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Since: Apr 11, 2006 Posts: 3
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(Msg. 1) Posted: Tue Apr 11, 2006 7:41 am
Post subject: Server requirements? Archived from groups: alt>games>unreal>tournament (more info?)
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I've got some static IPs and a couple megabits now, and was thinking
of setting up a dedicated server for UT2004 ONS in northeastern MA.
What would I need for hardware requirements? I've got a couple of
boxes kicking around, from a P3-450 to a P4-2.4G...
Also, Linux or WinDoze?
Thanks for any thoughts! >> Stay informed about: Server requirements? |
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Since: Apr 10, 2004 Posts: 669
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(Msg. 2) Posted: Tue Apr 11, 2006 12:42 pm
Post subject: Re: Server requirements? [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
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On Tue, 11 Apr 2006 07:41:16 -0400, William P.N. Smith
<news2006b.DeleteThis@compusmiths.com> wrote:
>I've got some static IPs and a couple megabits now, and was thinking
>of setting up a dedicated server for UT2004 ONS in northeastern MA.
>What would I need for hardware requirements? I've got a couple of
>boxes kicking around, from a P3-450 to a P4-2.4G...
>
>Also, Linux or WinDoze?
>
>Thanks for any thoughts!
Requirements for ONS are really steep. If the P4 2.4 is the best you
can do then you're pretty much SOL unless you plan on limiting it to
around 6 players.
Be advised that the above is mostly conjecture on my part. I can't
find any hard info on the web. I think that even Epic was surprised
at how much horsepower it takes to run a server, so even if I could
find something "official", it would probably wouldn't be valid... much
like their minimum specs for running the game as a client.
What I can tell you is that there are quite a few ONS servers out
there that lag like crazy near the end game (where everyone is in or
around a single node or the core) when ping is good and packet loss is
non-existent. That tells me that the server is chugging while trying
to keep up.
And not only is horsepower a factor, but bandwidth is also a problem.
ONS uses a *lot* more bandwidth than any prior gametype. When ONS
first came out, most server rental houses charged a premium for ONS
due to it's higher bandwidth requirements. Most don't do that now due
to competitive pressure, but it still requires a lot more bandwidth
than straight DM or CTF. >> Stay informed about: Server requirements? |
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Since: Mar 20, 2006 Posts: 215
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(Msg. 3) Posted: Tue Apr 11, 2006 1:32 pm
Post subject: Re: Server requirements? [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
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"William P.N. Smith" <news2006b.RemoveThis@compusmiths.com> wrote in message
news:d95n321ivolcevsffkbfe5fgonhadbpun8@4ax.com...
> I've got some static IPs and a couple megabits now, and was thinking
> of setting up a dedicated server for UT2004 ONS in northeastern MA.
> What would I need for hardware requirements? I've got a couple of
> boxes kicking around, from a P3-450 to a P4-2.4G...
>
> Also, Linux or WinDoze?
>
> Thanks for any thoughts!
Surprisingly there's not a big demand on equipment if you are just running a
server. I've run a LAN server off my box while at the same time playing a
seperate game online and the strain on my comp from having a background
server running was pretty minimal. The big hits come in calculating all the
physics while rendering. I think you will be pleasantly surprised at how
little you need. >> Stay informed about: Server requirements? |
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Since: Mar 20, 2006 Posts: 215
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(Msg. 4) Posted: Tue Apr 11, 2006 5:16 pm
Post subject: Re: Server requirements? [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
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"Folk" <Folk.TakeThisOut@folk.com> wrote in message
news:a7mn32hmi3heb855bsc9bne2u43gt8op2g@4ax.com...
> On Tue, 11 Apr 2006 07:41:16 -0400, William P.N. Smith
> <news2006b.TakeThisOut@compusmiths.com> wrote:
>
>>I've got some static IPs and a couple megabits now, and was thinking
>>of setting up a dedicated server for UT2004 ONS in northeastern MA.
>>What would I need for hardware requirements? I've got a couple of
>>boxes kicking around, from a P3-450 to a P4-2.4G...
>>
>>Also, Linux or WinDoze?
>>
>>Thanks for any thoughts!
>
> Requirements for ONS are really steep. If the P4 2.4 is the best you
> can do then you're pretty much SOL unless you plan on limiting it to
> around 6 players.
>
> Be advised that the above is mostly conjecture on my part. I can't
> find any hard info on the web. I think that even Epic was surprised
> at how much horsepower it takes to run a server, so even if I could
> find something "official", it would probably wouldn't be valid... much
> like their minimum specs for running the game as a client.
>
> What I can tell you is that there are quite a few ONS servers out
> there that lag like crazy near the end game (where everyone is in or
> around a single node or the core) when ping is good and packet loss is
> non-existent. That tells me that the server is chugging while trying
> to keep up.
>
> And not only is horsepower a factor, but bandwidth is also a problem.
> ONS uses a *lot* more bandwidth than any prior gametype. When ONS
> first came out, most server rental houses charged a premium for ONS
> due to it's higher bandwidth requirements. Most don't do that now due
> to competitive pressure, but it still requires a lot more bandwidth
> than straight DM or CTF.
