Something has gone horribly right...
- fhko
- VIP
- Posts: 930
- Joined: Sun Mar 27, 2005 10:38 pm
- Location: As I awake I find myself in a strange new place.
Something has gone horribly right...
Chikenworld now seems to be accessible to anyone through no fault of my own...I was testing out my new ship model two nights ago...when all of a sudden Djessey joins me...something I thought impossible...
So I guess if you ever see it on...you're welcome to land...don't expect a quick connection or anything great...I almost wish I hadn't trashed my RR clone...
Djessey was talking about putting together a world with me...(heres the place to talk about the world Dj)
So I guess if you ever see it on...you're welcome to land...don't expect a quick connection or anything great...I almost wish I hadn't trashed my RR clone...
Djessey was talking about putting together a world with me...(heres the place to talk about the world Dj)
- fhko
- VIP
- Posts: 930
- Joined: Sun Mar 27, 2005 10:38 pm
- Location: As I awake I find myself in a strange new place.
as I half expected...Djessey never decided to show up after the first encounter...
Due to the lack of new, exciting worlds currently available on TU...I've decided to try to come up with my own Warcon (War world with some economy stuff)...Currently I'm planning on making it like RR in that Winner takes all, loser gets pummeled by hyperbolts...only far better...
but I would like help from at least one other person who I can bounce ideas off of and who might actually be able to host it much more substantially than myself...
Wanted: World Co-Owner/Hoster
Minimum suggested requirements: (exceptions are tolerable if I get desperate )
-Plans to be around the game over the course of the next several months (not days)
-Can potentially host the world on a high speed connection 24/7 longterm (or I get someone like zar to do it)
-Has experience with almost every game client feature and has a little familiarity with their own world server. (or will take the time to learn world basics independently)
-Can tolerate me
What I offer:
-To do most (75-90%) of the Bdat/settings/etc. work
-My extensive collection of game files I've accumulated since early 2005 (assuming yours isn't larger)
-The ability to create (half-decent) custom models to fill voids we may run across in the TU library
-My knowledge and experience of having worked on my world off and on for over a year.
The World Plan So Far:
Name: Arctic Inferno (Maybe)
Overview: Players begin in a small village in a grassy area (fenced off from the rest of the world)*. They work together using basic resources to make their way through two technological levels (Wood and Brick). Near the end of their time there players use what they have made to obtain special ingredients needed to produce a magic item (Red Pill or Blue Pill ). Using the Pill (players must choose one) will teleport each person to one of two bases (Dessert or Arctic) and assign them to it's corresponding team. From then on players will continue to advance through another 4 tech levels (steel, glass, composites, and nanotubes), producing their team's unique (although somethings are likely to be similar) buildings and vehicles to destroy and capture the opposing team's buildings until they are forced into submission.
*The starting area is kept separate to protect new players from getting caught in the cross fire of the rest of the world. After using a Pill Players cannot return by any means. So they should be sure to sell or destroy any buildings they will leave behind.
Necessary Feature Additions:
-Edit Items options (including weight and making new ones)
Due to the lack of new, exciting worlds currently available on TU...I've decided to try to come up with my own Warcon (War world with some economy stuff)...Currently I'm planning on making it like RR in that Winner takes all, loser gets pummeled by hyperbolts...only far better...
but I would like help from at least one other person who I can bounce ideas off of and who might actually be able to host it much more substantially than myself...
Wanted: World Co-Owner/Hoster
Minimum suggested requirements: (exceptions are tolerable if I get desperate )
-Plans to be around the game over the course of the next several months (not days)
-Can potentially host the world on a high speed connection 24/7 longterm (or I get someone like zar to do it)
-Has experience with almost every game client feature and has a little familiarity with their own world server. (or will take the time to learn world basics independently)
-Can tolerate me
What I offer:
-To do most (75-90%) of the Bdat/settings/etc. work
-My extensive collection of game files I've accumulated since early 2005 (assuming yours isn't larger)
-The ability to create (half-decent) custom models to fill voids we may run across in the TU library
-My knowledge and experience of having worked on my world off and on for over a year.
