[cod] Multi-server 1 install, different mods

Jay Vasallo jayco1 at charter.net
Tue Feb 8 12:11:43 EST 2005


Think of How many more clients you would be able to fit comfortably if you 
did......


----- Original Message ----- 
From: "Robert Mount" <rmount at gmail.com>
To: <cod at icculus.org>
Sent: Tuesday, February 08, 2005 10:56 AM
Subject: Re: [cod] Multi-server 1 install, different mods


>I install a full copy of the game for each server.
>
> Some may think i'm crazy or wasting resources.  However, diskspace is
> not an issue, and i can run any version of a game you want.  For
> instance, Macintosh users waited until just a few days ago to get 1.5x
> patches for CoD i was able to accommodate with no trouble.  Using the
> Symlink method you'd be required to install a new copy of the game or
> move the Mac heads to their own box and keep the games at the old
> version.
>
> Scripting handles all the patching when a new update comes out.
>
> --Rob
>
> On Tue, 8 Feb 2005 15:59:57 -0000, Steven Hartland
> <killing at multiplay.co.uk> wrote:
>> Its is as its totally impractical to install multiple version for each
>> server running on a machine. Conflicts can only occur for updated
>> files and 99.99% games provide the ability to specify where said files
>> are located so its not a problem.
>>
>>     Steve / K
>> ----- Original Message -----
>> From: "Michael Runcieman" <mike at moonbase.info>
>>
>> > Just out of curiosity, is this a general practice among game hosting
>> > companies?  Can conflicts occur when two game servers are trying to
>> > access the same file? For example trying to load the same map at the
>> > same time?
> 




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