Gondor vs Mordor

Gondor vs Mordor 1 => GvM1 Players Forum => Topic started by: -firecracker- on 11 October 2013, 19:51



Title: Test server
Post by: -firecracker- on 11 October 2013, 19:51
Hey there

I am going to attempt to run a local server tonight, just to test a few things.

A little late notice but if you read this and want to try and connect - PM me and I will send you an IP address and port for you to try connect with. It is only running on my home internet line which isn't the best in the world but hopefully will support a couple of players.

Got to set it up yet so if all goes will I will post back to say it's ready.

-fc-


Title: Re: Server test tonight
Post by: -firecracker- on 11 October 2013, 19:53
When I say tonight I mean UK time of course :P


Title: Re: Server test tonight
Post by: -firecracker- on 11 October 2013, 20:17
OK I think it's up and will keep up for a few hours or so - will stay logged into the forum so PM me for IP address.

Vault will be empty BTW - just create something.

Will post again when I take it down.


Title: Re: Server test tonight
Post by: Noruas on 11 October 2013, 21:02
Hello,
I have just pm'ed you

Noruas


Title: Re: Server test tonight
Post by: -firecracker- on 11 October 2013, 23:34
Ok taken down.


Title: Re: Server test tonight
Post by: Noruas on 12 October 2013, 08:48
Hello,
to summarize our test session:
- mod seems to work correctly on the test server,
- we got 5 toons playing with a tiny lag,
- Fire has some point to fix, but he  is about to finalize his work.

Thx for the work.

See you,
Noruas


Title: Re: Server test tonight
Post by: -firecracker- on 12 October 2013, 15:48
Test mod is running live again today and will be on for some hours.

IP address has changed so PM me if you want to join. I have re-enabled the script that locks accounts to CD keys so will want to test that and also want to test the shifter class - want to make sure the override file is ok - I will XP dump toons on login for this testing.

-fc-


Title: Re: Server test tonight
Post by: -firecracker- on 12 October 2013, 22:14
Off again


Title: Re: Server test tonight
Post by: -firecracker- on 13 October 2013, 13:06
OK stuff I will fix before it goes online again (probably mid week evening), all should be pretty easy:
  • vampire shape is missing rage
  • wrong shape on helmed horror construct
  • no warcry on minatour
  • no firefly on drow (darkness instead)
  • Blinding speed is currently set to 1x day when it should be 2x (this will also probably be the same for assassin darkness, assassin invis, and CoT divine wrath


Title: Re: Test server
Post by: -firecracker- on 13 October 2013, 21:54
Will aim to put the test server up again Wednesday night - around 7PM UK time with the above fixes done, and also for a few hours on Saturday - probably late morning/early afternoon.

So keep an eye on the thread if you want to connect as no doubt my IP address would have changed again :)


Title: Re: Test server
Post by: -firecracker- on 16 October 2013, 18:12
Still planning to put the server up for a couple of hours testing again tonight - 19:00 UK time - just under two hours from now.

Shifter fixes should all be in.

Also would like someone to test the assassin class if possible just to make sure they get 2x darkness, 2x invis, and have bumped up the ghostly visage to 2x per day too, as I remember a number of comments back in the day saying it would be a nice to have to promote the class a little more.


Title: Re: Test server
Post by: -firecracker- on 16 October 2013, 19:56
Taken down - thanks for tests.

Doesn't seem to be anything outstanding that I know of now.


Title: Re: Test server
Post by: Thiagow2008 on 17 October 2013, 23:33
Interesting. Maybe it's finally time to reinstall NWN again.


Title: Re: Test server
Post by: Chaozrulez on 18 October 2013, 00:23
Just noticing this thread or I would have helped testing - on holiday for the next week.
Did you hear anything from Turill or other DM's to import the vault, or will Greydeath be the new host?  ;D


Title: Re: Test server
Post by: -firecracker- on 18 October 2013, 00:44
I emailed Turril a few weeks ago about the possibility of getting the vault sent over and did not hear anything back. So I think it is likely that we would have to start from a fresh/empty vault, and I guess that comes down to whether or not enough people are interested to do that.

From the point of view of the mod and with the recent tests, I think it is back in a state ready for hosting. With help from Terrorble I/we have been able to rebuild the 2da overrides, so we do not need these from Turril anymore.


Title: Re: Test server
Post by: grunaldo on 21 October 2013, 14:17
Vault or no Vault, IŽll be there...


Title: Re: Test server
Post by: Bazzbas on 21 October 2013, 16:38
When al is running, I will be there to.  8)

Talked to GreyDeth this weekend, he will be back to.





Title: Re: Test server
Post by: soulstler on 21 October 2013, 17:19
Most of my vault was wasted toons anyway, so it's all good.  Starting fresh would be kinda nice.


Title: Re: Test server
Post by: Noruas on 21 October 2013, 18:04
Quote
Vault or no Vault, IŽll be there...
Same for me...


