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Lt_Dan_Sweden

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Everything posted by Lt_Dan_Sweden

  1. Lt_Dan_Sweden

    Kicking admins?

    If Linux: SSH with Putty http://www.chiark.greenend.org.uk/~sgtatham/putty/download.html and restart server, for example sudo killall server If you don't have an autorestart (see pinned topic http://www.flashpoint1985.com/cgi-bin....5;st=30 ) you need to restart it manually. If Windoze XP Professional: Use Remote Desktop (SSH server or PCAnywhere is an alternative, but they costs money) Restart server manually. Now rejoin server and vote new admin or login.
  2. Lt_Dan_Sweden

    Technical info on sockets - suma

    Hi To be able to run optimized dedic server and help the community to draw conclusions on Netcode performance, it would be nice to have som technical info on the SOCKETS code. Please provide that. For example: Does all of of these still affect performence in SOCKETS? MaxSizeGuaranteed="512"; MaxBandwidth="2000000"; MaxSizeNonguaranteed="64"; MaxMsgSend="256"; MinBandwidth="900000"; DIRECTPLAY used a couple of ports above 2234. I for example opened 2234 to 2238 to get smooth running. In SOCKETS I am having trouble with ghost players, see previos post http://www.flashpoint1985.com/cgi-bin....t=15805 This could be that 2302-2306 is not enough? I have asked before, and will do it again, BIS, please provide a standard method or tool for evaluating the DEDIC server performance. This would help us all in drawing conclusions what is wrong. My suggestion: Map: 2-8_T_CAPTURETHEFLAG1.EDEN.PBO Number of players: 8 Player Max Ping: 250 ms Ports to open: 2302-XXXX The SERVER.CFG should look like this LINK_by_BIS BIS recommended tweaking parameters MaxSizeGuaranteed="512"; MaxBandwidth="95% of your MAX"; MaxSizeNonguaranteed="64"; MaxMsgSend="256"; ? Maybe also a tool for catching the #MONITOR 5 messeges into a logfile? Oh yes, how does the two extra numbers in MONITOR work, packets waiting and packets garanteed? Regards Lt_Dan_Dan
  3. Lt_Dan_Sweden

    Linux servers

    You can also mount the old VFAT partition and run everything from there. No need for Small Caps etc. YOu get stability, but without the hassle of redoing/moving the OFP dir.
  4. Lt_Dan_Sweden

    How to play ofp with a router

    </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (NedFox TZW @ April 15 2003,10<!--emo&)</td></tr><tr><td id="QUOTE">I have been hosting  all kinds of games, and none require DMZ, as long as all *outbound* is allowed.<span id='postcolor'> I belive you on other games and if you dont use a high-performance/-bandwidth OFP dedic server but, we did use NAT and opened all required and used it for several months and the bandwith was not fully used by OFP dedic. Solution see link. http://www.flashpoint1985.com/cgi-bin....th]http Thats how we broke the world record of largest CTF OFP game above 80 people. The record was only held for an hour or so before being beaten. More interestingly we could play 25vs25 on Everon CTF without desync or lag. We could never do that before behind the NAT of a 3Com 3c855.
  5. Lt_Dan_Sweden

    How to play ofp with a router

    Regarding Dedic behind a Switch/Gateway http://www.flashpoint1985.com/cgi-bin....ndwidth
  6. Lt_Dan_Sweden

    Ded server, retrieving chat

    Hey BIS! A short response isn't too much to ask?
  7. Lt_Dan_Sweden

    Ded server, retrieving chat

    Here here! Can't help on the question, but I hope u get an anser. I can help with beta-testing the tool if needed. We run a linux server called IM SWEC.
  8. Lt_Dan_Sweden

    Auto-restart standaloneserver when hang-up

    I just helped Dave from OFPladder out, and on some distributions, Red Hat, you need to change #!/bin/bash into #!/bin/bash2 to make the scripts work.
  9. Lt_Dan_Sweden

    Auto-restart standaloneserver when hang-up

    killall start.sh (should not be needed, but do it anyway) killall loop.sh (this prevents an extra server to be started, when the server is shut down. Must be run previosly to next command, killall server) killall server (this shutdowns all running servers) make sure all servers are down, by either executing the command "top" or try connecting to the server with ofp. If all is down. Run "start.sh" again. Now you can shut down Putty, without the server shutting down. Putty can be found HERE
  10. Lt_Dan_Sweden

