany).
              Nice gonna test it now !
              My servers for the gamers:
              bigfoot.servequake.com / damage.servequake.com

              port 26000 EuroQuake
              port 26001 EuroQuake Coop


              newyork.quakeone.com
              Offline ATM
              fvf.servequake.com
              flanders.servegame.org / flanders.servequake.com
              Offline ATM
              newdm.servequake.com
              port 26010

              http://bigfoot.servequake.com (EuroQuake)
              sigpic

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              • #82
                I think I crashed the server , I voted arena and it crashed.


                Would be better with a splash screen when u join so people know how to vote a differend mod.
                My servers for the gamers:
                bigfoot.servequake.com / damage.servequake.com

                port 26000 EuroQuake
                port 26001 EuroQuake Coop


                newyork.quakeone.com
                Offline ATM
                fvf.servequake.com
                flanders.servegame.org / flanders.servequake.com
                Offline ATM
                newdm.servequake.com
                port 26010

                http://bigfoot.servequake.com (EuroQuake)
                sigpic

                Comment


                • #83
                  Originally posted by Polarite View Post
                  Would be better with a splash screen when u join so people know how to vote a differend mod.
                  Yes, MOTD is on the list.

                  The idea behind Universal Server other than the ability to switch mods is a standard experience.

                  Every server has "commands" which lists the main things to play the mod, every server has aliases (no impulse gayness), every server has "levels" and the maps are votable.

                  The omission currently is the splash screen tell you the name of the server and the fact that the "COMMANDS" are available in the console.

                  /re: crash ... you using a sv_progs modified ProQuake server? It is required to run the server. Either way, a good idea if you get that is to post the qconsole log showing the type of error the server had, plus the server command line.
                  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


                  • #84
                    Hehe, he crashed my server.

                    The command line is
                    Code:
                    cd /usr/local/games/quake/ && screen -A -m -d -S q1univ ./quake_x11 -game universal -noipx -condebug -heapsize 32768 -zone 1024 -dedicated 16 -ip <myIp> -udpport <myPort> +hostname airrocket.net +map dm4
                    I'm not sure if there's a log of that though. The server doesn't run as root ofc and thus can't write to /usr/local/games/quake/ and it seems it can't write the log to it's $HOME. At least I can't find any log. What's the filename I should be looking for? And how do I tell it to write it elsewhere?

                    EDIT: Looks like +log_file <path> should do it.

                    EDIT2: Nope, it doesn't write any logs. And it always crahses when you vote arena.
                    Last edited by dfsp_spirit; 01-09-2010, 04:34 PM.
                    dfsp*spirit
                    my FPS maps

                    Comment


                    • #85
                      Originally posted by dfsp_spirit View Post
                      Hehe, he crashed my server.

                      The command line is
                      Code:
                      cd /usr/local/games/quake/ && screen -A -m -d -S q1univ ./quake_x11 -game universal -noipx -condebug -heapsize 32768 -zone 1024 -dedicated 16 -ip <myIp> -udpport <myPort> +hostname airrocket.net +map dm4
                      I'm not sure if there's a log of that though. The server doesn't run as root ofc and thus can't write to /usr/local/games/quake/ and it seems it can't write the log to it's $HOME. At least I can't find any log. What's the filename I should be looking for? And how do I tell it to write it elsewhere?

                      EDIT: Looks like +log_file <path> should do it.
                      Usually the file name is qconsole.log found in quake\id1 or quake\gamedir (like quake\universal).
                      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


                      • #86
                        1) No, there's no log. It can't be in /quake/id1/ or /quake/universal/ because the user that runs the quake server has no right wo write to those dirs anyway (but I checked them anyway ofc). There's only one file named qconsole.log on the whole server and that's the logfile my quakeworld server writes.

                        I googled and found the +log_file <path> option but it doesn't seem to work. Anybody know how to have it write the log file elsewhere?

                        2)@BizarroEvade: It seems to work on your server. Is the user that runs the server allowed to write to the quake/ directory? Did you do anything special I may have messed up?

                        3) Btw: both the Windows batch file and compiler binary in universal/source/ obviously won't work under linux so I wrote a bash shell script and compiled fteqcc from source under Debian. One can get that stuff here. The included README file explains a few things. Problem: Only the progs for slide and ffa_votable compile without errors.

                        @Baker: Which version of fteqcc do you use under Windows? (I grabbed the fteqcc source from here, seems to be version 3343. I just googled and found that one, most likely totally wrong version.)
                        Last edited by dfsp_spirit; 01-09-2010, 06:05 PM.
                        dfsp*spirit
                        my FPS maps

                        Comment


                        • #87
                          Originally posted by Baker View Post
                          Btw JP Grossman responded to an email I sent him about this project and there is chance that he might make CRMOD compatible with this at some point.
                          This is very good news

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                          • #88
                            for the logging:

                            something along the lines of..
                            Code:
                             -condebug ./logs/conlog%d
                            ..should do the trick.. (I'm not sure you can supply just ANY path to it tho)
                            the %d thing will number your logs so it won't overwrite the same one everytime..

                            Comment


                            • #89
                              Originally posted by dfsp_spirit View Post
                              1) No, there's no log. It can't be in /quake/id1/ or /quake/universal/ because the user that runs the quake server has no right wo write to those dirs anyway (but I checked them anyway ofc). There's only one file named qconsole.log on the whole server and that's the logfile my quakeworld server writes.

                              I googled and found the +log_file <path> option but it doesn't seem to work. Anybody know how to have it write the log file elsewhere?

                              2)@BizarroEvade: It seems to work on your server. Is the user that runs the server allowed to write to the quake/ directory? Did you do anything special I may have messed up?

                              3) Btw: both the Windows batch file and compiler binary in universal/source/ obviously won't work under linux so I wrote a bash shell script and compiled fteqcc from source under Debian. One can get that stuff here. The included README file explains a few things. Problem: Only the progs for slide and ffa_votable compile without errors.

                              @Baker: Which version of fteqcc do you use under Windows? (I grabbed the fteqcc source from here, seems to be version 3343. I just googled and found that one, most likely totally wrong version.)
                              FTEQCC 3343 should work just fine and is probably the version I used.

                              I'm not sure what to say about the Linux related stuff, since I don't have a Linux machine I can't be very helpful.
                              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


                              • #90
                                Thanks peg! And on the FTEQCC issues: I'll look into those as soon as I find the time, hopefully today in the evening. Or maybe BizarroEvade already knows the answers.

                                Compiling the progs under win32 and copying them to the linux server should also work until I get that solved.
                                dfsp*spirit
                                my FPS maps

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