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ForumsDiscussion Forum → Jedi Knight/MotS dedicated server
Jedi Knight/MotS dedicated server
2010-07-28, 3:08 PM #1
Im thinking about putting up a dedicated server for JK/MotS, Any Ideas???
"The quality of the levels you make is determined by the skill of the person not by the editor in which they use!"-Michael Kyle
Ogel's City
2010-07-28, 3:21 PM #2
Ideas for what? Maps? Mods? Finding people to play? :p
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2010-07-28, 3:23 PM #3
It would be the least active dedicated server ever.
2010-07-28, 3:28 PM #4
Quote:

Ideas for what? Maps? Mods? Finding people to play?


yes, all of it
"The quality of the levels you make is determined by the skill of the person not by the editor in which they use!"-Michael Kyle
Ogel's City
2010-07-28, 3:36 PM #5
Originally posted by Ogel45:
yes, all of it


:suicide:
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2010-07-28, 5:13 PM #6
Drazen Isle. lol
"Staring into the wall does NOT count as benchmarking."


-Emon
2010-07-28, 6:49 PM #7
Empire Night Club
Cardia SE
Power Weapons Pack

I didn't know you could run dedicated servers for JK?
2010-07-28, 7:37 PM #8
You can't. You have to run it on a different machine, or maybe a vm in software mode.
2010-07-28, 7:43 PM #9
How about OGEL'S CITY!!!!
COUCHMAN IS BACK BABY
2010-07-29, 5:16 AM #10
I'd play a weekly game of JK, should we ever get a group to function.
Quote Originally Posted by FastGamerr
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2010-07-29, 7:40 AM #11
There's a guy around here who used to run a JK dedicated server. He had special cogs for hosting, etc.

Wasn't it Triscuit? I'm not sure.
ORJ / My Level: ORJ Temple Tournament I
2010-07-29, 7:50 AM #12
I don't know how often I would be able to play but I would make an effort to make it at least 2 times per month (most likely on CTF night). I have listed my suggestion on how to go about doing this but it could easily be tweaked if necessary. I think it's important to have a schedule so that those of us that are interested in specific modes of play can plan for it.

  • Monday = JKDF2 - Rotating NF
  • Tuesday = JKMOTS - Rotating NF
  • Wednesday = JKDF2 - Rotating FF
  • Thursday = JKMOTS - Rotating FF
  • Friday = JKDF2 - CTF NF C@NS (1st/3rd week) & Fusion (2nd/4th week)
  • Saturday = JKMOTS - Rotating w/ Personalities
  • Sunday = JKMOTS - KFY NF (1st/3rd week) & FF (2nd/4th week)

Note: If there's not enough people interested in a particular area (e.g: KFY) then those days could be dedicated to pre-announced addon maps &/or mods. There could be a vote each week for which map/mod is played. Whether or not it's NF or FF would be dependent upon your discretion & the map (some maps work well w/ NF & vice versa). The CTF day should probably be voted on as well. I would recommend keeping C@NS in the rotation since it's the traditional map but Fusion could be rotated w/ something else (e.g: Ground Zero).
? :)
2010-07-29, 8:02 AM #13
Originally posted by Jon`C:
You can't. You have to run it on a different machine, or maybe a vm in software mode.


Isn't that what a dedicated server is? I've never tried to set one up.
Little angel go away
Come again some other day
Devil has my ear today
I'll never hear a word you say
2010-07-29, 8:06 AM #14
Originally posted by Crimson:
Isn't that what a dedicated server is? I've never tried to set one up.


As far as game servers are concerned usually, no. It's usually just a service that runs in the background. Many gameservers you can rent actually host multiple games on one machine.

This isn't possible with JK since there is no "dedicated server" mode or executable. You have to physically create the match and be in the game. Thus you can only realistically host one game per machine, and it's inconvenient.
2010-07-29, 8:06 AM #15
Originally posted by Crimson:
Isn't that what a dedicated server is? I've never tried to set one up.


I think he's just saying (please correct me if I'm wrong) that w/ JK/MotS you can't run the client twice on the same machine (there's no server client). Therefore you can only do this by hosting w/ the client on one machine while playing w/ the client on another or by using a virtual machine so that you can have 2 clients running on the same machine.

Edit: Matty beat me to it.
? :)
2010-07-29, 8:17 AM #16
You can run multiple instances of JK I believe, if you change the window title.
Bassoon, n. A brazen instrument into which a fool blows out his brains.
2010-07-29, 8:21 AM #17
Originally posted by ORJ_JoS:
There's a guy around here who used to run a JK dedicated server. He had special cogs for hosting, etc.

Wasn't it Triscuit? I'm not sure.


I believe it was EAH_HeReTiK (a.k.a. "Captain Assface".)

Originally posted by Crimson:
Isn't that what a dedicated server is? I've never tried to set one up.
The term "dedicated server" typically refers to a host running a special version of a game that is only capable of hosting multiplayer matches. The server, meaning the computer itself, is not dedicated to the job: with commercial hosts it's typical to see several, or even dozens, of game hosts running on the same server.

