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Render
12/16/00, 09:32 pm
Testing out my server over my LAN. Everything working fine, untill it got time to DL a custom map to the client machine. Was getting a 2Kbps download????? I read a post at one time about this recomending just to give everyone the custom maps before they logon. In my case this wont be feasible at a 300+ LAN Party....Anyone figured out a solution for this yet?

Terrynator
12/17/00, 12:34 am
Even 2k is abnormally slow. Something not right there.
I hate to say it, but distribution before is the way to go.
How about this... setup a public shared directory and let peeps transfer off that. Either that or make a couple of dozen CD's with the maps on them to be passed around.
Maybe you could setup a site on the net where some could download before the go to the lan.

Niemand
12/21/00, 01:21 pm
I read somewhere where download on a LAN is equivalent to modem speed in quake 3. Nasty.

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"If the women don't find you handsome, they should at least find you handy." -Red Green

Legrand [LN]
12/21/00, 09:01 pm
The two variables to watch for here are sv_rate and rate.
On the server, set the sv_maxrate to 50000
ie.: \seta sv_maxrate 50000
anything faster than this (I've found on my LAN) is useless. At this rate, people should download around 25k.
The rate command is client side, and people connecting up to your server need to make sure their rate is set to 50000 also. You can check what a clients rate is once they connect by typing \status at the server console. The last number in a clients line will be their rate.
It sounds to me like somewhere there's a rate set at 3000. I've noticed that at 3000 the downloads go to about 2k.

Good Luck...

[This message has been edited by Legrand [LN] (edited 21 December 2000).]

Quakethoven
12/27/00, 10:59 pm
This is a subject that I have been going nutz on for a while now. Getting the maps before a player joins is pretty much the only way to go. id really screwed the server admins with this little joke of a problem. I even wrote to the bug reports for the 1.25 for them to let the Admins control how fast a server can send the damn maps. A maxrate of 50K really isn't fast enough. There needs to be a way to send the maps a lot faster than the stupid Q3 maxrate!!!! The maxrate controls some bandwidth in the game, but your not in the damn game when your getting the maps!!! GRRRRRR!!!!!! There are hundreds of custom maps & 99% of servers won't run them cuz of this problem. I for 1 have access to a OC3 connection to run servers on & I could send these maps out BLAZING fast but its just not possible in Q3.....

Viruseater
12/27/00, 11:07 pm
Not that i'm defending id on this because i'm not, but you having an OC-3 to run a server on is completely irrelevant, if id programmed games for the 1% of people that had access to super high levels of bandwidth what good would they be to t-1 users.

Do you ahve any idea how fast malicious people could bring a server on a t-1 to it's knees if you had a very high d/l rate? or even barring that, what about if the map changed and 5 of the ten people in the game had to get the map?

Quakethoven
12/28/00, 12:06 am
my point was letting the Admins control the D/L speed. not making the speed the same for every1 regardless of there servers connection.

Legrand [LN]
12/31/00, 08:54 am
I'd have to agree with Quakethoven in that there should be more flexibility. The room to increase the maxrate should be there. It dosen't take that much to figure out what kind of rates you can allow with your connection type, and that's what us admins are here for, to figure out what to set everything up at. 25k/sec at a LAN party just plain stinks, especially when you have 100m/sec availaible... imo...

[This message has been edited by Legrand [LN] (edited 31 December 2000).]