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Hosting through a VPS


whopxer
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  • 4 weeks later...

There is an old discussion from IRC ( http://irclogs.wildfiregames.com/2012-08-28-QuakeNet-%230ad-dev.log ), where feasibility of standalone server is discussed, I believe it's still relevant:

20:25 <@Philip`> <...> the server takes about zero CPU power, so hosting should only be a problem if you have very limited bandwidth

<...>

20:26 <@Philip`> Currently it's impossible to run a game without the game GUI running on the same machine as the server thread

<...>

20:26 <@Philip`> (That's not a problem architecturally, it just hasn't been implemented yet)

20:27 <@Deiz> Given the everybody-has-their-own-simulation, I don't really see any point to a central server.

20:27 <@Deiz> It's just adding an additional client, effectively, unless you clobber all the clients' simulations with its state

20:28 <@Philip`> The main point is to avoid the pains of firewalls and NATs

20:28 <@Deiz> UPnP?

<...>

20:29 <@Philip`> and maybe to provide better latency if you're lucky and it's central to all the players

<...>

20:29 <@Philip`> and to not be dependent on one person's internet connection staying reliable

<...>

20:29 <@Deiz> Given the recent staff matches, that would be in the middle of the Atlantic ocean.

20:30 <@Philip`> Some kind of UPnP and NAT punchthrough stuff might provide enough reliability anyway

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