How To Setup A Server - 2006
If you are looking to setup a LAN game, read this instead.
Before we start, let's consider the common motivations behind setting up a server. I will classify these into 2 categories:
1. To have one just for fun, for experience/learning, for private games or personal convenience.
2. To have a successful public server.
Major differences between #1 and #2 is that if your intentions are more for experience/learning/private games/convenience -- and those can be very good reasons -- the next section might not all apply.
Scroll way far down to find out the actual things you must do to setup the server. The focus on server advise is vital information, but is long and lengthy.
Running a Successful Public Server
If you intent is to have a successful public server, you are looking at a much higher bar. A successful public server is not easily achieved in Quake, nor any other game.
The following if applied will increase your chances of having a successful server, but that is always difficult.
Public Server Success #1: You must have a DNS
You must have a DNS. This ain't the 1990s. Telling players to connect 126.96.36.199 does NOT cut it.
Players can't remember that and server browser usage in Quake is NOT common, especially among veteran players who already know the 5 or 6 servers they might play on by memory. Even worse than players not remembering a DNS, is the probability of players fouling it up.
Telling a player to connect to bomber.quakeone.com is easy (a DNS). Telling a player to connect to 188.8.131.52 is hard, and 19 times out of 20 they aren't going to remember the next time.
If you need help getting a DNS, ask!
Public Server Success #2: No Impulses
Some people hated Trinicom because it didn't have +hook built into the mod.
This isn't the 1990's. Players expect servers to use the standard binds that used on other servers. Many mods already have this built in. +hook is the most important, although if it is an mod that has a rune like ThreeWave CTF, it is important that rune-delete is supported.
Players do not like having to bind any keys for a specific server. If you have a great mod that doesn't have these aliases pre-set and have the QuakeC, post and someone would more than likely tell you how to add it into the source as it is very easy to do.
Public Server Success #3: No Home Jobs!
Again, if you are doing this for personal pleasure or some other reason, this doesn't apply. But for a public server, unless you have an very abnormal home connection, you don't have the fat pipes required for smoothness.
There are enough server choices out there that players aren't going to be interested in connecting to a laggy server.
#1 Fat Pipe Server: http://www.fatpipeserver.com/
$20/month, or less if prepaid for 6/12 mos for 10 players. Quake.PhatHookups.com uses them and that server is sweet!
#2 Essentrix.Net: http://www.essentrix.net
Essentrix is hands down the best bet in Quake experience. They have run countless Quake servers (20? 30? 40?) in the past. Costs about $4 per month per player last time I checked, minimum of 8 players = $32/mo.
Public Server Success #5: Be Different
All too often we've seen in the past a new server come out no different than any other server. If a player can connect to an established server with players or your empty server running the same thing, let me tell you it ain't gonna be yours!
You need to have an advantage or difference. It might be your server has better ping or nicer admin or more friendly players that hang around --- but usually those things aren't enough ... typically you need to have either better settings, better maps or a better mod.
Read More ... Guide #44