[cod] Multi-server 1 install, different mods

Fusion lxgfusion at sbcglobal.net
Tue Feb 8 14:26:55 EST 2005


:) But Of Course
----- Original Message ----- 
From: "Jay Vasallo" <jayco1 at charter.net>
To: <cod at icculus.org>
Sent: Tuesday, February 08, 2005 12:31 PM
Subject: Re: [cod] Multi-server 1 install, different mods


> 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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