Trackmania Beta3 Dedicatedserver, v2011-08-16

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lvlao
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Re: Trackmania Beta3 Dedicatedserver, v2011-08-16

Post by lvlao » 01 Sep 2011, 13:47

jonthekiller wrote: It's not 32 Mbits down and 4 Mbit up?

One map make 300-400 kb. If you are 15 players, the server need to up 4.5-6 Mb in few seconds. In TMF, one map make 30-50 kb, the server need to up 450-750 kb in few seconds with 15 players.

Maybe up the time-out a little can be good but you need a better bandwitch for make a server now.

That will be a huge problem for those who host the server behind an ADSL1 line (8Mb/512Kb).... maybe a good idea will be to relax the timer before the timeout... it could be configurable... is it a bad idea?
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Re: Trackmania Beta3 Dedicatedserver, v2011-08-16

Post by WolFree » 01 Sep 2011, 14:02

Raising the timeout should work though.

In case of "homehosting" - what about binding the serveraccount to a domain as an alternative to ip? I just think about many people with there 24h disconnect. For this problem, there are many DynamicDNS hoster... so if you can bind a TM² dedicated to a dyndns domain, it would be easier for those who host their server at home.

back to topic: what about a configline like:

Code: Select all

<cloud>http://webspace.of.the.user.com/tm2</cloud>
where the user/hoster can store their content of e.g. Maps. So if a user join the server and doesn't have the map, the game connect to the cloud - if it receive a http 200, it downloads the map. If it receive a 404, it will get the map from the dedicated server.

Just my 2 cents.

Flighthigh
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Re: Trackmania Beta3 Dedicatedserver, v2011-08-16

Post by Flighthigh » 01 Sep 2011, 14:06

jonthekiller wrote:
It's not 32 Mbits down and 4 Mbit up?

One map make 300-400 kb. If you are 15 players, the server need to up 4.5-6 Mb in few seconds. In TMF, one map make 30-50 kb, the server need to up 450-750 kb in few seconds with 15 players.

Maybe up the time-out a little can be good but you need a better bandwitch for make a server now.
LoL yes its right.

And LoL for the last answere. I think that a 32 Mbit down/4 Mbit up is a good connection and for TM1 it was good enough. So i see that the Private TM Serverhoster are a little bit angry of this answere. If Nadeo can't do there anything then i say good Bye for TM2.

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sotn0r
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Re: Trackmania Beta3 Dedicatedserver, v2011-08-16

Post by sotn0r » 01 Sep 2011, 14:16

actually that issue could easily be solved by supporting locator files for tracks (like for skins, mods, ..)
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Flighthigh
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Re: Trackmania Beta3 Dedicatedserver, v2011-08-16

Post by Flighthigh » 01 Sep 2011, 14:27

sotn0r wrote:actually that issue could easily be solved by supporting locator files for tracks (like for skins, mods, ..)
Thats a good idea. :thumbsup:

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Re: Trackmania Beta3 Dedicatedserver, v2011-08-16

Post by w1lla » 01 Sep 2011, 16:12

Other caveat to be aware of: at this point, the server has to send a large amount of data on each map change (~400Ko x nbplayers)
at the start of this topic.
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Re: Trackmania Beta3 Dedicatedserver, v2011-08-16

Post by WolFree » 01 Sep 2011, 16:53

sotn0r wrote:actually that issue could easily be solved by supporting locator files for tracks (like for skins, mods, ..)

:1010

krone6
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Re: Trackmania Beta3 Dedicatedserver, v2011-08-16

Post by krone6 » 01 Sep 2011, 18:18

sotn0r wrote:actually that issue could easily be solved by supporting locator files for tracks (like for skins, mods, ..)
Which is what i am waiting for. I want it to act like tf2's method. In the config file all maps, custom skins, guns etc are on a web hoster and you host the server. The web hoster has faster upload, so no slow down, and you can still use 100% towards just the server. I have enough upload to run people, but not enough to handle the 400kbps per on each map change.
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Re: Trackmania Beta3 Dedicatedserver, v2011-08-16

Post by WolFree » 01 Sep 2011, 18:28

krone6 wrote:
sotn0r wrote:actually that issue could easily be solved by supporting locator files for tracks (like for skins, mods, ..)
Which is what i am waiting for. I want it to act like tf2's method. In the config file all maps, custom skins, guns etc are on a web hoster and you host the server. The web hoster has faster upload, so no slow down, and you can still use 100% towards just the server. I have enough upload to run people, but not enough to handle the 400kbps per on each map change.
That's what I mentioned in my post.

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Slig
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Re: Trackmania Beta3 Dedicatedserver, v2011-08-16

Post by Slig » 01 Sep 2011, 18:56

Alternatively, if locators are supported for maps it would be sufficient.
Btw i never tried if they are already supported, did someone tested already ?

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