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Topic Starter Topic: starting a server

Recruit
Recruit

Joined: 11 Nov 2008
Posts: 4
PostPosted: 11-11-2008 03:44 PM           Profile   Send private message  E-mail  Edit post Reply with quote


I am starting a new server for Q3A (I call it United Abominations) and I am in need of player input. below i have pasted the console coding and it works...with a bit of lag. (there is one other computer and two-three XBOX 360s connected to the same modem) This won't be common when i fix my older computer which will run on it's own modem. what i need before launching is your comments, thoughts, pointers, etc. Thank you and good gaming.

Q3 1.30 win-x86 Aug 20 2001
----- FS_Startup -----
Current search path:
C:\Quake III Arena\Quake3\baseq3\PAK6.PK3 (64 files)
C:\Quake III Arena\Quake3\baseq3\PAK5.PK3 (7 files)
C:\Quake III Arena\Quake3\baseq3\PAK4.PK3 (272 files)
C:\Quake III Arena\Quake3\baseq3\PAK3.PK3 (4 files)
C:\Quake III Arena\Quake3\baseq3\PAK2.PK3 (148 files)
C:\Quake III Arena\Quake3\baseq3\PAK1.PK3 (26 files)
C:\Quake III Arena\Quake3\baseq3\PAK0.PK3 (3539 files)
C:\Quake III Arena\Quake3/baseq3

----------------------
4060 files in pk3 files
execing default.cfg
execing q3config.cfg
couldn't exec autoexec.cfg
Hunk_Clear: reset the hunk ok
...detecting CPU, found Intel Pentium III

------- Input Initialization -------
Initializing DirectInput...
Couldn't set DI coop level
Falling back to Win32 mouse support...
Joystick is not active.
------------------------------------
----- Client Initialization -----
----- Initializing Renderer ----
-------------------------------
----- Client Initialization Complete -----
----- R_Init -----
Initializing OpenGL subsystem
...initializing QGL
...calling LoadLibrary( 'C:\Windows\system32\opengl32.dll' ): succeeded
...setting mode 4: 800 600 FS
...using colorsbits of 32
...calling CDS: ok
...registered window class
...created window@0,0 (800x600)
Initializing OpenGL driver
...getting DC: succeeded
...GLW_ChoosePFD( 32, 24, 8 )
...125 PFDs found
...hardware acceleration found
...PIXELFORMAT 9 selected
...creating GL context: succeeded
...making context current: succeeded
Initializing OpenGL extensions
...ignoring GL_S3_s3tc
...using GL_EXT_texture_env_add
...using WGL_EXT_swap_control
...using GL_ARB_multitexture
...using GL_EXT_compiled_vertex_array
...WGL_3DFX_gamma_control not found

GL_VENDOR: NVIDIA Corporation
GL_RENDERER: GeForce 8300 GS/PCI/SSE2
GL_VERSION: 2.1.2
GL_EXTENSIONS: GL_ARB_depth_texture GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_imaging GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_shadow GL_ARB_shader_objects GL_ARB_shading_language_100 GL_ARB_texture_border_clamp GL_ARB_texture_compression GL_ARB_texture_cube_map GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_dot3 GL_ARB_texture_mirrored_repeat GL_ARB_texture_non_power_of_two GL_ARB_texture_rectangle GL_ARB_transpose_matrix GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_window_pos GL_ATI_draw_buffers GL_ATI_texture_float GL_ATI_texture_mirror_once GL_S3_s3tc GL_EXT_texture_env_add GL_EXT_abgr GL_EXT_bgra GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_compiled_vertex_array GL_EXT_Cg_shader GL_EXT_depth_bounds_test GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_multi_draw_arrays GL_EXT_packed_pixels GL_EXT_pixel_buffer_object GL_EXT_point_parameters GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_specular_color GL_EXT_shadow_funcs GL_EXT_stencil_two_side GL_EXT_stencil_wrap GL_EXT_texture3D GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic GL_EXT_texture_lod GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_object GL_EXT_vertex_array GL_IBM_rasterpos_clip GL_IBM_texture_mirrored_repeat GL_KTX_buffer_region GL_NV_blend_square GL_NV_copy_depth_to_color GL_NV_depth_clamp GL_NV_fence GL_NV_float_buffer GL_NV_fog_distance GL_NV_fragment_program GL_NV_fragment_program_option GL_NV_fragment_program2 GL_NV_half_float GL_NV_light_max_exponent GL_NV_multisample_filter_hint GL_NV_occlusion_query GL_NV_packed_depth_stencil GL_NV_pixel_data_range GL_NV_point_sprite GL_NV_primitive_restart GL_NV_register_combiners GL_NV_register_combiners2 GL_NV_texgen_reflection GL_NV_texture_compression_vtc GL_NV_texture_env_combine4 GL_NV_texture_expand_normal GL_NV_texture_rectangle GL_NV_texture_shader GL_NV_texture_shader2 GL_NV_texture_shader3 GL_NV_vertex_array_range GL_NV_vertex_array_range2 GL_NV_vertex_program GL_NV_vertex_program1_1 GL_NV_vertex_program2 GL_NV_vertex_program2_option GL_NV_vertex_program3 GL_NVX_conditional_render GL_SGIS_generate_mipmap GL_SGIS_texture_lod GL_SGIX_depth_texture GL_SGIX_shadow GL_SUN_slice_accum GL_WIN_swap_hint WGL_EXT_swap_control
GL_MAX_TEXTURE_SIZE: 8192
GL_MAX_ACTIVE_TEXTURES_ARB: 4

