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Athelstan Servers
http://forums.runequake.com/viewtopic.php?f=3&t=1033
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Author:  altere [ Tue Jan 17, 2006 5:59 pm ]
Post subject:  Athelstan Servers

I've put up 2 servers...

12.196.66.11
quake.athelstan.org:26000 CRMod 6.4
quake.athelstan.org:27000 RuneQuake Plus
The server is located in Central Texas, both are listed on runecentral.com, please let me know how they are running. Hopefully it won't be long before we see some players on them.

If lag becomes an issue I can throw up a port on another server.

altere

Author:  gamefreak [ Wed Jan 18, 2006 9:25 am ]
Post subject: 

see... the thing is... the server is just like shmack. which means no one may come if its just the same thing. which is why i changed my server to a mod by ieee(THX IEEE!)the mod is runequake plus

Author:  Diazoild [ Wed Jan 18, 2006 1:16 pm ]
Post subject: 

Just because he's running Rune Quake does not necessarily mean that his server will be the same as Shmack.

There are many settings that can be adjusted (max_speed, rotating armor, etc.) as well as the maps selection and runes that are enabled.

I think it is great to see another server go up! Love live Quake. :D

Author:  Canadian*Sniper [ Thu Jan 19, 2006 2:09 am ]
Post subject: 

Gamefreak is just trying to get recognition for his server. freak do you even put any work into maintaining the server? Do you even know where the server is located? Is it running on windows or linux?

Give this server admin a chance he/she probably put a lot more work into setting it up.

Author:  Fuzznut [ Thu Jan 19, 2006 2:12 am ]
Post subject:  Re: Athelstan Servers

altere wrote:
I've put up 2 servers...

12.196.66.11
quake.athelstan.org:26000 CRMod 6.4
quake.athelstan.org:27000 RuneQuake 1.1

The server is located in Central Texas, both are listed on runecentral.com, please let me know how they are running. Hopefully it won't be long before we see some players on them.

If lag becomes an issue I can throw up a port on another server.

altere


I am going to try the RuneQuake server here in a minute.

Whats the other mod about?

Author:  Fuzznut [ Thu Jan 19, 2006 4:31 am ]
Post subject: 

D'rouen, Nikola and I tried out this server. It's pretty cool.

Author:  gamefreak [ Thu Jan 19, 2006 9:13 am ]
Post subject: 

yes sniper. i know all those things. it is MY server after all. and no, im not trying to get my server recogcition for my server. im trying to help by saying do something different. like i said before... my server was just regular runequake. then i changed it to rune quake plus.

Author:  Canadian*Sniper [ Thu Jan 19, 2006 12:56 pm ]
Post subject: 

I find that hard to believe because you didn't even have admin access to change passwords, etc. So what are the answers to the questions I listed above?

Author:  altere [ Thu Jan 19, 2006 7:22 pm ]
Post subject: 

Thanks for the comments, the CRMod is Clanring Mod 6.4 strictly for death matches.

As for it being plain Rune Quake... There's several options to change in the config to turn things off/on. It's not identical to shmack, for instance weapons stay is not on. There could a few additions as far as runes with the additional features that are in the works for the new release but overall I'm familiar with this mod back from when it was still Artifact-RJS.
It worked fine for me several years ago when there were 30 Artifact servers running.

I will however be looking into making some changes to the code once I brush up on my QuakeC again. (speaking of which, anyone know where I can dl a good quakc compiler for linux, that will work on Fedora. I can't get half the stuff to work on Fedora and have a bit of fun when it comes to compiling regular old C files from several years ago since all the libraries have changed.)

altere

Author:  gamefreak [ Thu Jan 19, 2006 8:44 pm ]
Post subject: 

yes, i DO put work into maintaining it.chicago.and linux.

Author:  Fuzznut [ Thu Jan 19, 2006 9:25 pm ]
Post subject: 

altere wrote:
Thanks for the comments, the CRMod is Clanring Mod 6.4 strictly for death matches.

As for it being plain Rune Quake... There's several options to change in the config to turn things off/on. It's not identical to shmack, for instance weapons stay is not on.

altere


I liked that it had this. It was different than Shmack. And that's what we need if there are going to be different servers is diversity. Or else what's the point in having different servers. :)

Author:  Canadian*Sniper [ Fri Jan 20, 2006 3:46 am ]
Post subject: 

altere wrote:
I will however be looking into making some changes to the code once I brush up on my QuakeC again. (speaking of which, anyone know where I can dl a good quakc compiler for linux, that will work on Fedora. I can't get half the stuff to work on Fedora and have a bit of fun when it comes to compiling regular old C files from several years ago since all the libraries have changed.)


w00t, go Fedora! I'm currently using that OS :lol:

yum instead of emerge?! that's crazy!

Author:  HydrO...! [ Fri Jan 20, 2006 4:36 am ]
Post subject: 

The more NETquake servers the better!

Canadian*Sniper... dont be so sour. Let gamefreak learn the trix of the trade. :wink:

Author:  Slot Zero [ Fri Jan 20, 2006 6:57 am ]
Post subject: 

altere wrote:
I will however be looking into making some changes to the code once I brush up on my QuakeC again. (speaking of which, anyone know where I can dl a good quakc compiler for linux, that will work on Fedora.


There is a linux build of frikqcc version 2.5 here,

ftp://ftp.runequake.com/quake/quakec/co ... rikqcc.zip

Author:  gamefreak [ Fri Jan 20, 2006 8:45 am ]
Post subject: 

thx hydro :wink:

Author:  Canadian*Sniper [ Sat Jan 21, 2006 3:57 am ]
Post subject: 

HydrO...! wrote:
The more NETquake servers the better!

Canadian*Sniper... dont be so sour. Let gamefreak learn the trix of the trade. :wink:


haha chill, don't butt in.

Author:  altere [ Wed Feb 01, 2006 12:12 am ]
Post subject: 

hrm, I'm wondering if anyone would be interested if I continued to try and get frikbots to compile with the mod to allow players to use impulse commands to add/remove a frikbot. The impulse commands may only work if there are 1-2 players, otherwise the bots leave or something to that effect.. I'm just having a problem getting the frikbots compiled in without it crashing.. :)

altere

Author:  Canadian*Sniper [ Wed Feb 01, 2006 1:33 am ]
Post subject: 

Isn't programming fun and dandy when you're basing it off of someone else's? :roll:

Author:  altere [ Wed Feb 01, 2006 3:50 am ]
Post subject: 

Canadian*Sniper wrote:
Isn't programming fun and dandy when you're basing it off of someone else's? :roll:


hah, yeah.. If I continue to try and get this working I'm going to have to go back and compare the connect code from the original 0.5.3 and see what has been changed; that should be loads of fun.

Author:  Fuzznut [ Wed Feb 01, 2006 4:08 am ]
Post subject: 

Canadian*Sniper wrote:
HydrO...! wrote:
The more NETquake servers the better!

Canadian*Sniper... dont be so sour. Let gamefreak learn the trix of the trade. :wink:


haha chill, don't butt in.


I was on Net-Tyme and it looks like maybe GameFreak doesn't even run Fear anymore. It appears maybe IEEE/Wifi is admin there now.

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