[cod] Multi-server 1 install, different mods

Jay Vasallo jayco1 at charter.net
Tue Feb 8 13:31:31 EST 2005


LXG Fusion?



----- Original Message ----- 
From: "Fusion" <lxgfusion at sbcglobal.net>
To: <cod at icculus.org>
Sent: Tuesday, February 08, 2005 12:07 PM
Subject: Re: [cod] Multi-server 1 install, different mods


> So How Does One Go About Setting Up These Symlinks For The Less 
> Knowledgable? :)
>
> ----- Original Message ----- 
> From: "Steven Hartland" <killing at multiplay.co.uk>
> To: <cod at icculus.org>
> Sent: Tuesday, February 08, 2005 12:03 PM
> Subject: Re: [cod] Multi-server 1 install, different mods
>
>
>> I'd like to see u do that on say a dual processor machine capable or
>> running 8 clans servers each of which can switch to any game they
>> like. That would mean we would potentially need 640Gb of disk
>> space and I'd be willing to lay money on most servers not having
>> that much. Even with just our UT2k4 image * 8 your talking
>> 140Gb. So IMO its not really an option no.
>>
>>    Steve / K
>> ----- Original Message ----- 
>> From: "Robert Mount" <rmount at gmail.com>
>>
>>
>>>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.
>>
>>
>>
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>
>
> 




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