The World Plan So Far:
Name: Arctic Inferno (Maybe)
Overview: Players begin in a small village in a grassy area (fenced off from the rest of the world)*. They work together using basic resources to make their way through two technological levels (Wood and Brick). Near the end of their time there players use what they have made to obtain special ingredients needed to produce a magic item (Red Pill or Blue Pill ). Using the Pill (players must choose one) will teleport each person to one of two bases (Dessert or Arctic) and assign them to it's corresponding team. From then on players will continue to advance through another 4 tech levels (steel, glass, composites, and nanotubes), producing their team's unique (although somethings are likely to be similar) buildings and vehicles to destroy and capture the opposing team's buildings until they are forced into submission.
*The starting area is kept separate to protect new players from getting caught in the cross fire of the rest of the world. After using a Pill Players cannot return by any means. So they should be sure to sell or destroy any buildings they will leave behind.
Necessary Feature Additions:
-Edit Items options (including weight and making new ones)
I could be able to host your world on my private web server located in the Databank DC. the only problem would be getting wine to run the world program with CentOS. I'll see if it works etc, if not if the game coders (hint hint) could make a centos version that would be great.
It's on a 100mbit (upgrading to 1Gbit once space free's up in the DC) connection with:
Dual core core2duo 2.66GHz
2GB RAM (upgrading to 4GB)
SATA HD's
So yeh, if ur interested I'll get my staff to see if it works, since I only have basic knowledge of linux.
Oh and this is so long as your world doesn't take lots of bandwidth... Because only so much can be free.
It's on a 100mbit (upgrading to 1Gbit once space free's up in the DC) connection with:
Dual core core2duo 2.66GHz
2GB RAM (upgrading to 4GB)
SATA HD's
So yeh, if ur interested I'll get my staff to see if it works, since I only have basic knowledge of linux.
Oh and this is so long as your world doesn't take lots of bandwidth... Because only so much can be free.
Well I get so much.. 1.5TB basically, I'd assign 10GB for free until some clients start filling it up then I'd have to lower you or you could pay for more. But basically 10GB bandwidth a month for free, and well, no more than 500mb space. I'm being generous IMO but yeh. It aint free for a server, it's quite expensive.fhko wrote:Hard to tell exactly how big all the world's files are going to be upon completion. Although, there are no single, large files...theres are lot's of them...however I'm re-using some other worlds' models without changing the name...so they won't need to be downloaded...
point still stands. 500mb isn't a lot of space.
especially when you can buy a 500GB drive for only $110
and no, any hosting provider they most likely WOULDN'T suspend you before getting close to your limit. because that would be a breach of contract. you are paying for the set storage, thus, they can not punish you for using that storage. even if you hit your storage limit, you wouldn't be suspended, you'd only not be able to upload anything else. even in the event of providers selling more storage then they have, if the server filled up then you'd just have errors saying theres no storage space on the hard drive that your account resides on. you wouldn't be suspended.
yes, i've had both of the above happen when tuwr was on smaller providers
anyway fhko, if junk can't host it, i'd be happy to.
i'll give you as much space as you need and as much bandwidth as you need. i'll even link your world with my website so you can use tuwr's bandwidth and storage so the players can download models, textures, etc faster. and as always, it is completely free.
especially when you can buy a 500GB drive for only $110
and no, any hosting provider they most likely WOULDN'T suspend you before getting close to your limit. because that would be a breach of contract. you are paying for the set storage, thus, they can not punish you for using that storage. even if you hit your storage limit, you wouldn't be suspended, you'd only not be able to upload anything else. even in the event of providers selling more storage then they have, if the server filled up then you'd just have errors saying theres no storage space on the hard drive that your account resides on. you wouldn't be suspended.
yes, i've had both of the above happen when tuwr was on smaller providers
anyway fhko, if junk can't host it, i'd be happy to.
i'll give you as much space as you need and as much bandwidth as you need. i'll even link your world with my website so you can use tuwr's bandwidth and storage so the players can download models, textures, etc faster. and as always, it is completely free.
Atleast I was offering, I still have to pay more than $100/mo for the power and bandwidth and port speed.
People have been suspended before for using too much bandwidth/storage for cpu reasons (which aren't stated in the TOS) just read about it on www.webhostingtalk.com or any other popular web hosting forum.
Off the topic before more flaming starts.
People have been suspended before for using too much bandwidth/storage for cpu reasons (which aren't stated in the TOS) just read about it on www.webhostingtalk.com or any other popular web hosting forum.
Off the topic before more flaming starts.
