• How to run a successful server?
    34 replies, posted
So, I've had a gmod server for about 2 months now, and it used to be absolutely booming with players. Now, for some reason people don't join ever. It's TTT, and I have M9K on it as well, which I know attracts lots of players usually. I'm almost always on it and I'm always working on getting new scripts for it and helping players. I've got appealing maps, but it just doesn't seem to work. Please help?
join times are probably your problem
To start off, you'll need a bit of luck and some friends to help you initially populate the server
[QUOTE=NiandraLades;46759124]To start off, you'll need a bit of luck and some friends to help you initially populate the server[/QUOTE] I have a bunch of friends and they'll get on usually but without staff on, nobody gets on.
[quote] I'm always working on getting new scripts for it [/quote] "getting" as in purchasing from scriptfodder or the like? This may be an issue. The server pool is saturated with paid scripts. What do you have that makes you stand out? What differentiates you from other servers?
What you need is some feature or idea that both sticks out from everyone else AND gets people to stick. My issue personally is I get tons of new people but no one "sticks" and keeps coming back.
One main thing people touch on but don't go in depth with is the community. If your community is being talkative on mics and having a good time it creates a really lively atmosphere, which in turn makes players want to keep rejoining. This might sound stupid and completely false to some people, but you can have a horrible gamemode with like vanilla scripts and have a a decent population if you have a great atmosphere from your community. When I first started my TTT server it was booming with people also cause my community always played together on it and we had a lively atmosphere. Our server had nothing special on it. It was a default TTT server with 12 slots.
I launched my Basewars server 2 days ago and have been suprised with the result. First, get a decent host. No one wants to play on a laggy server. Make your server custom if you have the ability to do so, then get a few friends to come play to get an initial playerbase on your server. I've sustained the playercount almost 24/7 since then. Make sure your host has good ddos protection though, as people may not like you having more players than them or the fact that you are doing better. My servers have been taken offline 5+ times today.. even with a good host. My join time for the server is around 7 seconds because there is next to no downloads, unless you don't have the map.
Very little downloads combined with custom content and good staff is what has gotten my server popular recently. You don't need a load of fancy donor models, they tend to annoy people, instead stick to improving the game and making your server unique.
I'm always very deep in the community, I stay on a lot, crack jokes, help people with problems and tons of stuff. I've tried to get some really custom stuff but most stuff is from scriptfodder.
There's too many TTT servers. If you're looking for players, it's best off to go with something not as common.
Is there any way to make a loophole so I don't have to add the workshop IDs of every map? Would resource.AddFile ( "maps/*" ) work?
[QUOTE=cocainelobsta;46782619]Is there any way to make a loophole so I don't have to add the workshop IDs of every map? Would resource.AddFile ( "maps/*" ) work?[/QUOTE] if you want people to have to download every single one of your maps on their first join, then yes
I've added all of my maps workshop IDs to the download because they wouldn't download before and I was told I had to do that for anything at all from the workshop. Is that true or can I have it so it just downloads the current map and doesn't say the player is missing map/*current map name*, disconnecting. I had that problem until I added all the maps IDs but it makes the download time pretty long.
[QUOTE=cocainelobsta;46783243]I've added all of my maps workshop IDs to the download because they wouldn't download before and I was told I had to do that for anything at all from the workshop. Is that true or can I have it so it just downloads the current map and doesn't say the player is missing map/*current map name*, disconnecting. I had that problem until I added all the maps IDs but it makes the download time pretty long.[/QUOTE] As long as the map isn't like 999999999999999999mb I think its best to just bzp2 the maps and use fastdl. At-least that way you won't have to worry about them downloading all of the maps. The server would only make the download what the server is currently on. If you want to do it the workshop way I think you can use standard lua with if statements. Although I'm probably wrong on that so IDK. I say just setup fastdl. Code: [lua] if game.GetMap() == "gm_flatgrass" then resource.AddWorkshop( "#whatever the id is" ) end [/lua]
[QUOTE=bran92don;46783451]As long as the map isn't like 999999999999999999mb I think its best to just bzp2 the maps and use fastdl. At-least that way you won't have to worry about them downloading all of the maps. The server would only make the download what the server is currently on. If you want to do it the workshop way I think you can use standard lua with if statements. Although I'm probably wrong on that so IDK. I say just setup fastdl. Code: [lua] if game.GetMap() == "gm_flatgrass" then resource.AddWorkshop( "#whatever the id is" ) end [/lua][/QUOTE] I've got a button in my CP that automaticallY BZIP2s the maps, should I just do that and remove the map's workshop IDs?