    Hosting with router

    You dont need thet one hundred ports at 2300-2400. That was in the old Directplay. Using Sockets, you only need standard port - standard plus one, for example 2302-2303. We run a dedic that handles more than 30 people, lag free on that.
  11. Lt_Dan_Sweden

    Linux server bind to ip

    Dont know the answer. But I do know this, both servers can be accessed from both NICs, or IP if you prefer.
  12. Lt_Dan_Sweden

    Linux server

    The latest Linux is stable as a rock. But there will not be a performance boost by switch from win to Linux, as some Tux-fans expect. Why do we run linux? 1- Promote free/open code 2 - Its cool. 3 - Power apps and very easy to admin via prompt. I really reccomend the autorestart with "two script method" by Egor http://www.flashpoint1985.com/cgi-bin....5;st=30
  13. Lt_Dan_Sweden

    Testing netcode settings

    My latest post is with SOCKETS.
  14. Lt_Dan_Sweden

    Auto-restart standaloneserver when hang-up

    </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Egor @ Oct. 18 2002,05:22)</td></tr><tr><td id="QUOTE">I'd suggest running servers within a 'screen' session under Linux. Make two scripts, one with the above (call it loop.sh) and one with commands to open a screen (call it start.sh):<span id='postcolor'> I can highly recommend Egors two-script auto-restart. When using it you can access your server with SSH and see the live server log/prompt. Really great stuff.
  15. Lt_Dan_Sweden

    Testing netcode settings

    New Dedicated OFPR Server conclusions: EDIT All this is with NETCODE SOCKETS Only Tweak IM SWEC server uses i MaxMesgSend. We dont use MinBandwith anymore. My experience is that MaxMesgSend should be around = 10 x (number of players for server) Our server handles more or less 35 ppl on any map so we use MaxMesgSend = 10 x 35 ~ 384 If you increase MaxMesgSend to High, and have many ppl on the server, the flops will drop to 1. Question: I have asked it before but never got an answer. Does MaxMesgSend have to be a number evenly divided by 64? The big difference for us was moving the server outside the Lan router/switch, which was caping the bandwith use. Before the server only used 700 kBit/s, now it can use more than 2 500 kBit/s if we are many ppl. Now we have the server DIRECTLY to the internet. The other experience is that the CPU is the limit, if you have more than 5 MBit. Min Bandwith (upload from server) per player is between 56-130 kBit/s, depending on map choice. You wont need more than 512 MB memory no mather how many players you are or what map you play. Spend money on fast memory instead. No need for an expensive graphic card; we use a seven year old 2d/3d from Leadteak and still get excellent performance. Our Hardware is P4 2,4@2,7 with FSB 150 (600 in Intel world...) runing 512 MB DDR @ 384 MHz. All on a linux. The big change for us was changing network topologi, so OFP didn't cape the bandwith use. If your server uses more than 1 000 KBit/s over time, dont worry, but if its always below 800, time to do some networking..
  16. Lt_Dan_Sweden

    Best players online

    Thats not the whole truth, according to me. And I value much more parameters, in my vote, than just producing kills. Being able to cap flags ranks higher than kills in my view.
  17. Lt_Dan_Sweden

    Ofp mp map filename convention

    Representing IM -=[sWEC]=- server We have adopted the file name system. Thanks to SES we got a flying start on the renaming process (they have their complete MPMission map, zipped, on their homepage). We will gradually implement the new name convention on the other 100's of maps and of course all new ones. An idea; to have a 1-2 GByte FTP area for server admins to share renamed maps and thereby avoid doublework. Anyone who can provide that? -=[sWEC]=-Lt_Dan_Sweden WWW.SWEC.CJB.NET 2.4@2,7 GHz, DDR at 383 MHz, LINUX 62.119.194.204:2302 You can add swecserver.cjb.net to your HOSTS.TXT file in your OFP root.
  18. Lt_Dan_Sweden

    Best players online

    My vote goes to MOM Hamilton aka OFK Hamilton I know many players that can draw quicker than him, but all in all I havent seen a more complete player.
  19. Lt_Dan_Sweden

