Or,
Is it possible to run a dedicated RTCW coop server using Ioquake3's binaries?
Cheers,
Like RTCW Single Player but together ! | Currently there is nobody on 7 available servers. (While there are 3 private servers running)
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RTCW COOP → Posts by XillieXolf
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Or,
Is it possible to run a dedicated RTCW coop server using Ioquake3's binaries?
Cheers,
Hello,
Does an ARM architecture package exist for dedicated server?
Like, for Raspberry Pi and several NAS brands/models.
Would it be possible to compile for a headless ARM debian box?
Cheers,
Yes, if making menu buttons and sliders is too much work, collections of configs could be used. Check the many other Q3 clones out there, they all have these standard system options that rtcwcoop is lacking, even the ones that have been released last year (like smokingguns).
I do want to point out that putting com_hunkmegs on 1000 is just a mistake, it makes no sense at all. Also, picmip going from 0 to 1 really is the main FPS booster on older specs.
It's a good thing this whole game runs on old hardware, it makes no sense to claim P3/gfmx hardware is outdated for this software project. I sincerely hope rtcw coop is not going to be, like many projects that failed over time, the target of "graphic improving" patches that will require hardware shader cards. In that case I would say, this is a game of low specs, keep it that way. To me, it makes sense to stick to the defaults of the engine used, which would be default res of 640x480 lol. The low requirements of this whole is a substantial part of what interests me about this project. My input it is, tastes differ:)
Also, people's ping improves when they increase their "rate" to 10000 or 15000.
Perhaps, but Im not sure about this, a higher rate than the default 5000 will bring smoother gameplay. Maybe an idea for the dedault config to put it on 10000?
I'm the one with the old computers playing this awesome mod:)
Considering the default config file, I found that the default resolution of 1280 can be harsh, could it be 800x600 standard?
Also, could there be the standard detail options of Q3 games like geometry (r_subdivisions) and texture detail (r_picmip)?
Most important of all, the com_hunkmegs.
Years ago I tested loading times (using fs_cdpath) and timedemo FPS measurements and found that really Q3 games perform best when using com_hunkmegs AS LOW AS POSSIBLE. Not only will FPS drop with unneeded large com_hunkmegs but also memory management; the larger hunk does NOT work as "internal cache" while it does eat away memory leaving noticeably less for windows caching system. There is absolutely no performance decrease when using low com_hunkmegs; the game will never load data while the level is running (tested using data on dvd with fs_cdpath). If you make com_hunkmegs too low, all you eventually get is a hunk allocation error when trying to load a map.
I was not even able to launch the dedicated server under linux with the standard com_hunkmegs of 1 gigabyte having only 512mb!
I have found that com_hunkmegs 128 will run my ded linuxbox supersmooth and you can guess what old machine that is (P3 cubx 1000mHz, 3com wired) 25% CPU used, no hogging, hardly any pingdrop with more than 4 players.
For my windows machines, I safely use com_hunkmegs 160 and have great fps on P3's with geforceMX's.
Also, I noticed starting the main executable involves starting the dedicated executable, that right?
thanks alot and kudos for the speedy development, have you been thinking of Jedi Knight and Medal of Honour?:)
It's often called vaguely called "Virtual Server" in your router config
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RTCW COOP → Posts by XillieXolf