How to set up a fortress server, and how to deal with lag
- Lucifer
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How to set up a fortress server, and how to deal with lag
New stuff on the wiki. In the advanced server administration guide, I added some stuff about how to use the bandwidth settings and dedicated_fps to deal with lag. Bonus if it's actually right!
http://wiki.armagetronad.net/index.php/ ... tion_Guide
Linked from there is the Fortress page, and I dumped the settings you need to toy with to setup a fortress server. More explanation is needed, but I'm about ready to pass out.
Tank: Can we get this as a sticky? I don't know about you guys, but these have to be the two most common questions I'm getting from server admins.
http://wiki.armagetronad.net/index.php/ ... tion_Guide
Linked from there is the Fortress page, and I dumped the settings you need to toy with to setup a fortress server. More explanation is needed, but I'm about ready to pass out.
Tank: Can we get this as a sticky? I don't know about you guys, but these have to be the two most common questions I'm getting from server admins.
- Tank Program
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- Lucifer
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I may have done the conversion wrong from 512kbits to kbytes.
Edit: A byte is 4 bits, right? A kilobyte is 1024 bytes. Number of bits in 512 kbits is 1024*512. So (1024*512)/4 = bytes, and bytes/1024 = kilobytes. Right?
I read a post of z-man's in another thread (which I don't have handy) that indicated MAX_OUT_RATE was in kiloBYTES per second. If that's wrong, then I'll update the wiki accordingly.
Edit: A byte is 4 bits, right? A kilobyte is 1024 bytes. Number of bits in 512 kbits is 1024*512. So (1024*512)/4 = bytes, and bytes/1024 = kilobytes. Right?
I read a post of z-man's in another thread (which I don't have handy) that indicated MAX_OUT_RATE was in kiloBYTES per second. If that's wrong, then I'll update the wiki accordingly.
Ok, I regret saying that...
Code: Select all
#include <iostream>
#define char int
int main()
{
std::cout << sizeof(char) << std::endl;
return 0;
}
- Tank Program
- Forum & Project Admin, PhD
- Posts: 6711
- Joined: Thu Dec 18, 2003 7:03 pm
- Lucifer
- Project Developer
- Posts: 8640
- Joined: Sun Aug 15, 2004 3:32 pm
- Location: Republic of Texas
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Using hanger's test program. The second compile and run was with commenting out his #define char int line.
Let's see. 32-bit machine, 32-bit ints. 32/4 = 8.
http://en.wikipedia.org/wiki/Byte
Says that byte was originally 4 bits, but not for long. Hmmm..... anybody remember if the Amiga ran 4-bit bytes? Now I'm wondering where I got the idea that 4 bits were in a byte. Heh.
Anyway, I'll correct the page.
Code: Select all
[dave@ghostwheel ~]$ g++ testsizeof.cpp
[dave@ghostwheel ~]$ ./a.out
4
[dave@ghostwheel ~]$ vi testsizeof.cpp
[dave@ghostwheel ~]$ g++ testsizeof.cpp
[dave@ghostwheel ~]$ ./a.out
1
[dave@ghostwheel ~]$
http://en.wikipedia.org/wiki/Byte
Says that byte was originally 4 bits, but not for long. Hmmm..... anybody remember if the Amiga ran 4-bit bytes? Now I'm wondering where I got the idea that 4 bits were in a byte. Heh.
Anyway, I'll correct the page.
A byte has been 8 bits since well before I started programming (1982-ish)
Amiga was a 16 bit machine, but still certainly had 8 bits in a byte.
BBC Micro
Commodore 64
ZX Spectrum
ZX81
all predating Amiga, and all 8 bits in a byte.
I'm very puzzled by this subthread and think I am probably missing something crucial - "In" joke maybe?
Amiga was a 16 bit machine, but still certainly had 8 bits in a byte.
BBC Micro
Commodore 64
ZX Spectrum
ZX81
all predating Amiga, and all 8 bits in a byte.
I'm very puzzled by this subthread and think I am probably missing something crucial - "In" joke maybe?
Hi, I am trying to set up a fortress server and I ran to some problems
first of all,here it shows 3 server files for Windows OS, which one is the most updated? I downloaded 0.2.8.0_rc3 because it was the biggest out of the 3, but I keep reading about the beta 4 one, so which one should I use?
and I followed Lucifer's guide on how to set up a server (thanks btw! helped me lots ^_^) but when I went to this page about setting up a fortress server, I got confused because it says
I already have a similar block of code in my autoexec.cfg file:
I also wrote
INCLUDE examples/fortress_soccer.cfg
at the bottom of my settings_custom.cfg but when I join my own server it is still deathmatch, did I forget something?
one last thing, I read in another thread that the fortress map that is included with the server files made by Z-Man is different than others because he wanted older versions to be compatible with it, where might I get another map? a map like the one in the CVS Beta Server.
Thanks.
first of all,here it shows 3 server files for Windows OS, which one is the most updated? I downloaded 0.2.8.0_rc3 because it was the biggest out of the 3, but I keep reading about the beta 4 one, so which one should I use?
and I followed Lucifer's guide on how to set up a server (thanks btw! helped me lots ^_^) but when I went to this page about setting up a fortress server, I got confused because it says
and a block of code follows.These are the settings you need to use to setup your own fortress server:
I already have a similar block of code in my autoexec.cfg file:
so which one do I use?# 0.2.8 fortress settings (preliminary): a fortress zone has a "conquered" property; it
# starts at 0, if it reaches 1, the fortress is conquered. It gets modified according
# to the following rules every second:
FORTRESS_CONQUEST_RATE .5 # the number of enemies inside the fortress zone is counted, multiplied with this value and added to the "conquered" variable. Increase this to make conquering easier.
FORTRESS_DEFEND_RATE .25 # the number of owners inside the fortress zone is counted, multiplied with this value and subtracted from the "conquered" variable. Increase to make defending easier.
FORTRESS_CONQUEST_DECAY_RATE .1 # this value is subtracted. Increase to make defending easier.
# what happens when a zone gets conquered
FORTRESS_CONQUERED_SCORE 10 # the conquering party gets this many points (divided among the conquerors)
FORTRESS_CONQUERED_WIN 0 # if set to 1, the conquering party wins the round
FORTRESS_CONQUERED_KILL_MIN 0 # the closest X players of the owning team get killed at least
FORTRESS_CONQUERED_KILL_RATIO 0.0 # this fraction of the players of the owning team get killed
FORTRESS_SURVIVE_WIN 1 # if set to 1, the last team with an unconquered zone wins the round
FORTRESS_MAX_PER_TEAM 0 # if > 0, this is the maximal number of fortress zones ownable by a team. Closer zones are prefered. Use this to prune noninhabited zones in multi-team maps.
SPAWN_POINT_GROUP_SIZE 0 # if > 2, this is interpreted as the number of spawn points in a spawn point group. AA then tries not to spawn one player alone in one spawn point group by redistributing them slightly.
I also wrote
INCLUDE examples/fortress_soccer.cfg
at the bottom of my settings_custom.cfg but when I join my own server it is still deathmatch, did I forget something?
one last thing, I read in another thread that the fortress map that is included with the server files made by Z-Man is different than others because he wanted older versions to be compatible with it, where might I get another map? a map like the one in the CVS Beta Server.
Thanks.