quake3.exe +set fs_game wfa +set gametype 4 +exec wfa-server.cfg
/seta sv_floodcontrol 0
http://wwww.planetquake.com/weaponsfactory/quake3/server-docs/WFA-Win32-Server-Docs.htm (Win32)
http://wwww.planetquake.com/weaponsfactory/quake3/server-docs/WFA-Linux-Server-Docs.htm (*nix)
You can also try ShadowSpawn's server setup guides:
http://www.shadowspawn.net/content/game/quake/server-config.asp
http://www.shadowspawn.net/content/game/quake/server_setup.asp
For general server help, try:
http://www.planetquake.com/scarab/Server_Setup/More_Server_Help/body_more_server_help.html
http://www.deathcon.com/quake3/dedicated.html
This means that the server has 2 reserved spots, and you need a password to join one of those spots.
The master servers will not list a server that is run with +set dedicated 1, or constantly spams them by constant restarts. Give it time.
You need to add +set vm_ui 2 +set vm_cgame 2 +set vm_game 2 to the command line parameters
You may need to delete your q3config.cfg after every server launch, as it reads and exec's it AFTER every other config. Don't go write-protecting your q3config either.
Approximately 3k/sec for each player, dependant on the 'rate' limit set. No, cable modems and dsl modems are not the greatest either. Sometimes even though you have a great upload cap, that doesn't mean that you can host a good, reliable, packet-lossless server. Things such as aggregation, routing issues, and other deficiencies with sub-tier 3 providers can make for a horrible host.
Either you don't have enough memory, your config has been totally ganked, your files are corrupt or you have some missing, your system has other problems, or you are simply missing something out of the file system.
This is open to debate. Right now, the minimum we have launched with is 56mb in the hunk, and 16 in the zone. This may be expanded as high as you want. Different maps may demand different amounts, so with 64mb of ram running NT 4.0 stand-alone totally BARE BONES and configured correctly that means you may host a 16 player server with no bots and have barely enough room to spare.
Won't be pretty under load, but will suffice. Linux is the same, it all depends on what other services are running at the time. You shouldn't see over a 30% utilization peaking anywhere with a stable server.
You are probably missing a pak or two, or are trying to start a server with the demo files. Go over the file list or buy the game.
You are not running the exe in the same directory as the paks, or you are trying to run the demo files as a server.
You have write-protected the q3config. Unwrite protect it.
Two places. The first place it at http://www.shadowspawn.net/content/game/quake/server-config.asp which lists all the relevant ones to WFA and are the defaults used, and another way to do it is to launch the server and do the following: set logfile 1 (this creates a logfile called qconsole.log) and then
type cvarlist. You will get a big dump of every variable that is set.
You don't. You can try, but it won't work right. They are under development.
NAT is tricky. The documentation for the reverse-NAT should be given to you with the equipment. Things like MSP, LynkSys, and others are very different and detailed when specifying which ports to bind to an address. Good place to start is to see how to bind a webserver first, then adapt that to Quake3. Remember that quake3 first sees the client's connection on the 'listen' port,
then tries to connect the client on a subsequent 'qport', a UDP dynamically-assigned port that can be, well, anything within range. IF you are getting 'Client Unknown to AUTH' errors, this is probably why; the server can't get the client on an open 'qport'.
This is debateable. However, any socket 7 or 8 pentium-class processor over 200mhz with no idle load and sufficient memory will handle up to 20 players with 25% utilization. This means that your computer should be streamlined, fast, and not be running anything but what it needs to. Like everything else, the components make the whole. This means that PCI everything, no ISA,
busmastering cards, the motherboard, the memory, the periphreals all make up the whole system. If you can play quake3 arena on it, it's probably good to run a server. You don't need a great video card either to run one, just no ISA cards.
DLB has put together some toys at www.bobdev.com has a few administrative programs, as well as Aphex Twin's site http://runner.gameadmins.com makes setting up a server a snap. So check both places. If you want beta programs, jump in #irc.enterthegame.com and stop on in #wfa and ask around. Be patient, everyone is usually playing WFA anyway.
Fragstats is the only good parser out there, but -whew- its a pain in the ass to set up for the first time.
Easiest way is with cron for nix. I am not going to explain here, if you installed nix you should know what cron is.
2 ways with NT/W2K. The first is easy. The second is not. Both you should require Dr. Watson to not give any visual notification, turn off logging, and no dumping of debug symbols. drwtsn32 is it's name, fire it up at a cmd prompt.
1.) Thanks to Fluke of the infamous Dallas Servers:
Create a batch file called q3start.cmd and put this in there:
@echo off
:startgame
call "C:\Quake3\q3param.cmd"
echo ======================
echo Auto server restart on
date /t
echo at
time /t
echo ======================
rem NOTE: rem pause after testing
rem It prevents run-away looping
pause
goto startgame
:Loop
:End
Create a file called q3param.cmd and put this in there:
START /DC:\Quake3 /MIN /NORMAL /WAIT quake3.exe +set dedicated 2 +set fs_game wfa +set com_hunkmegs 56 +set com_zoneMegs 32 +set net_port 27960 +exec wfa-server.cfg
As you can see, the param has the command-line startups. Fire up the q3start.cmd and there ya go. If it ever dr.watsons, it'll restart.
2.) This is not easy but it gains loads of performance. http://www.shadowspawn.net/content/game/quake/wfa.htm not for the timid.
Either way on either OS you can specify jobs for each config, and have a totally different server configuration load up on a scheduler. This way you can rotate the server for different clans, and don't have to worry about anyone not unpasswording the server, plus you can rule the schedule with an iron fist and never need to talk to anyone.
When you fire up a server, you are firing up a service that will allow incoming connections. That is the definition of a server. It serves requests to clients. It also announces to the world (dedicated 2) that it is present and open to queries (ICMP) and connections (UDP). Before you even think of firing up a server, understand the basics of networking, how the internet actually
functions (i.e.. the internet is not just something on the other side of that shiny new wall plate someone just installed last weekend, ooo... pretty colors!) Some people have fired up public game servers and complained to the ISP's that people were hacking them. In the logs that they sent, it showed the normal Quake3 protocol handshakes and queries. So please, use your brain. If you
don't want to be connected to, don't fire up a server in the first place.
The current ID master has only room for 2048 servers. If yours is last, it won't be in the database. Sorry, just be patient.
You need to make sure that you have a g_inifile variable that's supposed to be in the wfa-server.cfg pointing to the wfa-ini.cfg file.
It's an ID bug from people using the sv_privateclients password on large servers.