Creating a server
by Tim Heldna · in General Discussion · 04/23/2006 (11:59 pm) · 24 replies
Hi,
I was wondering if anyone has the time to explain the procedure for setting up one's own server space. We have created an online multiplayer game with TLK1.4 and are at the stage where we want to stop using GG's test server and create our own master server.
I'm assuming i'd have to pay and rent some server space online from somewhere but can't get my head around how it all works or exactly where I should be looking and what I should be looking for. As far as I can tell, I'd need to:
- find a company that rents out server space
- once server is paid for I guess they would issue me with some form of routable IP address
- configure Torque with the IP address to match mine and not GG's
That's what I'm speculating. I'm not really after information on the Torque setup, rather the online setup. Any information would be greatly appreciated.
- Tim
I was wondering if anyone has the time to explain the procedure for setting up one's own server space. We have created an online multiplayer game with TLK1.4 and are at the stage where we want to stop using GG's test server and create our own master server.
I'm assuming i'd have to pay and rent some server space online from somewhere but can't get my head around how it all works or exactly where I should be looking and what I should be looking for. As far as I can tell, I'd need to:
- find a company that rents out server space
- once server is paid for I guess they would issue me with some form of routable IP address
- configure Torque with the IP address to match mine and not GG's
That's what I'm speculating. I'm not really after information on the Torque setup, rather the online setup. Any information would be greatly appreciated.
- Tim
About the author
#22
Also, Thomas' resource above is something you will need to host a game server. If your current host will allow the port, you could even run it from where you are currently hosted. You will also need to schedule a cron job to keep the socket running.
05/09/2006 (10:59 am)
Gigfoot is certainly homemade and very proud of it. We've been hosting for 8 years. We cater to a smaller client base and prefer personal relationships. We currently manage five dedicated servers. I am a Torque SDK owner and can offer a homegrown solution to any and all who need it. Also, Thomas' resource above is something you will need to host a game server. If your current host will allow the port, you could even run it from where you are currently hosted. You will also need to schedule a cron job to keep the socket running.
#23
Thanks for the info James.
Do you have any options regarding the O/S on the Banshee solution?
Windows out of question?
05/09/2006 (12:52 pm)
Got ya, that's what I wanted to know.Thanks for the info James.
Do you have any options regarding the O/S on the Banshee solution?
Windows out of question?
#24
I haven't released a game yet so i can't show you anything worthwhile, but my development game contacts the website and stores the game's chat hud and messages in sql. This is cool because your website can keep a game blog as it were. When people get killed, when they respawn etc. I plan on releasing this as a resource once i get it polished. I am still pretty new to Torque though and still in a major learning phase.
When it comes to linux, cron and sockets, i do these things fulltime for a living and feel i can help a lot with building a good reliable master game server engine. Hence why i am in here tooting my own horn.
05/09/2006 (1:25 pm)
Our Banshee account is a linux only solution. Gigfoot does Windows too but our Windows server is a dedicated Flash streaming server so short answer for us is no. We prefer to let Linux do all our hosting. You could run a master game server from Windows though with no problem, but you loose the simplicity and stability of cron. Of course, Windows could be tackled by adding a service which runs the socket game server. It can certainly be done in Windows. I haven't released a game yet so i can't show you anything worthwhile, but my development game contacts the website and stores the game's chat hud and messages in sql. This is cool because your website can keep a game blog as it were. When people get killed, when they respawn etc. I plan on releasing this as a resource once i get it polished. I am still pretty new to Torque though and still in a major learning phase.
When it comes to linux, cron and sockets, i do these things fulltime for a living and feel i can help a lot with building a good reliable master game server engine. Hence why i am in here tooting my own horn.
Torque Owner Stefan Lundmark
Aplus has a Value Server service at $49 / month which I'm using currently and it's just $9 more.
They have 24/7 support, and alot more space and bandwidth.
I honestly haven't seen GigaFoot before and the site looks a bit homemade..
Just seems to me that your prices are very high for what the customer gets.
(NOTE: I'm in no way supporting Aplus or trying to shift customers to them, they just happen to be where I got my server and I like to compare.)