Re: Allods Online - Server files
Quote:
Originally Posted by
john007
i see, we need at least 11GIG RAM to host it haven't counts players lol. so a 16 gig of RAM should be good for hosting =)
Maybe, it might be cutting it close. Right now, all maps = 13.5 GB for me, and that's with no users, minimal database info, and pretty empty account & master apps. Not sure how much more will be used over time, so we'll see. It takes about 20 minutes to start everything in my VM (using VMWare).
Re: Allods Online - Server files
Quote:
Originally Posted by
pushedx
Maybe, it might be cutting it close. Right now, all maps =
13.5 GB for me, and that's with no users, minimal database info, and pretty empty account & master apps. Not sure how much more will be used over time, so we'll see. It takes about 20 minutes to start everything in my VM (using VMWare).
Whoa...
It will eat lot`s of memory on 100 players:laugh:
Re: Allods Online - Server files
Quote:
Originally Posted by
ananas
Whoa...
It will eat lot`s of memory on 100 players:laugh:
seem like RF beat by this game
Re: Allods Online - Server files
I never seen a game eating so much RAM for hosting it...impressive...this demonstrate how the game is complex about resources etc...surely at GPotato they have monster servers lol ;)
Re: Allods Online - Server files
Re: Allods Online - Server files
Quote:
Originally Posted by
Suigintou
This is the real matter..RAM consuming...:thumbdown:
Re: Allods Online - Server files
show working shard.xml please!
Re: Allods Online - Server files
13gb useage? wo0t! that too much.. >,<
Re: Allods Online - Server files
Quote:
Originally Posted by
terzo
Check the machine:
Good to start a test server?
Seems good regarding the RAM part...for starting a test server can be fine...also is interesting to check how many players can bear it...:thumbup:
Re: Allods Online - Server files
wow wow now we need devs for this to code in C++ or something lol it uses too much RAM.. by the way, have you guys testing with nude patch? does it even work for this private server or they disabled it just like the official one? well, i don't mind to play on someone's dedicated servers lol if the nude patch can be able to use on it, if not count me out lol for now i just love my perfect world server and Jade Dynasty servers because both can use nude patch on it haha..
Re: Allods Online - Server files
Quote:
Originally Posted by
john007
wow wow now we need devs for this to code in C++ or something lol it uses too much RAM.. by the way, have you guys testing with nude patch? does it even work for this private server or they disabled it just like the official one? well, i don't mind to play on someone's dedicated servers lol if the nude patch can be able to use on it, if not count me out lol for now i just love my perfect world server and Jade Dynasty servers because both can use nude patch on it haha..
Pervert.. What is the point of staring at PIXELS. -_-
Re: Allods Online - Server files
Quote:
Originally Posted by
john007
wow wow now we need devs for this to code in C++ or something lol it uses too much RAM.. by the way, have you guys testing with nude patch? does it even work for this private server or they disabled it just like the official one? well, i don't mind to play on someone's dedicated servers lol if the nude patch can be able to use on it, if not count me out lol for now i just love my perfect world server and Jade Dynasty servers because both can use nude patch on it haha..
U are so strange man...nude patch?This isn't surely a priority about development as far as now....this is surely the last of concerns lol..:thumbdown:
Re: Allods Online - Server files
lol it's only concern about the client man, i think the pple can translate it soon or late. And we do hope to play on a private server soon lol. with a reasonable rates would be awesome.
Re: Allods Online - Server files
i need a little help to start the server with CentOS, anyone know that"?
Re: Allods Online - Server files
Quote:
Wow, I forgot to look through the Helper package. There's a lot of useful stuff there, including the "AOGame.exe" as well as protection files needed. So if you take the "Client" package included and use the "AOGame.exe" from the "Helper", it should match up correctly.
To start the client, there's a few ways, depending on which way you load it, but right now I'm testing with the "AOGame.bat" in the "Helper/Release_bin" folder. It crashes on character creation though, so I switched over to the files in the "Helper\Unprotected\GM_bin" and those seem work. The working AOGame.exe does not need any arguments to start for this version!
Yep this way correct, but u need have builder or gm account if u wont enter to the game.
Any idea how to fix?