PR Server - Confusion Cleared Up
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UK_Force
- Retired PR Developer
- Posts: 10823
- Joined: 2005-04-07 12:00
PR Server - Confusion Cleared Up
I just want to clear up what seems to be a Problem area, and ensure you are all fully aware of what is going on in regards to the Server Business - Announcement made, as it has been somewhat "diluted".
ClanPlanet & AlphaNetwork, are both Game Server Companies which are legitimate UK Business's that sell Gaming Servers to the World, just like Multiplay and any other company you may rent a server from.
The have been tagged as "PR Officialy Endorsed Server Providers", as they are now the only Companies in the UK who will be allowed by Project Reality to actually sell PR Servers.
No other company has been endorsed by us to actually sell a PR Server.
This means you no longer have to go to Multiplay, buy a BF2 Server and then apply for a PR Server Licence, and then get the files installed to make it a PR Server .... You can go to one of these 2 companies and simply Buy a PR Server, and it will be maintained and updated by them, with the latest releases.
This is the reason why an Announcement was made .... as this is the first time that you can actually go out and "Buy/Rent" a PR Server ...... ie you the Gaming Community.
It has NOTHING to do with them being "our" server providers, like some Clans think.
We have over the years had a lot of help from these clans, with providing us with Test Servers etc, and we are very appreciative of what they have done for us over the years, and are even thinking or repaying these 2 Clans with something in return.
The above companies, in return for allowing us to let them sell PR Servers, have donated us with a Dedicated Server, which we can use as we please, this means Project Reality now - finally after all these years have our own Dedicated Server to use in the Development of the Mod.
Surely that is a good thing is it not, and means that Project Reality is moving up slowly and becoming more independent, ready for the Potential PR 2 in the future ?
I hope you all now understand the whole concept behind this, and see it as a "good" thing for Project Reality.
-The Project Reality Team
edit - I hope the Clan Concerned will have a response to this thread ?
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ClanPlanet & AlphaNetwork, are both Game Server Companies which are legitimate UK Business's that sell Gaming Servers to the World, just like Multiplay and any other company you may rent a server from.
The have been tagged as "PR Officialy Endorsed Server Providers", as they are now the only Companies in the UK who will be allowed by Project Reality to actually sell PR Servers.
No other company has been endorsed by us to actually sell a PR Server.
This means you no longer have to go to Multiplay, buy a BF2 Server and then apply for a PR Server Licence, and then get the files installed to make it a PR Server .... You can go to one of these 2 companies and simply Buy a PR Server, and it will be maintained and updated by them, with the latest releases.
This is the reason why an Announcement was made .... as this is the first time that you can actually go out and "Buy/Rent" a PR Server ...... ie you the Gaming Community.
It has NOTHING to do with them being "our" server providers, like some Clans think.
We have over the years had a lot of help from these clans, with providing us with Test Servers etc, and we are very appreciative of what they have done for us over the years, and are even thinking or repaying these 2 Clans with something in return.
The above companies, in return for allowing us to let them sell PR Servers, have donated us with a Dedicated Server, which we can use as we please, this means Project Reality now - finally after all these years have our own Dedicated Server to use in the Development of the Mod.
Surely that is a good thing is it not, and means that Project Reality is moving up slowly and becoming more independent, ready for the Potential PR 2 in the future ?
I hope you all now understand the whole concept behind this, and see it as a "good" thing for Project Reality.
-The Project Reality Team
edit - I hope the Clan Concerned will have a response to this thread ?
.
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tlindy
- Posts: 77
- Joined: 2008-05-22 13:57
Re: PR Server - Confusion Cleared Up
I dont think we need to have a response enough has been said and water under the bridge now. I do have a couple questions just to make sure I understand
1. If I understand this correctly if a new clan (in the UK) wants to start a PR server the only way they can do it is to purchase a dedicated server from one of these companies? That you will no longer give server licenses?
2. Existing servers in the UK continue to have there server licenses and function as normal?
3. Will the Official PR server act as a public server or will it be used as a passworded event server etc...?
1. If I understand this correctly if a new clan (in the UK) wants to start a PR server the only way they can do it is to purchase a dedicated server from one of these companies? That you will no longer give server licenses?