PIXELFORMAT: color(32-bits) Z(24-bit) stencil(8-bits)
MODE: 4, 800 x 600 fullscreen hz:60
GAMMA: hardware w/ 0 overbright bits
CPU: Intel Pentium III
rendering primitives: single glDrawElements
texturemode: GL_LINEAR_MIPMAP_LINEAR
picmip: 1
texture bits: 32
multitexture: enabled
compiled vertex arrays: enabled
texenv add: enabled
compressed textures: disabled
Initializing Shaders
...loading 'scripts/lightningnew.shader'
...loading 'scripts/explode1.shader'
...loading 'scripts/gfx.shader'
...loading 'scripts/tim.shader'
...loading 'scripts/base.shader'
...loading 'scripts/base_button.shader'
...loading 'scripts/base_floor.shader'
...loading 'scripts/base_light.shader'
...loading 'scripts/base_object.shader'
...loading 'scripts/base_support.shader'
...loading 'scripts/base_trim.shader'
...loading 'scripts/base_wall.shader'
...loading 'scripts/common.shader'
...loading 'scripts/ctf.shader'
...loading 'scripts/eerie.shader'
...loading 'scripts/gothic_block.shader'
...loading 'scripts/gothic_floor.shader'
...loading 'scripts/gothic_light.shader'
...loading 'scripts/gothic_trim.shader'
...loading 'scripts/gothic_wall.shader'
...loading 'scripts/hell.shader'
...loading 'scripts/liquid.shader'
...loading 'scripts/menu.shader'
...loading 'scripts/models.shader'
...loading 'scripts/organics.shader'
...loading 'scripts/sfx.shader'
...loading 'scripts/shrine.shader'
...loading 'scripts/skin.shader'
...loading 'scripts/sky.shader'
...loading 'scripts/test.shader'
----- finished R_Init -----

------- sound initialization -------
Initializing DirectSound
------------------------------------
----- Sound Info -----
sound system is muted
1 stereo
32768 samples
16 samplebits
1 submission_chunk
22050 speed
0xc780050 dma buffer
No background file.
----------------------
Sound memory manager started
Loading vm file vm/ui.qvm.
VM file ui compiled to 581960 bytes of code
ui loaded in 1943200 bytes on the hunk
35 arenas parsed
32 bots parsed
--- Common Initialization Complete ---
Winsock Initialized
Opening IP socket: localhost:27960
Hostname: tyler-PC
IP: 192.168.1.102
Working directory: C:\Quake III Arena\Quake3
Requesting servers from the master...
----- CL_Shutdown -----
RE_Shutdown( 1 )
Shutting down OpenGL subsystem
...wglMakeCurrent( NULL, NULL ): success
...deleting GL context: success
...releasing DC: success
...destroying window
...resetting display
...shutting down QGL
...unloading OpenGL DLL
-----------------------
Hitch warning: 781 msec frame time
------ Server Initialization ------
Server: Q3DM7
Hunk_Clear: reset the hunk ok
----- FS_Startup -----
Current search path:
C:\Quake III Arena\Quake3\baseq3\PAK6.PK3 (64 files)
C:\Quake III Arena\Quake3\baseq3\PAK5.PK3 (7 files)
C:\Quake III Arena\Quake3\baseq3\PAK4.PK3 (272 files)
C:\Quake III Arena\Quake3\baseq3\PAK3.PK3 (4 files)
C:\Quake III Arena\Quake3\baseq3\PAK2.PK3 (148 files)
C:\Quake III Arena\Quake3\baseq3\PAK1.PK3 (26 files)
C:\Quake III Arena\Quake3\baseq3\PAK0.PK3 (3539 files)
C:\Quake III Arena\Quake3/baseq3

