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  • #46
    ~80 ping
    e|------------------------0---------------
    B|---------------0^1----------------1----
    G|---------------2------2------0^2-------
    D|---------------2-------2--2-------------
    A|---------------0------------------------
    E|----------------------------------------

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    • #47
      E-mail (FatPipeServer)

      My idea was to see if there was a service that could be use to compliment the Speaknow.quakeone.com server. I�m not a network engineer, but I can see how things �might� work.

      Whereas FatPipeServer is hosting speaknow; and Chicago is considered their central US server� I figured a server of theirs on each coast (used as a redirect) would lessen the amount of hops one might take to get to Chicago if the player was on the outskirts of the country. Apparently, Hommie don�t play dat.

      Below, from down-up (like an email) is why:



      __________________________________________________


      FatPipeServer Support:

      Hey man, unfortunately... it doesn't work like that. 90% of the delay in routing is while the packets are still within the user's ISP on top of it.


      Let's say I want to connect to a server in Dallas. Let's say I'm living in New York and my ISP is AT&T. By the time my packet even gets to the Internet backbone and leaves my ISP's network, I'm already looking at like 40-50 latency/ping. Once it hits the internet backbone it reaches the server in under 10 milliseconds. So someone in Europe is looking at like 50 latency before it even has to go across the Atlantic, which means it has to hit a satellite for another 40-50 latency, and then touch down in the US.


      Hope that clears it up a little. Basically you can't redirect players from one server to another and have their latency stay the same as it was on the first server. I doubt Quake1 even supports that!


      --------------------------------------------------------
      Master Splinter:


      Thanks,

      This is what I was thinking as an attempt to reduce the amount of routing from each player's ISP. You can tell me if this is practical or not.

      Let's say the main gaming server is in centrally located in the US. I subscribe to 2 of your servers...East and West coast. The players connect to their coast side server's address, and that FatPipeServer uses it's pipe to talk to the central server...like a fast relay service.


      --------------------------------------------------------
      FatPipeServer Support:

      Unfortunately the thing that causes their latency is the routing used by their individual ISPs. There's very little you can do about it short of calling them and hoping they will accommodate you somehow and change their routing.

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      • #48
        haha, he just called your game decrepit. rofl.
        "When I was your age, we used to rocket jump all the way to school, up hill both ways - IN BOILING LAVA!"

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        • #49
          Somebody mention Qball?

          Comment


          • #50
            FatPipeServer Email

            Looks like a fellow Quakeone.com Quaker (Kathos) has made the plunge and picked up 2 new servers:

            killzone.servegame.org (NY)
            edm1.suroot.om:26001 (not sure)

            For anyone who may have any questions about getting a server through FatPipeServers, here are a few questions and answers:

            __________________________________________________ _________

            FatPipeServers Support:


            We do the initial server setup, enough to get you guys connected to it and able to play. As far as any special customizations go, that's generally done by the players/admins.


            I will answer your questions between the quotes below:


            1. Ideally the Quake server is to be optimized by the community, in which, more than one trusted SysOp will take turns at configuring the server. Are there options for user accounts (i.e.: a Master Account and Sub Accounts)?



            Yes, the control panel has unlimited sub-accounts for each master account and each sub-account can be granted specific permissions (ie. access to the files or only to stop/start the server, etc).

            2. Are all server configurations done through a web GUI (FatPipe Control Panel)? I thought I saw something about RDP.



            You can do configurations through the Control Panel or via FTP (File transfer protocol) where you would download the configuration file, modify it on your PC, and upload it back to the server. RDP is only given to dedicated server accounts where the entire server box is under 1 person's control.

            3. Any imaging restore options? Let�s say we goof up a perfect setup and want to restore to the previous configuration.



            The best bet is to download a copy of your configuration files to your PC each time you modify them. We do not do backups per se; if you can imagine, we'd have 60+ gigabytes of backups to do every night on each machine - we simply don't have the resources to do this. Thankfully for you, Quake can be backed up in seconds since it is so small, sizewise.


            4. Is there any licensing (i.e.: Quake) I need to be concerned about?



            Nope, none at all!

            5. Do you supply DNS naming (i.e.: Splint.domain.com [resolves to] Quake Server IP)?



            We can assign a hostname to the IP we eventually set you up on, but the easier thing to do is set up a dynamic hostname at a site like dyndns.org and point it to your server's IP. That way you have full control over the domain name should you move the server from one location to another.

            6. Are there event logs and site traffic reports that can be accessed?



            The only log you'll have is most likely your server log. When you say an event log or site traffic report, what exactly do you have in mind?

            7. What�s the bandwidth? I saw 1.0Mbps Bandwidth; does that apply to all hosted services?



            There's really no bandwidth limit on the gameserver itself, and with Quake you'll probably never come close to overdoing it. The only time we'll impose a limit is if your server is constantly pushing over a megabit per second and there's really no way a Quake server can do that.


            8. Is there any joint billing options? Where monthly billing is divided out to 2 or more people?



            That's more difficult to do, but it is possible. It would be easier to accept payments to your own account and then pay us directly from your own account. If you prefer not to, you'll have to send a message to Iggy in Sales ([email protected]) and ask him what the options would be for splitting payments. I would assume the payment would be quite small to begin with.

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            • #51
              Neil. 10-15 ping for me. I approve.
              yes I meantioned Qball. I loved it.. Is it up anywhere?

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              • #52
                QBALL v1.4 download available for server operators

                http://www.quakeone.com/qrack/qball14.zip

                CAx v1.9 has SpeedBall mode which is like Unreal Tournament 2003's Bombing Run mini mod.

                @Baker: It is quite possible to make a Quake-C front end voting system to modify the server's sv_progs value and restart into any mod future or past Heck I'll provide the code too!

                Edit: hmm maybe it should be engine side
                Last edited by R00k; 12-14-2009, 11:08 AM.
                www.quakeone.com/qrack | www.quakeone.com/cax| http://en.twitch.tv/sputnikutah

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                • #53
                  Originally posted by Neil View Post
                  If you guys ping good to 67.23.138.32 let me know
                  Its in Toronto and I can run whatever i want on it, would prolly be ca/dm/crctf

                  But let me know if you ping good or else no point

                  Request timed out!!

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                  • #54
                    i love qball and want to play it so bad BUT... i know it wont take off.. a few of us will go play every now and then but it wont be a huge hit.. so if anyone has extra room on a server and wants to run it that would be awesome.. other then that, i wouldnt worry too much about it.
                    Thanks

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                    • #55
                      Yeah the days of q-ball are over I'm afraid.

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                      • #56
                        Originally posted by Souless View Post
                        Yeah the days of q-ball are over I'm afraid.
                        Don't be so sure.

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                        • #57
                          we dont need new Quake, we just �eed to suport each other

                          QW PT Comunity is small something like 15 players, we are also a small country with 10.000.000 people but we contact each other reguraly

                          and QW still lives in here!

                          I�m more a mapper now then a qw player but when is needed i�m always in!

                          petty that noone in PT play single player Quake

                          Also my maps lately are going slow, but people that like then dont quit i still map fro time to time

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