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  • #91
    Originally posted by dfsp_spirit View Post
    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.
    I haven't doesn't extensive testing on my server, but I can switch to any of the mods without issue. I am using the version of proquake you compiled for Linux and the already compiled progs from Baker. I did no custom compiling of anything.

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    • #92
      Hm, k. Which user account are you using to run the server and what is your quake directory? Can the user write to that dir?
      dfsp*spirit
      my FPS maps

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      • #93
        Originally posted by dfsp_spirit View Post
        Hm, k. Which user account are you using to run the server and what is your quake directory? Can the user write to that dir?
        I created a non-root account to run the quake servers. All programs and files are within that users home directory so it has complete access to everything it needs.

        It may be obvious, but make sure all quake files are in lower case. I have had to go through changing them for some mods I have put up. I think everything in Bakers universal is okay though.

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        • #94
          Yeah, I know about the lower case issues.

          I also have a dedicated user for the server of course but quake is in /usr/local/games/quake/. This works fine for q3a (it writes it's stuff to /home/quake3/.q3a/baseq3/ instead because it gets that it can't use /usr/local/games/quake3/baseq3/) but maybe not for NQ. I'll move the quake dir into the quake user's $HOME I guess.
          dfsp*spirit
          my FPS maps

          Comment


          • #95
            In theory using -heapsize or -mem should be equivalent, but in my experience some binaries prefer one over the other..

            You could try -mem 32 in stead of -heapsize 32768

            Increasing the -zone value might help as well..
            (if your box has plenty ram available, i'd go with -mem 64 and -zone 8192 just to be sure)

            Also, if the logging still gives you problems of sorts, you could try NOT using -condebug at all, and log your PuTTY screen instead, assuming you attached it to the server-console-screen..

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            • #96
              On the basis that error reports might help the development of the mod, I have just tried to select the "zer" option whilst connected to the airrocket.net server with proquake 3.99 and rec'd the following

              Code:
              host_error: Client_KeepaliveMessage : Received a message
              At which point it appears to have crashed and wont let me reconnect.

              Apologies if I have inadvertantly broken something.

              Hope this helps

              Monty
              Mr.Burns
              "Helping to keep this community friendly, helpful, and clean of spammers since 2006"
              WWW: Quake Terminus , QuakeVoid You Tube: QuakeVoid
              Servers: Quake.shmack.net, damage.servequake.com

              News: JCR's excellent ctsj_jcr map is being ported to OOT

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              • #97
                Thanks peg, I'll try all that when I get home.

                EDIT: I tried -mem 64 and -zone 8192 and no logfile, doesn't help. I'll move the quake dir.


                Burns: Yeah, that's the error you get on the client when the server crashes. Don't worry about it, no problem at all to restart it. I'll need to fix it though, makes little sense to restart it if it crashes anytime you wanna change mods.
                Last edited by dfsp_spirit; 01-10-2010, 01:04 PM. Reason: Tried alternate command line, to no avail.
                dfsp*spirit
                my FPS maps

                Comment


                • #98
                  i went on the ny server today, q matrix is pretty cool but with 1080 ping on my back it was kinda tough (and some of the maps/models could use some loveink). Also i couldn't vote a map in zerstroy ,after i typed levels i went for zerdm3 and it was a unknown command

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                  • #99
                    Originally posted by metchsteekle View Post
                    i went on the ny server today, q matrix is pretty cool but with 1080 ping ... zerdm3 and it was a unknown command
                    If your ping to a server is that high, aliases and voting aren't to going to work because your connection isn't even reliable enough to talk to the server and respond to things it wants for voting in a reasonable period of time. Which is immaterial, because you can't play with that kind of ping anyway.
                    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


                    • Originally posted by BizarroEvade View Post
                      re: lowercase. I think everything in Bakers universal is okay though.
                      All the file names have been lower case'd in Universal Server. I imagine it is ok.

                      Originally posted by dfsp_spirit View Post
                      I also have a dedicated user for the server of course but quake is in /usr/local/games/quake/. This works fine for q3a (it writes it's stuff to /home/quake3/.q3a/baseq3/ instead because it gets that it can't use /usr/local/games/quake3/baseq3/) but maybe not for NQ. I'll move the quake dir into the quake user's $HOME I guess.
                      I will think about making future ProQuake server have some sort of option or capability to write to wherever Linux likes files written or run without writing any files.

                      I don't recall the changes made to ProQuake 3.90 Linux server, it might try to write qconsole log and iplog.dat by default. It's been nearly 2 years since I worked on it.

                      And I'm not sure what happens if it doesn't have write permissions.

                      I know that Quake 3 for instance even on Windows doesn't write in the game folder but in "My Documents" on windows screenshots and I know in ezQuake there is at least the option in Linux to save configs in the Linux equivalent /home/<username> I'm thinking.

                      And good multiplatform comments here on, say, FTEQCC. I'd like ProQuake to be more Linux friendly in the future (although I'm not sure how soon that future will be just due to the number of things I want to do).
                      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


                      • Keep up the momentum Baker, this really is a great leap forward for NQ IMHO and could well pay dividends for players and server ops alike in the long run.

                        I was just wondering, is there was any loose "timetable" you may have formed for adding additional mods such as Painkeep and DMP (DeathMatchPlus) and RQP (Wifi's RuneQuakePlus) mods? (Note: I've PMd you a little while ago about sending the source to you.). No pressure, I'm sure you are trying to focus on bug fixing and building stability in to the platform but I was just curious .

                        Kind regards

                        Monty
                        P.S. Please let me know if you need any help testing.
                        Last edited by Mr.Burns; 01-11-2010, 07:13 AM.
                        Mr.Burns
                        "Helping to keep this community friendly, helpful, and clean of spammers since 2006"
                        WWW: Quake Terminus , QuakeVoid You Tube: QuakeVoid
                        Servers: Quake.shmack.net, damage.servequake.com

                        News: JCR's excellent ctsj_jcr map is being ported to OOT

                        Comment


                        • Originally posted by Mr.Burns View Post
                          Keep up the momentum Baker, this really is a great leap forward for NQ IMHO and coule well pay dividends for players and server ops alike in the long run.

                          I was just wondering, is there was any loose "timetable" you may have formed for adding additional mods such as Painkeep and DMP (DeathMatchPlus) and RQP (Wifi's RuneQuakePlus) mods? (Note: I've PMd you a little while ago about sending the source to you.). No pressure, I'm sure you are trying to focus on bug fixing and building stability in to the platform but I was just curious .

                          Kind regards

                          Monty
                          P.S. Please let me know if you need any help testing.
                          I think you gave me the Painkeep source, I do not have the Deathmatch Plus source. I have RQP's source and have that for years.

                          Additional mod support will come very rapidly once the groundwork for Release #1 is completed and tested.

                          Additional testing, especially from you European guys is most welcomed since you guys have always really "had it together" in the testing and experimentation department.
                          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


                          • I really want to give this a try, however, I think it makes more sense to start testing, when the auto-download URL thing has been taken care of.. That way, it would be more of a "real world"-test, starting with a clean sheet on the client-side (simulating someone new to quake who just wants to play, and does not know nor care about manually downloading stuff).

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                            • Hm, my server still crashes with all quake files in a writable spot. Damn. I'm not giving up though, I like testing and eperimentation sometimes (at least on linux).
                              dfsp*spirit
                              my FPS maps

                              Comment


                              • the most important thing we should be worried about is when this mod will have 3wave
                                Cbuf_AddText (va("say ZeroQuake GL version 1.10\n"));

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