2. Existing servers in the UK continue to have there server licenses and function as normal?
3. Will the Official PR server act as a public server or will it be used as a passworded event server etc...?
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scottp05156
- Posts: 178
- Joined: 2007-07-04 19:49
Re: PR Server - Confusion Cleared Up
No lindy, its just another option for groups/clans, if they rent through these providers everything is PRECONFIGURED for them. They dont have to apply for a licence, download the mod them possibably upload it through FTP or give their server provider the file links so they can download it and set a server up for them. This way now a client can just go to the site and say (1) PR server please ........much easier for the cleint, especially for peeps that are not familiar with setting up servers and such. It's now a turn key setup and streamlines the process. Groups and clans that already have the hardware just operate as normal and DL the builds as we always have.
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=TCC=Strummer
- Posts: 10
- Joined: 2008-03-16 13:19
Re: PR Server - Confusion Cleared Up
Got It!!..Thanks for clearing everything up.
STRUM
PS: Will more info regarding the mumble server be forthcoming. I would imagine that the PR STAFF or DEDI PR BOX will be running that eventually.?
STRUM
PS: Will more info regarding the mumble server be forthcoming. I would imagine that the PR STAFF or DEDI PR BOX will be running that eventually.?
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fuzzhead
- Retired PR Developer
- Posts: 7463
- Joined: 2005-08-15 00:42
Re: PR Server - Confusion Cleared Up
From a largescale perspective, we dont think mumble can handle a huge amount of players (200+). Were not positive that this is whats causing problems, but it appears that having too many mumblers on 1 server might be overloading it.
So for future widescale adoption of mumble (ie: every server running murmur), it will probably be on a server by server basis rather than one centralized server like we have for now. But any changes like that will be well into the future.
So for future widescale adoption of mumble (ie: every server running murmur), it will probably be on a server by server basis rather than one centralized server like we have for now. But any changes like that will be well into the future.
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gazzthompson
- Posts: 8012
- Joined: 2007-01-12 19:05
Re: PR Server - Confusion Cleared Up
what about group servers to make it easier, like regional or by certain clans or something?[R-DEV]fuzzhead wrote: So for future widescale adoption of mumble (ie: every server running murmur), it will probably be on a server by server basis rather than one centralized server like we have for now. But any changes like that will be well into the future.
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scottp05156
- Posts: 178
- Joined: 2007-07-04 19:49
Re: PR Server - Confusion Cleared Up
Maybe try forcing or setting this as default in the next PR murmer client built
Next, turn on the Expert Config options, and turn the Loopback Mode to "Server" under "Audio Output". If you can hear yourself talk while connected to the server, your network settings are fine; the problem is other users.
If you can hear yourself in the audio wizard, but not when using server loopback mode, something between you and the server is blocking UDP packets. Try turning on "Use TCP Mode" and reconnect to the server.
FAQ/English - Mumble
Next, turn on the Expert Config options, and turn the Loopback Mode to "Server" under "Audio Output". If you can hear yourself talk while connected to the server, your network settings are fine; the problem is other users.
If you can hear yourself in the audio wizard, but not when using server loopback mode, something between you and the server is blocking UDP packets. Try turning on "Use TCP Mode" and reconnect to the server.
FAQ/English - Mumble
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UK_Force
- Retired PR Developer
- Posts: 10823
- Joined: 2005-04-07 12:00
Re: PR Server - Confusion Cleared Up
=TCC=Strummer wrote:
PS: Will more info regarding the mumble server be forthcoming. I would imagine that the PR STAFF or DEDI PR BOX will be running that eventually.?
As you can understand we really can not commit to putting our name on a product that as of yet is not 100% stable.
In the future with these companies we are hoping when a Customer takes out a PR Server - he will have PR Mumble in the package, ie instead of the free TS/Vent you usually get.
However because this is going to be through a Business, it needs to be a 100% stable version, as Companies selling software thats not up to scratch is not good for business, and will reflect as a bad product to us?
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Robbi
- Posts: 3564
- Joined: 2008-07-05 14:53
Re: PR Server - Confusion Cleared Up
Anybody looked into multiple instances of Murmur on the same IP? We are looking at murmur set ups as we speak at Alpha, seeing how to easily intergrate it with clans servers etc, but just seeing if this had been tested by the DEVs or =TCC=?

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scottp05156
- Posts: 178
- Joined: 2007-07-04 19:49
Re: PR Server - Confusion Cleared Up
We've run multiple mumble servers on the same box. Just change the mumble port or ip address of the server (if you have multiple ip's on the box) I Just installed them to seperate dirs and obviously kept the databases seperate.[R-TEC]Robbi187 wrote:Anybody looked into multiple instances of Murmur on at the same time? We are looking at murmur set ups as we speak at Alpha, seeing how to easily intergrate it with clans servers etc, but just seeing if this had been tested by the DEVs or =TCC=?
