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  1. #1

    Scatterverse Servers

    Hey guys

    Recently set up two new servers for people to use:

    [AusNS2.org] Scatterverse [NS2Stats] - 20 player public server

    [AusNS2.org] Scatterverse [Private] - 16 player competitive server (usual password)


    Hardware and Connection:

    4790k @ 4.8 Ghz with Nocturna DH15 cooler
    16 GB G.Skill Trident-X 2400C10D @ 2400 Mhz
    100/40 mbit Internode Fibre to the Home (Opticomm Fibre not NBN)


    Current Admin/Moderator List:

    Scatter
    Bonage
    Seb

    Visor
    Archie
    Critique
    Last edited by Scatter; 18-02-2015 at 02:48 PM.

  2. #2
    Member Epic_Wink's Avatar
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    24 people is a lot of people

  3. #3
    Senior Member
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    Thanks Scatter, nice server specs. But yeah 24 can get a bit out of hand :P
    The Flying Fish: "i think i gave you a compliment actually"

  4. #4
    I can't stand the size.

  5. #5
    Senior Member
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    Quote Originally Posted by Mod View Post
    I can't stand the size.
    Posted yesterday and still no "That's what she said?"
    Disappoint.
    The Flying Fish: "i think i gave you a compliment actually"

  6. #6
    Yeah maybe I just feel butthurt

  7. #7
    I can't say I disagree with the above comments with respect to player count due to the poor balance, reduced personal impact of the player, spam and poor performance.

    I will consider reducing it in future.

  8. #8
    Seems the 'Shotgun fix for GNU/Linux' mod is working Scatter. Thanks for adding.
    Was able to play for over an hour earlier, which was a pipe dream prior.

    Would still like to test it in a 6v6 pug/scrim match. As for some strange reason, the crashing was always more consistent in these.

  9. #9
    Member eff's Avatar
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    Noticed marine hitreg are far less compared then a couple of days ago before you changed the server engine, i think it's a problem with one of them is that client-recv is going psycho, spiking from 1-2ms - 15ms in a split second, could be due to one of the mods, i was noticing massive interp problems too, i can't believe noone else noticed this as i was watching the perfmon/netstats.

    Thanks for hosting servers scatter 24player is what most pub players enjoy, the lot on these forums enjoy 16/18, though that could be done with ease on 1-2cores :P and you could do that on next patch, leave it as 24player.
    ~Archie

  10. #10
    I put the regular build back on. Let me know how it is running today.

    High server performance is my primary goal but I think there is scope to have the 24 player, 16 player private and an 18 player public. My only concern is the impact on hit rego and smoothness due to the additional 18 players.

    I saw some discussion regarding a captains mod on he DZ server thread. Were people still inerested in that?

  11. #11
    Member Epic_Wink's Avatar
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    We have a perfectly working PUG boat. I don't think we have the pub community for organised games

  12. #12
    Senior Member kid's Avatar
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    Quote Originally Posted by Scatter View Post
    I put the regular build back on. Let me know how it is running today.

    High server performance is my primary goal but I think there is scope to have the 24 player, 16 player private and an 18 player public. My only concern is the impact on hit rego and smoothness due to the additional 18 players.

    I saw some discussion regarding a captains mod on he DZ server thread. Were people still inerested in that?
    Keep an eye on
    http://forums.unknownworlds.com/disc...omment_2224885

    Ghoul and Mendasp are semi-developing this mod (only in spare time though)

  13. #13
    Member Kalopsia's Avatar
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    Yeah 24 players has been very one sided every round I've seen over the last 2 days.

    other than that, the server is running very smoothly.
    NS1: @lPh@+OmEg@
    NS2: Kalopsia

  14. #14
    Added a second 16 player private server.

    [AusNS2.org] Scatterverse [4.8 Ghz 4790k] - 24 player public server

    [AusNS2.org] Scatterverse [Private #1] - 16 player competitive server (usual password)

    [AusNS2.org] Scatterverse [Private #2] - 16 player competitive server (usual password)

    Let me know if you see a degradation in performance when these are all full at the same time. If so I'll get rid the second private.

  15. #15
    At 4.8 GHz you should be able to run 4 servers easily, especially if you make the 24 player server a 20 player or less. Monash was at 4.5 GHz and that was back when each server could only use 1 core.

    Also could you make the private servers 18 slots? 16 is almost always full when there are scrims.

  16. #16
    Senior Member
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    Looks like the server crashed last night after a game that went for about 1hour 45mins (with lots of webs/clogs/etc)
    The Flying Fish: "i think i gave you a compliment actually"

  17. #17
    Senior Member kid's Avatar
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    Quote Originally Posted by Rocky View Post
    a game that went for about 1hour 45mins
    jesus.

  18. #18

  19. #19
    Senior Member
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    Quote Originally Posted by Scatter View Post
    Crash was me kicking powerboard.
    Good one Scatter! :P
    The Flying Fish: "i think i gave you a compliment actually"

  20. #20
    Administrator Seb's Avatar
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    Melbourne, AU
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    It was probably intentional after 1 hr 45min game

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