Wow Folk, that's some good info to have. Pretty much makes me look like an
idiot but I had no idea ONS was that taxing. I hardly ever play it and it
never occured to me that it would require such an advanced setup just to run
a server. >> Stay informed about: Server requirements? |
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Since: Apr 10, 2004 Posts: 669
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(Msg. 5) Posted: Wed Apr 12, 2006 12:37 pm
Post subject: Re: Server requirements? [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
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On Tue, 11 Apr 2006 17:16:25 -0700, "goPostal"
<agutgopostal.TakeThisOut@hotmail.com> wrote:
>
>"Folk" <Folk.TakeThisOut@folk.com> wrote in message
>news:a7mn32hmi3heb855bsc9bne2u43gt8op2g@4ax.com...
>> On Tue, 11 Apr 2006 07:41:16 -0400, William P.N. Smith
>> <news2006b.TakeThisOut@compusmiths.com> wrote:
>>
>>>I've got some static IPs and a couple megabits now, and was thinking
>>>of setting up a dedicated server for UT2004 ONS in northeastern MA.
>>>What would I need for hardware requirements? I've got a couple of
>>>boxes kicking around, from a P3-450 to a P4-2.4G...
>>>
>>>Also, Linux or WinDoze?
>>>
>>>Thanks for any thoughts!
>>
>> Requirements for ONS are really steep. If the P4 2.4 is the best you
>> can do then you're pretty much SOL unless you plan on limiting it to
>> around 6 players.
>>
>> Be advised that the above is mostly conjecture on my part. I can't
>> find any hard info on the web. I think that even Epic was surprised
>> at how much horsepower it takes to run a server, so even if I could
>> find something "official", it would probably wouldn't be valid... much
>> like their minimum specs for running the game as a client.
>>
>> What I can tell you is that there are quite a few ONS servers out
>> there that lag like crazy near the end game (where everyone is in or
>> around a single node or the core) when ping is good and packet loss is
>> non-existent. That tells me that the server is chugging while trying
>> to keep up.
>>
>> And not only is horsepower a factor, but bandwidth is also a problem.
>> ONS uses a *lot* more bandwidth than any prior gametype. When ONS
>> first came out, most server rental houses charged a premium for ONS
>> due to it's higher bandwidth requirements. Most don't do that now due
>> to competitive pressure, but it still requires a lot more bandwidth
>> than straight DM or CTF.
>
>Wow Folk, that's some good info to have. Pretty much makes me look like an
>idiot but I had no idea ONS was that taxing. I hardly ever play it and it
>never occured to me that it would require such an advanced setup just to run
>a server.
Like I say, that's mostly conjecture on my part but my gut says it's
fairly accurate. Cain's Lair used to run a 32 player ONS server, but
even with dual Opteron's on a DS3 connection it lagged like a bitch.
Laggy ONS servers are pretty much the norm because most hosting
companies use the same spec for ONS as for DM and that just doesn't
work. If you can run 12 DM servers on a box, the maximum number of
ONS servers is probably half that. With it's huge maps, large number
of players and lot's of vehicles, it's a much hungrier beast than DM
or CTF.
It makes you wonder how the new Conquest game type in UT2007 will run.
It supposedly can have maps four and five times the size of current
ONS maps and is designed for as many as four fifteen-man teams! >> Stay informed about: Server requirements? |
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Since: Jan 14, 2005 Posts: 61
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(Msg. 6) Posted: Sun Apr 16, 2006 6:55 am
Post subject: Re: Server requirements? [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
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On a pleasant day while strolling in alt.games.unreal.tournament, a
person by the name of Folk exclaimed:
> teleport to any other valid node. Every ONS player should have a key
> bound to suicide. In a one hour match on a large map, I suicide once
> every five minutes on average. It doesn't help your stats, but then I
> don't give a rat's ass about stats.
But then so many players try to play ONS like DM. Even if they do make
an effort to get nodes they will get distracted and spend 5 minutes
duelling with someone for no reason.
--
aaronl at consultant dot com
For every expert, there is an equal and
opposite expert. - Arthur C. Clarke >> Stay informed about: Server requirements? |
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Since: Apr 10, 2004 Posts: 669
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(Msg. 7) Posted: Mon Apr 17, 2006 12:54 pm
Post subject: Re: Server requirements? [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
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On Sun, 16 Apr 2006 21:30:30 +1200, Aaron Lawrence
<aaronlNOT.DeleteThis@HEREconsultant.com> wrote:
>On a pleasant day while strolling in alt.games.unreal.tournament, a
>person by the name of Folk exclaimed:
>> teleport to any other valid node. Every ONS player should have a key
>> bound to suicide. In a one hour match on a large map, I suicide once
>> every five minutes on average. It doesn't help your stats, but then I
>> don't give a rat's ass about stats.
>
>But then so many players try to play ONS like DM. Even if they do make
>an effort to get nodes they will get distracted and spend 5 minutes
>duelling with someone for no reason.
Dat's a fact. >> Stay informed about: Server requirements? |
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Since: Apr 11, 2006 Posts: 3
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(Msg. 8) Posted: Sat Apr 22, 2006 9:34 am
Post subject: Re: Server requirements? [Login to view extended thread Info.] Archived from groups: per prev. post (more info?)
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William P.N. Smith <news2006b.TakeThisOut@compusmiths.com> wrote:
>I've got some static IPs and a couple megabits now, and was thinking
>of setting up a dedicated server for UT2004 ONS in northeastern MA.
Just refurbed a P4-3.2 with 800MHz FSB and 1G dual-channel memory,
think that would work OK for ONS?
Also, I'l looking at Centos4 Linux, any hints and tips for setting
that up as a dedicated server?
Thanks! >> Stay informed about: Server requirements? |
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