JK does not have a dedicated server application. Anybody who hosts a server is required to keep the game window open and non-minimized (possibly even visible on the screen, depending on how the JK team implemented windowed rendering.) In the case of JK, the term dedicated server is literal. The host must also interact with the GUI between each level, so it's not even automated trivially. It's all inconvenient and error-prone.
2010-07-29, 8:24 AM #18
I wonder what would happen if you ran JK in a headless VM. It would certainly make it really convenient for whoever was hosting it. Combine that with some tricky cogs and you basically have a "dedicated server" that doesn't get in the way too much.
Bassoon, n. A brazen instrument into which a fool blows out his brains.
2010-07-29, 8:51 AM #19
There is a project/conversation on JKhub about a dedicated server
"Nulla tenaci invia est via"
2010-07-29, 9:17 AM #20
Originally posted by zanardi:
There is a project/conversation on JKhub about a dedicated server
well it's JKhub, so the project/conversation can be summarized as 6 months of dead air, a dozen 'ideas' from 'idea people,' and zeq talking about doing it all by hacking jk.exe some more but never really getting around to it.
2010-07-29, 1:30 PM #21
I see, I never knew it was set up that way. I always assumed there was some dedicated server program you could get somewhere.
Little angel go away
Come again some other day
Devil has my ear today
I'll never hear a word you say
2010-07-29, 2:58 PM #22
Another problem is that JK's netcode sucks. If I'm not mistaken, the frequency of network updates is limited by the tick rate, which appears to have a hard coded lower limit. I'm surprised someone hasn't found that by now.
Bassoon, n. A brazen instrument into which a fool blows out his brains.
2010-07-29, 5:46 PM #23
AWP @ JHS

Or that counter terrorist one, whatever it was called.
error; function{getsig} returns 'null'
2010-07-29, 6:16 PM #24
Originally posted by Jon`C:
I believe it was EAH_HeReTiK (a.k.a. "Captain Assface".)


No, it wasn't ReT.

I'm talking about the guy who used to go under the nick 'JK_Server' or some such. Then later after the server went down he came out and told us who he was. I thought it was Triscuit, but I could be mistaken. In any case, it wasn't ReT.

Also, he did have multiple instances of JK running on that machine. At some point there were three games running constantly; a NF BGJ game, a CO game for gunners and a SBX game.
ORJ / My Level: ORJ Temple Tournament I
2010-07-29, 8:29 PM #25
Originally posted by Jon`C:
well it's JKhub, so the project/conversation can be summarized as 6 months of dead air, a dozen 'ideas' from 'idea people,' and zeq talking about doing it all by hacking jk.exe some more but never really getting around to it.


Hi, I am ZeqMacaw, and I agree with this statement.

Andrew L started the conversation alluded to earlier.

Triscuit ran JKServer originally.

I would go into details about the JK information and misinformation in this thread, but even I, after about 7 years of JK editing, am really tired of it all.

:)
2010-07-30, 6:25 AM #26
Oh wow, all that stuff is on the Hub.

I knew it was Triscuit! :P

I'm still editing JK, haha. Problem is I always start new projects. I should finish the old ones I have, I invested a lot of time in those.
ORJ / My Level: ORJ Temple Tournament I
2010-07-30, 6:46 AM #27
Originally posted by ZeqMacaw:
I would go into details about the JK information and misinformation in this thread, but even I, after about 7 years of JK editing, am really tired of it all. :)

I'd be curious to know if this pertains to my statement about tick rate, because I'd like to know for curiosity's sake if I'm correct.
Bassoon, n. A brazen instrument into which a fool blows out his brains.
2010-07-30, 7:24 AM #28
It appears that JK only allows you to set the tick rate as low as 100. However, this registry file appears to allow you to set it to 80. I don't know how well this works or if it was implemented in any other patches. It appears that other games use tick rate settings also & this guy's post from another forum seems to sum it up pretty well (he appears to know what he's talking about). There may be some minor differences but it appears to be the same concept.

Quote:
During each tick, the server processes incoming user commands, runs a physical simulation step, checks the game rules, and updates all object states. After simulating a tick, the server decides if any client needs a world update and takes a snapshot of the current world state if necessary. A higher tickrate increases the simulation precision, but also requires more CPU power and available bandwidth on both server and client.


http://www.mpcgamers.com/smf/index.php?PHPSESSID=98230fe601298ac21e4ea291034328be&topic=1202.msg15281#msg15281
? :)
2010-07-30, 7:35 AM #29
Right but setting it in the registry doesn't mean JK doesn't have a hardcoded lower limit. It probably tries to do network synchronization at a constant rate (the tick rate?), but since the tick rate isn't always divisible by frame rate it'll sometimes update more or less often. Which is probably why pings rarely ever go below 100 (or maybe 80 if that fix really works), even on a local machine (e.g. in a VM).

But I'm pissing in the wind here, I'm sure Zeq has a better idea.
Bassoon, n. A brazen instrument into which a fool blows out his brains.
2010-07-30, 10:32 AM #30
Emon, nothing in this thread that you have posted would I claim as misinformation. (At this point, if the thread is about JK, I pretty much assume it will have JK misinformation in it. :S )

I looked up in my #jkhub chat logs and found where I mentioned that JK's "tick rate is how often net messages are sent". I likely stated that right after looking through the exe. What's more, I was conversing with Emon at the time (Oct 2009). I don't know much more than that about the tick rate. I think the registry value is accessed at the start of a game or map. I don't think it has a hard-coded limit, but I am not sure because it has been awhile since I looked.

I haven't been doing much with JK the past year or so, and I recently started editing the Source engine.

:)
2010-07-30, 11:52 AM #31
Ah okay. I didn't see many statements of fact other than mine so I assumed you meant me. :P

I wonder what JK's "ping" command really does. It's certainly not a regular network ping. I bet it's the delay in response between one network tick increment and the next. That would explain why, if I run two games on a single machine, I never see a ping lower than 100. If the registry hack works it should go much lower than 80. This is all assuming that JK doesn't do something else stupid, which it probably does.
Bassoon, n. A brazen instrument into which a fool blows out his brains.
2010-07-30, 3:00 PM #32
JK sucks. Trying to understand what the developers were thinking is a waste of time.
2010-07-30, 3:26 PM #33
Spoken from experience!
Bassoon, n. A brazen instrument into which a fool blows out his brains.

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