Im not at all an expert on non-windows OS's atm, however we do have a linux version of the server, and a msdos-console version that would definitely run fine under WINE. As said.. not my field at all unfortunately, but if you're interested drop devi a line ( device [at] theuniversal.net ) and he might be able to sort you out.if not if the game coders (hint hint) could make a centos version that would be great
Beyond actually getting the thing running on a different OS, one of the next biggest issues is the number of windows dialogs and server panels that are built into the windows server that need replicating through a remote interface (i.e. the client). Its to allow this that i've spent a lot of time over the past year adding increasing amounts of functionality to the world editor (like being able to upload a local building.dat etc) Its the aim to make it possible to build an entire world thats remotely hosted.. for now (and for the forseeable future), a remote host will work best if you've got a world mostly built and just want to be able to maintain it remotely.
Ok. I'll try both. Linux isn't my field either, it takes some time to learn. But it's basically just a large version of command prompt. Unless you've got something like Ubuntu or a KDE version of Linux/Unix try Kubuntu as well.Mit wrote:Im not at all an expert on non-windows OS's atm, however we do have a linux version of the server, and a msdos-console version that would definitely run fine under WINE. As said.. not my field at all unfortunately, but if you're interested drop devi a line ( device [at] theuniversal.net ) and he might be able to sort you out.if not if the game coders (hint hint) could make a centos version that would be great
Beyond actually getting the thing running on a different OS, one of the next biggest issues is the number of windows dialogs and server panels that are built into the windows server that need replicating through a remote interface (i.e. the client). Its to allow this that i've spent a lot of time over the past year adding increasing amounts of functionality to the world editor (like being able to upload a local building.dat etc) Its the aim to make it possible to build an entire world thats remotely hosted.. for now (and for the forseeable future), a remote host will work best if you've got a world mostly built and just want to be able to maintain it remotely.
It's fun, and everything on it is free:
http://kubuntu.org/
http://www.ubuntu.com/
Plus you'll learn quite a bit from doing day-to-day tasks on it. It's not what linux used to be. Anyway I'll try and get the ms-dos one working under wine and I'll see if I can get some sort of world up.
start flaming? why would we start flaming in a discussion about web hosts?
yea, i could see people getting there accounts locked for excessive cpu usage, which slows down the whole server and hinders any other sites that are on it.
even if you can't physically access the program.
really the only thing i can't yet see a way to directly and easily replicate would be the server console settings/properties, and the heightmap name (unless that gets stored in the landscapegen file).
assuming theres a way to remotely start the server program too.
yea, i could see people getting there accounts locked for excessive cpu usage, which slows down the whole server and hinders any other sites that are on it.
i really don't think remote hosting on server would be too much trouble actually.Mit wrote:Beyond actually getting the thing running on a different OS, one of the next biggest issues is the number of windows dialogs and server panels that are built into the windows server that need replicating through a remote interface (i.e. the client). Its to allow this that i've spent a lot of time over the past year adding increasing amounts of functionality to the world editor (like being able to upload a local building.dat etc) Its the aim to make it possible to build an entire world thats remotely hosted.. for now (and for the forseeable future), a remote host will work best if you've got a world mostly built and just want to be able to maintain it remotely.
even if you can't physically access the program.
really the only thing i can't yet see a way to directly and easily replicate would be the server console settings/properties, and the heightmap name (unless that gets stored in the landscapegen file).
assuming theres a way to remotely start the server program too.
No reply from Device as of yet, so if fhko wants me to host the world, it's gunna have to wait.Mit wrote:Im not at all an expert on non-windows OS's atm, however we do have a linux version of the server, and a msdos-console version that would definitely run fine under WINE. As said.. not my field at all unfortunately, but if you're interested drop devi a line ( device [at] theuniversal.net ) and he might be able to sort you out.if not if the game coders (hint hint) could make a centos version that would be great
Beyond actually getting the thing running on a different OS, one of the next biggest issues is the number of windows dialogs and server panels that are built into the windows server that need replicating through a remote interface (i.e. the client). Its to allow this that i've spent a lot of time over the past year adding increasing amounts of functionality to the world editor (like being able to upload a local building.dat etc) Its the aim to make it possible to build an entire world thats remotely hosted.. for now (and for the forseeable future), a remote host will work best if you've got a world mostly built and just want to be able to maintain it remotely.