Posts: 1,685
Threads: 85
Joined: Aug 2011
Reputation:
0
06-19-2012, 08:06 PM
(This post was last modified: 11-19-2012, 08:13 AM by ralgith.)
I've set up 4 dedicated servers that will be using my custom client.
Client:
Currently use MM included with MekHQ for servers 1-4 and Standard MM download for 5 and 6.
Server Info:
OS: CentOS 6 x86_64
Java:
OpenJDK Runtime Environment (IcedTea6 1.7.4) (rhel-1.21.b17.el6-x86_64)
OpenJDK 64-Bit Server VM (build 14.0-b16, mixed mode)
CPU: Dual AMD Opteron (Dual Core for 4 Effective Cores) @ 2.2GHz
RAM: 4GB
Duties: Webhost, MegaMek Host
Ports & Versions:
- dev version from MekHQ 0.1.20, port 6300
- dev version from MekHQ 0.1.20, port 6301
- dev version from MekHQ 0.1.20, port 6302
- dev version from MekHQ 0.1.20, port 6303
- 0.35.32, official dev release, port 6304
- 0.35.32, official dev release, port 6305
Addresses: - bt.dylanspcs.com
- asgard.dylanspcs.com
I will check these frequently to see if any need reset. I recommend you use only my custom build (includes all the maps and such) with these servers.
I will update these as needed, so bookmark this post.
Also, if my servers are all busy or non-working at the time you need one, check out Steve's Dedicateds:
http://bg.battletech.com/forums/index.ph...,73.0.html
(Sticky Please!)
Posts: 1,685
Threads: 85
Joined: Aug 2011
Reputation:
0
Posts: 1,685
Threads: 85
Joined: Aug 2011
Reputation:
0
And... another update. This brings some cool new stuff to the table
Posts: 1,685
Threads: 85
Joined: Aug 2011
Reputation:
0
Updated again, this time I've added the "official release" back in.
Posts: 1,685
Threads: 85
Joined: Aug 2011
Reputation:
0
Some bad news, but only temporary!
The PSU burned out in my server, so it'll be down for a few days.
And when its back, I'll be putting my dedicated megamek servers back online!
Posts: 165
Threads: 24
Joined: Jun 2011
Reputation:
0
is there any chance you get that server online again in the near future?
Posts: 1,685
Threads: 85
Joined: Aug 2011
Reputation:
0
(11-10-2012, 07:20 PM)Akira213 link Wrote: is there any chance you get that server online again in the near future?
Actually yes. It'll be back online sometime tomorrow (Eastern Time), most likely around 1-2pm. And in addition I may be adding a 2nd physical server to my setup, which would end up transparently taking over some of the dedicated servers to spread the load.
Posts: 1,685
Threads: 85
Joined: Aug 2011
Reputation:
0
Servers back online, hopefully no more issues!
Posts: 165
Threads: 24
Joined: Jun 2011
Reputation:
0
Posts: 165
Threads: 24
Joined: Jun 2011
Reputation:
0
I'm getting a time stamp mismatch message when connecting. Is that a problem?
Posts: 1,685
Threads: 85
Joined: Aug 2011
Reputation:
0
(11-12-2012, 03:21 PM)Akira213 link Wrote: I'm getting a time stamp mismatch message when connecting. Is that a problem?
You shouldn't be getting that unless you're using a different version. Which server are you connecting to and which version are you using?
Posts: 165
Threads: 24
Joined: Jun 2011
Reputation:
0
Just downloaded MekHQ 0.1.20 (ten minutes ago).
Exstracted donloaded zip file.
Started MegaMek from this extracted folder.
Logged into bt.dylanspcs.com on port 6300.
Message: ***Server: For Akira213 Server reports:
Client/Server timestamp mismatch. Server reports: Fri Oct 12 16:43:30 EDT 2012, Client reports: Fri Oct 12 11:43:30 EDT 2012.
:/
P.S.
I got a similar message when I logged into one of Steve's Servers last weekend. And it kicked me out after every phase.
Posts: 1,685
Threads: 85
Joined: Aug 2011
Reputation:
0
(11-13-2012, 12:40 PM)Akira213 link Wrote: Just downloaded MekHQ 0.1.20 (ten minutes ago).
Exstracted donloaded zip file.
Started MegaMek from this extracted folder.
Logged into bt.dylanspcs.com on port 6300.
Message: ***Server: For Akira213 Server reports:
Client/Server timestamp mismatch. Server reports: Fri Oct 12 16:43:30 EDT 2012, Client reports: Fri Oct 12 11:43:30 EDT 2012.
:/
P.S.
I got a similar message when I logged into one of Steve's Servers last weekend. And it kicked me out after every phase.
I might have a bug in the code for detecting timestamps related to the timezone offset, but I don't think I do...
However, that wont cause kicks. Its impossible, once the messages are displayed upon connecting that code is finished and has returned to the main game processing code. There are of course other bugs still present in MM. I suggest you just try playing and see what happens. You can always export MUL files from MekHQ and use the official MM release version as well.
Posts: 165
Threads: 24
Joined: Jun 2011
Reputation:
0
I'll try and report here again if that kick problem reoccures.
Posts: 165
Threads: 24
Joined: Jun 2011
Reputation:
0
(06-19-2012, 08:06 PM)ralgith link Wrote: ...- 0.35.32, official dev release
- 0.35.32, official dev release
...
on which port are these running, when they are up?
Posts: 1,685
Threads: 85
Joined: Aug 2011
Reputation:
0
(11-18-2012, 04:37 PM)Akira213 link Wrote: [quote author=ralgith link=topic=855.msg4893#msg4893 date=1340150783]
...- 0.35.32, official dev release
- 0.35.32, official dev release
...
on which port are these running, when they are up?
[/quote]
Fixed the post to show, whups.
Posts: 236
Threads: 17
Joined: Feb 2011
Reputation:
0
I just tried your servers for 35.32 Dylan...
and could not connect for both:
0.35.32
bt.dylanspcs.com port 6304 or port 6305
asgard.dylanspcs.com port 6304 or port 6305
Posts: 1,685
Threads: 85
Joined: Aug 2011
Reputation:
0
(12-06-2012, 04:12 AM)Mekslayer link Wrote: I just tried your servers for 35.32 Dylan...
and could not connect for both:
0.35.32
bt.dylanspcs.com port 6304 or port 6305
asgard.dylanspcs.com port 6304 or port 6305
Thanks for the heads up, not sure why but they're not running so I've started 'em back up again. They were up yesterday when I checked... ugh.
Posts: 236
Threads: 17
Joined: Feb 2011
Reputation:
0
Are these still online?
If they are what version are they running?
Thanks,
-mek
Posts: 1,685
Threads: 85
Joined: Aug 2011
Reputation:
0
Nope. There were hardware issues and I just never felt like rebuilding it.
|