[QUOTE=cocainelobsta;46783908]I've got a button in my CP that automaticallY BZIP2s the maps, should I just do that and remove the map's workshop IDs?[/QUOTE] Yea but you need to make sure your setting your sv_downloadurl stuff in the config or else it won't know where to download the files from.
I've set sv_downloadurl to be: [url]https://*insert[/url] ip here*/downloads, that's where I uploaded all of my bzips. Should that work?
[QUOTE=cocainelobsta;46784082]I've set sv_downloadurl to be: [url]https://*insert[/url] ip here*/downloads, that's where I uploaded all of my bzips. Should that work?[/QUOTE] http://RANDOMA$$DOWNLOAD.com/ttt/ <-- What goes in the download url Make sure you have the directory setup like how the garrys mod folder is. So inside that ttt folder there should be a folder called garrysmod, and in garrys mod there should be folders like; garrysmod/models garrysmod/materials garrysmod/maps http:/RANDOMA$$DOWNLOAD.com/ttt/garrysmod/ <--- so like this
[QUOTE=bran92don;46784097]http://RANDOMA$$DOWNLOAD.com/ttt/ <-- What goes in the download url Make sure you have the directory setup like how the garrys mod folder is. So inside that ttt folder there should be a folder called garrysmod, and in garrys mod there should be folders like; garrysmod/models garrysmod/materials garrysmod/maps http:/RANDOMA$$DOWNLOAD.com/ttt/garrysmod/ <--- so like this[/QUOTE] I've got it set like this downloads/server/, and then I have maps, models, and materials in it. The sv_downloadurl has the ip witout port and then the ip again with port (xenon servers made that the first ftp dirrectory) and then downloads. That will make it download everything inside of the downloads folder right? [editline]24th December 2014[/editline] I fixed it all up, thanks for the help guys :D. Today we hit 18 players out of 22 and it seems to be going great c:
What made the server that I used to admin on popular, was XP & levels. The RPG element made people want to play more, to actually earn better classes and jobs. Although, it seems like every server has levels now, so you might want to find something else that will get them 'hooked'.
I might be wrong, but doesn't workshop only make you download the current map? That's what I've heard.
Dont use m9k ("not made for TTT or DarkRP sorry guys!")
[QUOTE=Lord_TAcoz;46799354]Dont use m9k ("not made for TTT or DarkRP sorry guys!")[/QUOTE] I made the server actually near vanilla now anyways.
Host a gamemode that is not is not hosted by millions of other people, aka dont host DarkRP/TTT Find a gamemode or make a new one that is has very little servers running that you know players will want to play. I have always done this and have had great player bases with server ranks 100 - 200 (Can't quite get past the DarkRP spam servers)
[QUOTE=Lord_TAcoz;46799354]Dont use m9k ("not made for TTT or DarkRP sorry guys!")[/QUOTE] what's wrong with m9k on darkrp
Most weapon bases are OP, to have fair weapons you need to nerf them.
Don't bother with M9K, its a silly weapon base to have in TTT imo and racks up download time a lot. Stick with CS:S weapons and code your own unique content
I agree with exho,try to be unique or code your own things. I used to play on a server where the owner coded all of his things and the server bloomed,I mean you could hire someone to do that but really all that it takes is being unique and being a lively atmosphere like bran92don said. Also,if you're going to make it a common gamemode,make sure your server has unique things that work for that gamemode,that aren't really common. And for the love of god don't put loading music in.
[QUOTE=m1saka;46812957]I agree with exho,try to be unique or code your own things. I used to play on a server where the owner coded all of his things and the server bloomed,I mean you could hire someone to do that but really all that it takes is being unique and being a lively atmosphere like bran92don said.[/QUOTE] The problem with that is, most people don't have a good imagination for new stuff, so they fall in with the rest.
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