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Article #191262

Re: UT is just way too fun

#191262
From: goPostal
Date: Mon, 16 Jun 2008 23:55
103 lines
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"ยงฤร—darts" <sixdartsREMOVE@hotmail.com> wrote in message 
news:H_GdnWAupsLrDM7VnZ2dnUVZ_o_inZ2d@giganews.com...
>
> On 13-Jun-2008, "goPostal" <agutgopostal@hotmail.com> wrote:
>
>> If you want I can look at making a batch file
>> that loads a randomizer to decide the current server setup.
>
> Yes.  If you've got the time to put together something like that, I'd love
> to use it.  It sounds like you've learned a lot about running UT 
> ervers.  -
> Heck.  i can't even remember most of the console commands.  If you have 
> the
> time and patience, I'd be interested in gaining some of your knowledge.
>


Most everything I know is 2004 based, but most of the knowledge is universal 
with unreal. Server admin and upkeep is greatly similar. If you want, add me 
to your msn. Hit me up anytime for anything, it never bothers me. I've been 
pretty deep into UT2004 for the past year. I started tweaking an rpg mod 
which forced me to learn uscript which led to starting an rpg server and 
here lately I've been mapping and coding additions to my mods I'm running. 
If I don't know the answer to something I can guarantee you I have someone 
on my buddy list that can.


>> I am curious if you guys would like to test run a 99 server
>
> I'm uploading my redirects right this minute.  It's been a while since I
> tried to take operating a game server seriously, but I think I'll put up a
> DM server for a little while and see how it goes.
>
>> Are there
>> enough players anymore to warrant it?
>
> That's a good question.  I played for a couple of hours tonight and there
> were a couple of hundred DM players online at about 8:30 p.m. Mountain.
> Most of the time, though, I only see somewhere between 60 and 100 DM
> players, and most of those are camping on low grav sniper servers with
> bizarre mods.  I just can't seem to get into that sort of gameplay.
>
> I'm not real sure how it will go.  I have enough bandwidth to host a 12 to
> 14 player server, but I also have a binary habit that means I might need a
> little overhead for my ten constant connections to giga.  I have three
> internet connections available to me right now.  I have two 8 meg by 384 k
> connections and a 15 meg by 1 meg connection.  The 15 by 1 is (of course)
> the most used, but happens to be the one that could handle a nice bunch of
> players.  Sometime in the next couple of weeks, I'm also going to have a 
> 1.5
> by 512, but it won't be on my local network.  I could host a server on it,
> but it would have to be 100% remotely administered.  If I remember right, 
> it
> seems like 512 was perfect for 6 players, but afforded reasonable play to
> about 8.
>
> If there is any interest at all, I'll probably run a pair of servers. 
> Some
> of the guys I hang out with were serious Matrix Moves CTF players. Three 
> of
> them were top-10 on the NG world stats for mods players for a couple of
> years striaght.  I've hosted some interesting DM maps that fit Matrix 
> Moves
> pretty well and had some of those guys out playing again every now and 
> then.
> Personally, I prefer just plain old DM.  I can do without most of the mods
> I've seen and I'm not a very good team player.
>

I have a dormant GameServers account that I could light up if you want. They 
have servers from Germany to west coast US. My rpg server is in NY and I get 
a ping around 100. Only reason I don't use an L.A. based IP is I have a 
bunch of EU players and I don't want to give them 150 ping. For us I would 
think a ping in the mid 40's to mid 50's is what we would end up with. If we 
go dedicated it makes admin so much easier. I also have a private redirect 
service that bursts at a monster speed. I have a metric shitload of monster 
mods for invasion but you wont wait more than a couple moments to download 
and play. It would be simple to use that.

> A little off the topic:  My maps, textures, sounds, etc from my old server
> installation is about a gig and a half.  I learned tonight that UZ is
> actually ralativly efficient with multicore.  It kept all four of my cores
> around 65% or so while it crunched all that stuff.  The last time I
> compressed all that junk was with an AMD XP-1800 and it took what seemed
> like *forever*.  This went impressively quickly.

Oh, and I looked at creating a server batch file that does a random mod 
switch. It's easy enough to do it but the problem is that during the 
"handoff" between server setup "A" and server setup "B" I can't get past a 
player disconnect. I didn't realize this but when you switch mods, the 
engine actually comes very close to restarting itself to get ready for the 
next setup. I don't think this tack will work, but I'm wondering if I can 
make an ingame mod that randomizes certain things to fit this bill. I know 
utvote will allow you to vote mods in and out between maps so it shouldn't 
be too tough to pinch some script from it and apply this to a "scripted 
sequence" of rotating anti-cheats. This is probably overkill, but dammit I 
love to get elbow deep into something and try to figure it out.

Sorry it took a couple of days to get back to you. The weather has been 
stunning (finally) and I spent my weekend surfing and bumming. I'm back in 
the groove now though (and man I feel better). Oh my msn is 
agutgopostalAThotmailDOTcom.
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From: "goPostal" <agutgopostal@hotmail.com>
Newsgroups: alt.games.unreal.tournament
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Subject: Re: UT is just way too fun
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