Permanent Servers |
by eihrul
on 02/03/2002 00:50, 472 messages, last message: 03/21/2008 13:36, 272792 views, last view: 09/30/2024 15:33 |
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Anyone wanting to announce a permanent Cube server should place such announcements in this thread. Of course, the main servers at this point are grunt.splatterworld.de and dark.asamnet.de
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Board Index
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#419: Re: need help starting a server |
by Eris
on 07/22/2007 21:50, refers to #412
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Youre right, you can never host... sorry to tell you this =(
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#420: New Server |
by Dwelsh
on 08/04/2007 09:57
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New server at wemew.org and www.zendurl.com/dwelsh
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#421: iPodLinux Clan Server |
by dfkdsjfhjsdkfhsdjkfdsjkfconorhjfdshfjsk
on 09/02/2007 06:00
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You can find us in the server list
"iPodLinux Clan"
Running on AssaultCube and Sauerbraten Summer Edition.
Enjoy!
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#422: w337 server |
by dz0004455
on 10/31/2007 01:44
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the W337 clan has a server, sometimes, now. sWEET
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#423: .. |
by LuckyStrike
on 11/26/2007 16:48
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does create listen server is possible? didn't found info in the wiki (sorry if that question have been answered thousand times )
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#424: Re: .. |
by MeatROme
on 11/27/2007 07:07, refers to #423
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RTFM - the wiki is only there to /supplement/ the basic documentation.
pass "-d" for dedicated to your EXE or start the bin_unix/linux_server which is purely dedicated anyway.
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#425: pings |
by ATIRULE
on 11/27/2007 09:25
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A way to limit the clients ping time would be nice
IE clients with ping over XXXX number
would not be able to connect
also I would like a way for server admin to connect to a master mode 3 server so
IE for us clan member haveing a noob lock our Own server for like 5 hours on end is very annoying
maby /connect IP Adminpass -mastermode
btw u can't add the #votemaster command thing with out adding the #kickmaster as well in case some A$$ gets master IE Fraggingfucktard :P
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#426: Re: pings |
by Drakas
on 12/16/2007 12:32, refers to #425
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You don't understand pings at all.
/connect <ip> <password> would be very useful though.
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#427: Re: pings |
by SanHolo
on 12/16/2007 18:47, refers to #426
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Why not? Not allowing players with a ping of 400+ could be useful. ;-)
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#428: Re: pings |
by Drakas
on 12/16/2007 18:50, refers to #427
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You don't understand pings either.
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#429: Re: pings |
by jbuk2k7s cookie has gone
on 12/16/2007 21:18, refers to #427
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A packagejump threshold would work better, seeing as that's what actually matters in sauer.
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#430: Re: pings |
by MovingTarget
on 12/16/2007 22:30, refers to #429
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Correction: packetjump. Yes, that is what really matters. No, I don't think it is useful. Yes, you can pretty easily mod it in.
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#431: Re: pings |
by Drakas
on 12/16/2007 22:53, refers to #430
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Not that easy. You may need to add in some statistics recording, to find out an average or such. + many more complications if someone gets a short burst of lag.
Also, it's the master who should take care of wrappers, not automation.
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#432: Re: pings |
by MovingTarget
on 12/16/2007 23:21, refers to #431
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Averages are quite easy. Take a sample every second or so, calculate the average, and if this behavior has been going on for more than, say, twenty seconds (which we can easily determine), then we disconnect them.
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#433: Re: pings |
by Drakas
on 12/17/2007 08:56, refers to #432
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go on, implement an *efficient* and *reliable* system IF this is so easy.
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#434: Re: pings |
by SanHolo
on 12/17/2007 17:05, refers to #428
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What makes you think so?
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#435: Re: pings |
by MovingTarget
on 12/17/2007 17:36, refers to #434
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Your ping is not all that important, SanHolo. I've seen people with 1,000+ ping play smoothly on a server. Although the smoothness may be somewhat due to Sauer's client prediction.
If anything, PJ is much more important.
Your PJ (packet jump) is the time it takes for packets from your instance of Sauerbraten to travel to the server. These packets contain vital information, such as your position, whether you are shooting, and if so, what gun you are using, etc. If you have a very high PJ, then... you can see what would happen.
To #433: Drakas, calm down. And I will see what I can do about implementing this, on top of all my other projects.
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#436: Re: pings |
by Drakas
on 12/17/2007 17:48, refers to #435
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I'm always calm.
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#437: Re: pings |
by MovingTarget
on 12/17/2007 18:23, refers to #436
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Under fire, maybe.
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#438: Re: pings |
by yetanotherdemosthenescomputer
on 12/18/2007 00:16, refers to #435
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See, and here I was thinking that what you described as PJ was actually the ping, and that packet jump was simply the time between packets during which the engine was required to interpolate the player's movements. Hence, the lower the pj, the smoother the gameplay.
Under your scenario, what does ping mean?
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