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Robbi
- Posts: 3564
- Joined: 2008-07-05 14:53
Re: PR Server - Confusion Cleared Up
Fair do's Scott, cheers...
Just checking noone has ran into flaws with it
Just checking noone has ran into flaws with it

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Twisted Helix
- Retired PR Developer
- Posts: 5145
- Joined: 2008-11-03 04:18
Re: PR Server - Confusion Cleared Up
You can actually run multiple 'virtual' servers on one murmur instance I think. Full guides to setting up and running Murmur are here ...
Running Murmur - Mumble
Murmurguide - Mumble
ACL and Groups/English - Mumble
The donkey work is in setting up the channels , acls and groups ... I am going to look at making a script that will set you up automatically ... once we decide on a workable pattern that can be used for each game server.
However you can do this too in the murmur.ini ... at this line here ...
However I know that mumble gets used a lot on things like WoW, where on raids there may be as many as 2 or 300 people on it ... so as a program it can definitely take a load ... just perhaps we have the quality too high.
For the future though I too see running murmur on each game server as a desirable thing as then you can have a very tight link between the game and murmur. Things like players getting autoassigned to channels depending on what Squad or even kit they have. The idea being that mumble becomes a seamless experience, the player does not even have to do anything ... he launches his game and mumble launches seamlessly in the background (or through a launcher), when he joins a server mumble autoconnects to that games murmur server, as he spawns and joins a team he is automatically moved into that channel and the channel for his squad. Therefore mumble will become a side by side alternative for BF2VOIP, but one that offers much much more.
Having our own development servers will allow us to increase the pace at which all this and more is achievable, thereby helping us to bring you new things quicker. The loan of the servers from =TCC= has been a huge help to the team , and one that rightly has not been shown enough appreciation ... as bugger all would have been possible without them. But ideally for the future we need to have our development environment in house ... it speeds things up basically. And that is for the benefit of all.
Running Murmur - Mumble
Murmurguide - Mumble
ACL and Groups/English - Mumble
The donkey work is in setting up the channels , acls and groups ... I am going to look at making a script that will set you up automatically ... once we decide on a workable pattern that can be used for each game server.
The only problem is that TCP mode is actually an older legacy mode that delivers lower quality. UDP mode is the newer protocol and the older one may even get dropped in a future version. I think that the drop outs might be occuring because there is too much bandwidth being pulled. Fuzz had me change the default quality to maximum in the client, and these problems have literally started since then (or I hadn't noticed mumble going down before that). So I am thinking of limiting the quality as a test maybe to see if it helps.'[R-CON wrote:scottp05156']Maybe try forcing or setting this as default in the next PR murmer client built
Next, turn on the Expert Config options, and turn the Loopback Mode to "Server" under "Audio Output". If you can hear yourself talk while connected to the server, your network settings are fine; the problem is other users.
If you can hear yourself in the audio wizard, but not when using server loopback mode, something between you and the server is blocking UDP packets. Try turning on "Use TCP Mode" and reconnect to the server.
However you can do this too in the murmur.ini ... at this line here ...
I will try to find out what each of the quality settings refer to , but I think 10 = 20,000 and 8=16,000 or something similar. So it can be seen that just that simple drop frees up nearly a 1/4 of the bandwidth on each connection. I would try limiting folks to 16,000 or 14,000 in that line and see if it solves the problem.# Maximum bandwidth (in bytes per second) clients are allowed
# to send speech at.
bandwidth=20000
However I know that mumble gets used a lot on things like WoW, where on raids there may be as many as 2 or 300 people on it ... so as a program it can definitely take a load ... just perhaps we have the quality too high.
For the future though I too see running murmur on each game server as a desirable thing as then you can have a very tight link between the game and murmur. Things like players getting autoassigned to channels depending on what Squad or even kit they have. The idea being that mumble becomes a seamless experience, the player does not even have to do anything ... he launches his game and mumble launches seamlessly in the background (or through a launcher), when he joins a server mumble autoconnects to that games murmur server, as he spawns and joins a team he is automatically moved into that channel and the channel for his squad. Therefore mumble will become a side by side alternative for BF2VOIP, but one that offers much much more.
Having our own development servers will allow us to increase the pace at which all this and more is achievable, thereby helping us to bring you new things quicker. The loan of the servers from =TCC= has been a huge help to the team , and one that rightly has not been shown enough appreciation ... as bugger all would have been possible without them. But ideally for the future we need to have our development environment in house ... it speeds things up basically. And that is for the benefit of all.
