Archive for February 9, 2009

QuakeLive preview instead of review

I was going to write a review for QuakeLive, but it is still in a state where it cannot be reviewed. Reviewing the game at this point in time would be completely worthless because large chunks of the game still aren’t working, mainly because of the amount of people that id software was unprepared for.

When I initially created my account, I went into queue and there was about 20,000 people ahead of me, with 500 entering per minute, so it didn’t take long at all to actually download QuakeLive. However, my browser had to be restarted which put me back in a longer queue, then the server went down, and I had to re-queue, and the server went down, and I had to re-queue, then I get in, I get to a page asking for a verification code that was supposed to have been sent to me via email. It wasn’t there and it wasn’t inside of my spam folder. I had to send 3 requests before a code finally made it to me. The code when entered on their website, was invalid, but when I copy and pasted the link that was sent in my email, apparently my account was activated. The servers went down again.

Lovely, time to re-queue. I started at 30,000 got to about 9000 and then the queue reset and I was at 50,000 this time. After about 12 hours of waiting, I finally got to play against Crash, the bot that tests your skill. You do a couple simple tasks to determine which skill level you should be playing at, then you play the crash in a match to 15 frags.

Once you have defeated crash you can now search for games online. However 98% of the servers are full, or become full when you enter the game. All games are currently running unranked, so your scores are not kept as of right now. Which means the matchmaking system probably isn’t working properly either.

Now that we have the negatives out of the way, negatives that will hopefully be fixed very soon, on to some more positive stuff. QuakeLive is extremely fast paced. I was on a FFA server, with 17 other people, and there was no lag. That’s pretty impressive for a beta. However, some of the arena’s aren’t meant to handle that many players, and you may end up running around like an idiot with just the machine gun.

The graphics are good so far, especially for a game loaded from your webbrowser. It can be played in fullscreen mode, and it can be played in ultra high resolutions, aswell as widescreen resolutions. I haven’t tried this on a slower computer to see how it run’s maybe I will check it out on my laptop later.

All in all, I can’t wait for QuakeLive to officially launch with all of the bugs worked out. It’s going to be a great game.

QuakeLive is now Live!

I’ve been checking my email daily, to check for my quakelive beta invite (been checking for a couple of months now). Now I see that it has gone live, as posted on slashdot earlier today.

Right now I am sitting at work on my laptop, so I have atleast joined queue. Maybe I’ll get some quake matches in during my lunch. I started in queue posistion 22,000+ and the queue seems to move about 500 spots or so every couple minutes. So I’m probably going to be queued up for a couple hours.

Will write a full review once I get on!

PSP Backgrounds – Cars

Here are some car backgrounds for your PSP. Enjoy :)

HOWTO: OpenArena Dedicated Sever – Linux

Open Arena is an amazing Open Source arena based first person shooter. It is based on the quake 3 engine, and has a lot of fast gameplay.

You are going to need your own server running linux. A shell account will not do, the admin will probably disable your account, and most likely you won’t have access to enough resources to run a dedicated game server. So I am going to assume you either have a computer sitting beside you running linux, or a virtual machine either on your pc, or hosted on a server somewhere. You will not be able to run the dedicated server on your own machine, without changing some of the server flags.

The first thing you will need to do is download the latest version of the OpenArena, which can be done here. Any download link will do, the windows and the linux binaries are both packaged together.

I recommend uploading the archive to your server, then uncompressing it, instead of uncompressing it on your computer then uploading it, just to save some time and bandwidth.

Once you have everything uploaded and uncompressed on your server, you will need to go into the baseoa directory and create a file called server.cfg

Your server.cfg file is going to look something similar to this:


sv_hostname "My OA server"
sv_maxclients 16
sv_master1 "dpmaster.deathmask.net"
sv_maxPing 150
sv_minPing 0
sv_pure 1
sv_maxRate 25000
sv_fps 20
sv_allowdownload 1

sv_privateClients "2" // slots substracted from sv_maxclients
sv_privatePassword " "

capturelimit 8
timelimit 15
fraglimit 35

set rconPassword "" // for remote ingame servercontrol

g_motd ""
g_quadfactor 4
g_inactivity 0
g_allowvote 1

//If you want to use unlagged functionality (since 0.7.6)
g_delagHitscan 1

//Special modes since 0.7.6:
//g_instantgib 1
//g_rockets 1
//g_vampire 0.25 //25%
//g_regen 5 //5 health per sec.

//Gametypes
// 0 = Free For All
// 1 = Tourney
// 3 = Team Deathmatch
// 4 = Capture The Flag
// 8 = Elimination
// 9 = CTF Elimination
// 10 = Last Man Standing
// 11 = Double Domination
// 12 = Domination
g_gametype 0

set d1 "map aggressor; set nextmap vstr d2"
set d2 "map oa_dm1; set nextmap vstr d3"
set d3 "map oa_dm2; set nextmap vstr d4"
set d4 "map oa_dm3; set nextmap vstr d5"
set d5 "map oa_dm4; set nextmap vstr d6"
set d6 "map kaos2; set nextmap vstr d7"
set d7 "map oa_dm5; set nextmap vstr d8"
set d8 "map oa_rpg3dm2;set nextmap vstr d9"
set d9 "map oa_shouse; set nextmap vstr d1"
wait
vstr d1 // start loop at d1

The main portions you are going to want to worry about are:

sv_hostname – Sets your viewable hostname in the serverlist
sv_maxclients – Sets the maximum ammount of clients allowed to connect to your server
sv_privateClients – Sets the ammount of slots held for private use (sv_maxclients – sv_privateClients = total clients)
sv_privatePassword – Sets the password for the private slots
capturelimit – Sets the capture limit in CTF
timelimit – Sets the time limit
fraglimit – Sets the frag limit
set rconPassword – Sets the rcon passsword for admin usage
g_motd – Sets the message of the day
g_gametype – Sets the gametype, the current option is 0, Free for All aka Deathmatch

The last portion is the confusing bit. This is where you setup the actual map rotation.


set d1 "map mapname1; set nextmap vstr d2"
set d2 "map mapname2; set nextmap vstr d3"
set d3 "map mapname3; set nextmap vstr d1"
wait
vstr d1 // start loop at d1

Basically what you are doing here is setting up a loop. d1 is set, with the next map being d2 and so on. You can do this with as many levels as you want, you just have to make sure to make the last map link to the first map, or the loop will not work.

Once you have your server.cfg file saved, go back into the root OpenArena directory and start up your server like this:

./oa_ded.i386 +set dedicated 2 +exec server.cfg

You may want to run this process inside of a screen session. There are alot more things you can do, this is just the basics for getting your own OpenArena dedicated server setup. Enjoy