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Server Setup Configuration
Actual Setup

To setup a server, you need the following:

1. A host (FatPipeServers, Essentrix.Net, someone else)
2. A mod (Rune Quake, xCTF, CAx, CRMOD, IHOC)
3. A server executable (ProQuake Linux|Windows or squake-ihoc Linux)
4. A compiler (probably FRIKQCC 2.5, not any other version)
5. A command line

Actual Setup: #1 A Host

This was discussed earlier. Unless you have an extraordinary home connect or direct server access, you will likely need an FTP client and SSH.

FTP will allow you to place files on the server. SSH (secure TelNet) is often required to restart/shutdown the server, but some hosts have other methods available.

Two common choices:

1. FTP Clients: http://www.winplanet.com/category/2244-1-d.htm
2. SSH: http://www.download.com/PuTTY/3000-11138_4-10500630.html?tag=lst-3-4

Actual Setup: #2 A Mod

This is your choice.

Rune Quake. The most flexible Deathmatch mod is Rune Quake, which can run without runes, which supports a mind-blowing array of functionality and sophisticated voting. Supports rocket arena, grappling hook (optional), CRMOD style, observer system, team games and match mode. Supports map voting for over 200 user-votable custom maps. A truly elite mod, and misnamed too! Ask Rune Quake questions at the right place, the right place being Rune Central Forums.

CRMOD. CRMOD is popular and old skool. The user-friendliness from a player point-of-view is terrible. Does not support grappling hook and only supports 10 user-votable custom maps. Source code is not available, this mod may never further evolve, but is rock solid and battle tested.

IHOC. It has grappling hook and jets. Very fun.

xCTF. Source is available, is an enhanced ThreeWave.

CAx. The ultimate Clan Arena mod. Supports custom maps.

RQuake Team Cooperative. The ultimate cooperative Quake mod by a light-year. Supports 200+ user-votable custom maps.

Other mods are likely available by request from the mod authors.

Actual Setup: #3 A Server Executable

For a public server, there are 2 and only 2 answers .. at least right now.

1. ProQuake (Windows|Linux downloads)
2. SQuake-IHOC (Linux only, I think, ask for it at QuakeBoard.net)

SQuake-IHOC supports colors 14/15 and has built in optional chat spam, color change spam, name change spam functionality and otherwise is a lot of fun. Plus it has built-in IP masking! Rock solid and battle-tested for years.

ProQuake is the traditional choice. Rock solid and supports a cheat-free mode (which, unfortunately, only allows ProQuake clients to connect -- this is some chance this may change in the future).

A potential future option is DarkPlaces dedicated. Currently DarkPlaces dedicated does not permit connections from ordinary Quake clients and I don't believe QStat, QView or GameSpy can query it (I could be wrong about this). This may end up being the server engine of the future for the Quake community, but as of right now isn't an option.

Actual Setup: #4 A Compiler

The best compiler, which should be able to compile any mod from the QuakeC source code, is FrikQCC 2.5. This may change in the future, but presently many mods commonly used on Quake servers require this version of FrikQCC.

Place the compiler in the folder with the QuakeC source code and run it to generate a progs.dat in the parent directory.

Actual Setup: #5 A Command Line

In a LAN game, a command line might go like this:

c:/quake/wqpro.exe -game crmod –dedicated 16 –condebug –heapsize 32768 –zone 1024 +map dm6

In the above:

0.) wqpro.exe is the ProQuake dedicated engine, basically an improved WinQuake.
1.) -game crmod is an example where c:quakecrmod is where the progs.dat and other mod files reside.
2.) -dedicated 16 is an example where the server is setup to allow 16 players to connect
3.) -condebug generates a qconsole.log text file of events on the server, a server log.
4.) -heapsize 32768 is a memory allocation of 32 MB. -mem 32 could be substituted with some engines.
5.) -zone 1024 is another memory allocation of 1 MB for alias memory.
6.) +map dm6 is the map the server starts on.


But on a public hosted server, particularly Linux, it usually gets just a bit more complicated.

z:/servers/myaccount/sqpro –game xctf –dedicated 8 –noipx –condebug –heapsize 32768 –
zone 1024 –ip 66.55.44.33 –udpport 26000 +map e1m7

1.) Your folder on the server in this case might be something like z:serversmyaccount
2.) In this example, sqpro is the Linux ProQuake binary.
3.) -ip 66.55.44.33 is the IP address to use for the connection
4.) -udpport 26000 is the connection port. 26000 is the most desired port, the Quake default, meaning that clients can connect without indicating the port #. In this example, someone could connect typing CONNECT 66.55.44.33, but with other ports they would need to type CONNECT 66.55.44.33:26001 (you'd want to get a DNS for the IP alias, but you often won't have that when you are doing initial setup.)


Additional Resources:

1. The RQuake manual has a solid guide on setting up a public server, much of which applies to any server. It has in-depth information on many of these topics and much of that information is not mod specific.

2. Due to the versatility of Rune Quake, it is a popular mod. The best forum for configuration questions is Rune Central Forms.

3. If you want to test a typical server setup, CRMOD is the easiest mod to get setup. It requires NO compiler. CRMOD is a very versatile and admin friendly mod. It is not as flexible as Rune Quake, but the easy of deployment makes it very popular among server operators. CRMOD is a vanilla deathmatch mod but vastly improved.

4. ProQuake site for more information on this engine.
Last Updated Jun 20, 2006

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