----------------------
8120 files in pk3 files
Loading vm file vm/qagame.qvm.
VM file qagame compiled to 1137067 bytes of code
qagame loaded in 3820512 bytes on the hunk
------- Game Initialization -------
gamename: baseq3
gamedate: Aug 20 2001
------------------------------------------------------------
InitGame: \dmflags\0\fraglimit\35\timelimit\0\sv_hostname\United Abominations\sv_maxclients\8\sv_maxRate\0\sv_minPing\0\sv_maxPing\0\sv_floodProtect\1\g_maxGameClients\0\capturelimit\0\version\Q3 1.30 win-x86 Aug 20 2001\g_gametype\0\protocol\66\mapname\Q3DM7\sv_privateClients\0\sv_allowAnonymous\0\sv_allowDownload\0\gamename\baseq3\g_needpass\0
info_firstplace doesn't have a spawn function
info_secondplace doesn't have a spawn function
info_thirdplace doesn't have a spawn function
0 teams with 0 entities
20 items registered
-----------------------------------
------- BotLib Initialization -------
loaded weapons.c
loaded items.c
loaded syn.c
loaded rnd.c
loaded match.c
loaded rchat.c
------------ Map Loading ------------
trying to load maps/Q3DM7.aas
loaded maps/Q3DM7.aas
camp spot at 1180.0 -148.0 188.0 in solid
found 67 level items
-------------------------------------
32 bots parsed
35 arenas parsed
AAS initialized.
-----------------------------------
Hitch warning: 1786 msec frame time
Resolving master3.idsoftware.com
master3.idsoftware.com resolved to 192.246.40.56:27950
Sending heartbeat to master3.idsoftware.com
Hitch warning: 1163 msec frame time
Hitch warning: 2580 msec frame time




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Mentor
Mentor

Joined: 12 Mar 2005
Posts: 3958
PostPosted: 11-11-2008 08:14 PM           Profile Send private message  E-mail  Edit post Reply with quote


Is it a dedicated or a listen server (I suspect the latter, should be the former) and what does your config file look like?




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Recruit
Recruit

Joined: 11 Nov 2008
Posts: 4
PostPosted: 11-15-2008 07:04 AM           Profile   Send private message  E-mail  Edit post Reply with quote


I want to make it dedicated and i followed the directions as shown on this website. my cfg file looks like this:

seta sv_hostname "DM Server All Maps"
seta sv_maxclients 10
seta g_motd "Welcome to The Devil Killers' United Abominations server - Server Host {TDK}Vic Rattlehead"
seta g_quadfactor 4
seta g_gametype 0
seta timelimit 0
seta fraglimit 35
seta g_weaponrespawn 3
seta g_inactivity 45
seta g_forcerespawn 0
seta rconpassword "********"
set d1 "map q3dm7 ; set nextmap vstr d2"
set d2 "map q3dm17 ; set nextmap vstr d3"
set d3 "map q3dm12 ; set nextmap vstr d1"
set d4 "map q3dm9 ; set nextmap vstr d5"
set d5 "map q3tourney3 ; set nextmap vstr d4"
vstr d1




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Mentor
Mentor

Joined: 12 Mar 2005
Posts: 3958
PostPosted: 11-15-2008 07:58 AM           Profile Send private message  E-mail  Edit post Reply with quote


Looks fine. You might want to add 'seta sv_maxrate 25000' (or 10,000 at the very least) to smooth the gameplay a bit. Make sure you have the bandwidth. sv_maxrate * sv_maxclients should be less than your internet connection's upload speed.

Example: say you can upload 128 kB/s and you want to host 10 players. (128 * 1024) / 10 ~= 13100 so set sv_maxrate to 13000.

Vice versa, if you want to dedicate at least 15,000 bytes/s to each player: (128 * 1204) / 15000 =~ 8.7 so set sv_maxclients to 8.




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Recruit
Recruit

Joined: 11 Nov 2008
Posts: 4
PostPosted: 11-16-2008 05:24 PM           Profile   Send private message  E-mail  Edit post Reply with quote


thanks. bandwidth can be a problem at my house but im working out all the kinks. (esp. Firewall crap)




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