Title: Re: Test server
Post by: -firecracker- on 22 October 2013, 00:14
I still think that if we can get a volunteer with a fast/stable/fixed IP address to host it then things will be a little more flexible than going for a paid for solution. And if we can get this volunteer then the next stage is having a chat with Rod who was able to set something up on Turrils box to allow DMs easy access for mod updates and hopefully server vault management.

If not then it's a paid for solution, which I think Nor has already looked into?

Btw - if the old server vault does become available in the future then I would be prepared to restore individual toons to those accounts on request.





Title: Re: Test server
Post by: Rodriquez on 24 October 2013, 15:40
ah, good to see you guys are making progress to restore this old addiction!

I too would advocate the use of a volunteer host over a paid for solution. Back in the day when the server was hosted by acid rain (I feel old now), there was always the issue with the monthly bill - and there was a much larger player base who played GvM on a daily basis, though not as dedicated as the diehards of today

In the end, a hosting company will want a signature of 1 person who will in turn be held responsible for paying the bill and for the consequences if people do not make their voluntary contribution. My advise is to stay clear from that. That person would be better off upgrading their internet connection and hosting it with a fixed IP. Technical knowhow is available in the community and we can use free tools to set up a remote connection foro tech support and for dev's

My 2 cents


Title: Re: Test server
Post by: -firecracker- on 25 October 2013, 00:41
Hey Rod - yeh good old days of acidrain eh? :)

OK In an effort to keep things moving I am going to setup and new thread to open it up to a volunteer to host the server.

Will give it 2 weeks, if there is no full commitment then I will approach Nor about getting things setup on a paid for solution.

-fc-


Title: Re: Test server
Post by: -firecracker- on 05 December 2013, 10:48
Server has been restarted this morning with a new version of the mod which contains all the green (fixed) bug fixes from here:
http://www.gondorvsmordor.com/gvm2/forum/index.php?topic=3137

There is also an unlisted fix that effects Harper Scouts - I have upped the crafting per day to x3 like it was before the server went offline.

I am away for a few days after today - back on Monday.


Title: Re: Test server
Post by: GreyDeth on 09 December 2013, 16:11
Had to reboot server cause of "random toon rebooting issue"
see: http://www.gondorvsmordor.com/gvm2/forum/index.php?topic=3155.0

<modified>
Devine is on again too thnx to Wake

Another thing:
server has improved quite a lot since processor upgrade  8)
However server still has an annoying "lag-problem" (still somewhat playable, but no real fun) when there are more than 12 toons online  :'(
(yesterday I counted 13 online at the same time .... never seen this server so busy  ;D )

According to Angel it's maybe because server is lacking memory ... could be, but dont know for sure.
Unfortunately 2 GB is the max the server's machine can have.  :(

I probably still have to look for a better PC to run our GvM mod on.
Hopefully ive a nice spare one at my work
But even if I find one (small chance) it will take quite a long time to prepare all stuff I'll have to run including the mod.

So be warned ... the "lagging issue", until told otherwise, is still luring around on this server if there are more than 12 toons online!  :police: :-[


Title: Re: Test server
Post by: GreyDeth on 02 January 2014, 11:16
Testperiod is almost over in my opinion ...

I still only need to make automatic backups and automatic server-reboot and perhaps make another better server
- cause ive found other better hardware!! -  :pompom:
but takes lots of time, especially cause I dont enjoy spending lots of time in the rebuild at all.
and backup-/reboot-scripting is also not my cup of tea ... so takes long time too ... now I do backups manually almost every next day and rebooting we do manually if needed
(Dont see memory corruption if server runs for more than a week, so no need to automatic reboot yet I think)
In the meantime server is doin its job quite nicely I may add

So how about soon from now to make THE server officially running?
Or shall we await rebuild? (could be months from now)
Or does server still need lots of adjustments? (like improvement in drop rates and boss spawning issues)
fire? Wake? Terror? (Nobu?) anyone?


Title: Re: Test server
Post by: -firecracker- on 02 January 2014, 20:17
I think the server is pretty much good, there is one thing I have noticed that isn't working which I need to PM you about but other than that it has been stable.

I have been doing manual restarts but only when really required just to keep the acquired XP bonus available for as long as possible. Those restarts have usually been the result of weirdness creeping into the mod when its been up for a number of days, like the re-spawn to pocket mechanism which seems to break after a long up-time.

Regarding updates, the current mod is running most of the completed ones which are mostly bug fixes. There are a few more on the to-do list but nothing major (broken re-spawns mostly) and will be done in the next few weeks.

Currently I am working on two priorities:
1) completing a new area which I have been working on
2) fixing other shifter spell stacking (like tensers)
... I also know Nobu is working on some modifications to a couple of areas too

There has also been some discussions on the forum over the last couple of weeks regarding other stuff:
1) test area improvements
2) drop rate
3) server difficulty
4) shifters
5) spell changes
... being the time of year, I still need to fully digest some of these threads but all come under the ongoing development of the mod and require a bit of thought, especially those where significant changes could actually be detrimental to the server just because of how it has been played that last 2+ years. I will cover each of these over the next few days as I either respond to the threads or start new ones.