    New anti-tk and anti-rk fuction for ofp

    Hi Wiper eventhough you spent many hours developing this scipt i'm too lazy to test it, can you descibe what happens if: a) or b) is done? Please email me since I don't have time to follow Chat forums.. JUST KIDDING!!! Thanks for a great script. Its a blast using it, and it works great. I have uploaded it on our IM SWEC server and will make it deafault missions asap. PS we played, used it for fun, and there was at least one TK-by mistake, that the Killed player, chose not to revenge, since it was a pure misstake, including a verbal pardon by the TKer. DS
  20. Lt_Dan_Sweden

    What would you like to see in ofp2

    8--></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (theavonlady @ Jan. 13 2003,228)</td></tr><tr><td id="QUOTE">Stretcher bearers would not be able to run as fast as regular soldiers.<span id='postcolor'> New classes, between walking and sprinting, would be good for not only strechers, but for many types. -AT with extra load -AA soldier with load. -Engineers with 4 mines and many advanced ADDONS with customized loadouts according to specialised troops. Imagine five different load-thresholds, forcing the CO to decide between 1 light and swift 2 light and pretty swift 3 Medium 4 Heavy and kinda of slow. 5 Full fire power, but really slow.
  21. Lt_Dan_Sweden

    What would you like to see in ofp2

    8--></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (theavonlady @ Jan. 13 2003,228)</td></tr><tr><td id="QUOTE">Stretcher bearers would not be able to run as fast as regular soldiers.<span id='postcolor'> New classes, between walking and sprinting, would be good for not only strechers, but for many types. -AT with extra load -AA soldier with load. -Engineers with 4 mines and many advanced ADDONS with customized loadouts according to specialised troops. Imagine five different load-thresholds, forcing the CO to decide between 1 light and swift 2 light and pretty swift 3 Medium 4 Heavy and kinda of slow. 5 Full fire power, but really slow.
  22. Lt_Dan_Sweden

    Swedish forces pack

    Main Website http://hem.passagen.se/granq/
  23. Lt_Dan_Sweden

    Swedish forces pack

    </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (mads bahrt @ Dec. 22 2002,23:57)</td></tr><tr><td id="QUOTE">..it's not uncommom to carry two of these (AT4s) and 6 mags. - Your Carl Gustav (GRG m/48) also closer to the real one than the one in the game since the shooter can carry 2 grenades which is quite normal IRL.<span id='postcolor'> Mads Bahrt you must be a really big guy. I weigh 90 kgs and have been trained and trained others on both these weapons. I would not consider the weapon load you describe as normal. Each AT4 weighs 6,7 Kg. Carl Gustav weighs 14,2 Kgs empty. Every grenade weighs ca 3,5 kgs. On top of that you have your Assult rifle which weighs some 4,5 kgs including one mag. Each extra mag weighs around 0,6 kg. Maybe if you are using armour to carry you into battle, your load would do, but using regular foot infantry, that humps several klicks per day.... My opinion regarding capacity of GRG in OFP. GRG shooter should only be able to carry the launcher plus one grenade. There should be a designated GRG-loader, which carries 4 or 6 GRG grenades. 4 if he can move fast and 6 if the sprint function is turned off. Hmm Changed my mind. If the OFP soldier can carry 4 mines á 10 kgs and sprint so why not sprint with 6 GRG grenades anyway.
  24. Lt_Dan_Sweden

    Linuxserver problem

    I have seen this behaviour when the Flashpoint.cfg is missing.
  25. Lt_Dan_Sweden

    Bandwith not used by deddy

    Hi I just increased the bandwith from 2 MBit to 10 MBit both upp and downstream. Now to my findings. This is totally useless since OFP never uses more banddwith then 1 MBit during game play. Not counting maploading. Mostly the upload bandwith is around 800 kBit and sometimes it goes upp to 1 MBit. If I increase player number from 15 to 24 on same map, the upload stays the same and all that happens is that many get great desync. I have tried using different MaxMsgSend, MinBandwidth and MaxBandwidth without affecting the consumption. Has anyone made a server use more than 1 MBit over time? If yes please email server.cfg and Flashpoint.cfg to swec_ofp@hotmail.com. Specs on server. P4 2,4 GHz 512 DDR Ram 2700 Now running on Linux (same behaviour with winXP) PS There's nothing wrong with the connection capacity, I get more than 6 MBit upstream, with FTP and other bandwith testprograms such as TPTEST from Sweden any time of day. DS Regards Lt_Dan_Sweden
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