Just trying this, initial impression seems nice, tho with your permission id like to test this with a lot of players later on a quick betting application game I made(stress test!)





Just trying this, initial impression seems nice, tho with your permission id like to test this with a lot of players later on a quick betting application game I made(stress test!)
I couldn't be bothered to renew the domain as I havn't worked on it for a while as other things have been taking up all my waking hours recentlyOriginally Posted by Patrick
I run a dual xeon with 4GB ram and I'm just thinking that unless you have a good way to allow the customers to run the servers without comprimising other customers you may have to think about virtualization.
Also although your response time sounds good. That is just the ping, showing nothing of how well the server will be able to cope with actual traffic. But I'm sure your well aware of this.
I'd be happy to help if you need anything. Just as long as It doesn't take up as much time as my hosting company
Also, are you going to be using windows? Whats the plan? etc.![]()



"Also, are you going to be using windows?"
unless that MMF2 linux runtime comes out soon, I would image so lol












You can run the Java MOS and LinuxMOS servers on Linux.Originally Posted by neat_Kliker2
.:::.Joshtek.:::.



Actualy, that is what i was considering. There are 2 ways to go, that is:
- Windows2003 Server hosting.
Advantages are that people can build their own servers.
Disadventages are security issues and slower connections because MooClick's server is kinda slow, not to mention Windows2003 compared to Linux Enterprise.
- JavaMOO hosting on Linux Enterprise.
Advantages are great speeds and total control over the serverside code. Easy to upgrade
Disadventages are that it is not possible for the user to have a custome build server. But there are some good alternatives.
Virtual Hosting is defently not an option. Thats like mixing cocacola with coffee in a bucket.
Having that said,
I have mos4linux too but the issue with that is that you cannot modify the source of it. JavaMOO on the other can be modified and i heard it is at least as good as mos4linux. Which is even greater.
What i want todo is build for each user his own server. By ordering your MooServer you can select a few options. From that the system or me will compile your own MooJAVA server. You could customize the Port number, the Verification procedures, MOTD, Channel protection (to exclude unwanted users from pirating your server) etc... this all is in concept, but with all the input of everybody i feel like things get a good shape.
@Spike, sure.. everybody have a go at it. If it crashes i will put it back online, but i doubt that will happen. I would like to challange everybody todo crazy things and go massive, and we will see how this server does. I have good expectations that it isn't going to make any difference and it will stay operational.
Please be so kind to share you testing results, so other users and me can see how it did.



"You can run the Java MOS and LinuxMOS servers on Linux."
as it is for custom games, I am willing to guess roughly 4% of people on here know anything to do with Java and would be able to make a Java MOO server



Okey, i now have 7/8 people that want MooHosting.
To get a clear picture of who is still interested, please sumbit a pre-order request to: patrick @ levelten.nl
If i do not have the same ammount of pre-order requests i cannot launch the project.
Please understand that i need a small base to start off with. Thank you for your cooperation and interest.
The pre-order request is in NO WAY official, and you are NOT bound to it. Its "just" a request for when it comes available. But please, do not make false pre-orders.
This can be as simple as:
------------------------------
Name: Your name
Company: Your company
Server url: yourserver.mooservers.com
Public server?: Yes/No
Port: (range between 1200 and 1299, port 1203 is not available.)
I want to use my own compiled server: Yes/No
Purpose of use: describe here...
Expected users: XXX users a day for XX hours
I am willing to pay $10 a month for the server: Yes/No
I plan to pay using: describe here (we can receive PayPal)
I am agree that the subscription is for 6 months at least: Yes/No
additionaly you can write your e-mail...
------------------------------
I repeat:
The pre-order request is in NO WAY official, and you are NOT bound to it. Its "just" a request for when it comes available.
But please, do not make false pre-orders.
All servers use protected game-channels, that you can configure. There is only 0.XX% risk that someone hijacks it, and logs into your server with another game. But onces detected, security can be reconfigured for that server.
Thank you.





From what I have tried and tested the server seemed good. I managed to get about 11 peopleish connected at any one time and walking about.
I also tried a betting application that sends data every other second due to updated cash values. It all seemed good and worked without lag.
Id expect it to work with a lot more users than this to be honest, but thats more difficult to test. Im still up for the application, can't e-mail at the moment no time, but Im sure ill remember later



Nice to see some resultsthanks for posting.





This is great. Thanks for testing Spike, just what I needed to know. This seems perfect for my action-instant game. I'm sure alot of creators will look into this too.