Originally posted by dfsp_spirit
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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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Originally posted by dfsp_spirit View PostHm, k. Which user account are you using to run the server and what is your quake directory? Can the user write to that dir?
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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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
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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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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
Apologies if I have inadvertantly broken something.
Hope this helps
MontyMr.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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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
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Originally posted by metchsteekle View Posti went on the ny server today, q matrix is pretty cool but with 1080 ping ... zerdm3 and it was a unknown commandQuakeone.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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Originally posted by BizarroEvade View Postre: lowercase. I think everything in Bakers universal is okay though.
Originally posted by dfsp_spirit View PostI 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 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 ...
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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
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Originally posted by Mr.Burns View PostKeep 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.
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 ...
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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
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