[cod] Multi-server 1 install, different mods

jagged at vtnetworks.net jagged at vtnetworks.net
Sat Feb 12 18:57:26 EST 2005


If anything it'll be faster, as the file is more likely to be cached 
(either on the hard drives cache, or in the OS file cache (read: ram)).


On Sun, 13 Feb 2005, Lestat wrote:

> Hi,
> 
> Is it no problem when 2 or more server read the same file (pak or hl-files)?
> I mean when 2 serveur load the same map or maps into the same pak?
> Thats will not make HD troubles by 2 process reading the same file or it's
> the same (or better) that reading 2 different files at the same time?
> So if thats make no difference symlinks is more pratical of course especialy
> for update, install and backup...
> 
> Lestat
> ----- Original Message ----- 
> From: <jagged at vtnetworks.net>
> To: <cod at icculus.org>
> Sent: Tuesday, February 08, 2005 4:58 PM
> Subject: Re: [cod] Multi-server 1 install, different mods
> 
> 
> > Very common practice I would hope. It saves tons of disk space, and there
> > is no need to worry about conflits, as it is not writing to any of the
> > files, just reading. I create folders in the users home dirs for each
> > game, and make symlinks to all the game files.
> >
> > On Tue, 8 Feb 2005, Michael Runcieman wrote:
> >
> > > 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?
> > >
> > > M.
> > >
> > > Fredric Ollikala wrote:
> > > > If you look close enough you can see that you can do "userone > cod >
> > > > uo" for an extra uo server
> > > > instead of "userone > cod > main" for a plain cod. The example for
> usertwo
> > > > works for userthree> cod > uo and userfour.... and so on.
> > > >
> > > > Just create a folder for every user like: /home/userone/cod/uo and put
> > > > mods and configs in there to run an uoserver. Then execute your
> > > > startscript with correct
> > > > settings for fs_basepath and fs_homepath where fs_basepath is where
> you
> > > > installed cod/uo from the beginning, /usr/games/cod for instance.
> > > > fs_homepath should then point to the folder where you keep your cfg´s,
> > > > like /home/userone/cod.
> > > >
> > > > Commandline example:
> > > >
> > > > ./coduo_lnxded +exec sd_mp.cfg +set dedicated 2 +set fs_basepath
> > > > /usr/games/cod +set fs_homepath /home/userone/cod
> +map_rotate...........
> > > >
> > > > Hope this will help you a bit..
> > > >
> > > > Fredric..
> > > >
> > > >
> > > > ----- Original Message ----- From: "hotrod deathtoll"
> > > > <hotrod_death_toll at yahoo.com>
> > > > To: <cod at icculus.org>
> > > > Sent: Tuesday, February 08, 2005 4:09 AM
> > > > Subject: Re: [cod] Multi-server 1 install, different mods
> > > >
> > > >
> > > >> This sounds like it will work if I want to run 1 cod
> > > >> and 1 uo.  I want to run 2 uo servers.
> > > >>
> > > >> Hotrod
> > > >>
> > > >> --- Jay Vasallo <jayco1 at charter.net> wrote:
> > > >>
> > > >>> copy and paste the second start up script
> > > >>>
> > > >>>
> > > >>>
> > > >>>
> > > >>> ----- Original Message ----- From: "Jay Vasallo"
> <jayco1 at charter.net>
> > > >>> To: <cod at icculus.org>
> > > >>> Sent: Monday, February 07, 2005 10:46 AM
> > > >>> Subject: Re: [cod] Multi-server 1 install, different
> > > >>> mods
> > > >>>
> > > >>>
> > > >>> > Dude,
> > > >>> >
> > > >>> > Leave the main install alone.
> > > >>> > Now in the
> > > >>> > userone>cod-server>main  - place all server.cfg
> > > >>> and mods you want to use
> > > >>> > to run a regular cod game.
> > > >>> >
> > > >>> >
> > > >>> > usertwo>cod-server>uo - place all mods and
> > > >>> server.cfg you want to run in
> > > >>> > the uo game.
> > > >>> >
> > > >>> >
> > > >>> >
> > > >>> > Anything you place in those folders will be
> > > >>> executed after the main files.
> > > >>> >
> > > >>> >
> > > >>> >
> > > >>> >
> > > >>> >
> > > >>> > ----- Original Message ----- > From: "hotrod deathtoll"
> > > >>> <hotrod_death_toll at yahoo.com>
> > > >>> > To: <cod at icculus.org>
> > > >>> > Sent: Monday, February 07, 2005 10:15 AM
> > > >>> > Subject: Re: [cod] Multi-server 1 install,
> > > >>> different mods
> > > >>> >
> > > >>> >
> > > >>> >>2 Questions/Problems
> > > >>> >>
> > > >>> >> 1. This question is similar to one I asked
> > > >>> before, and
> > > >>> >> Jay has helped me out a bit with this, but now
> > > >>> I've
> > > >>> >> got to put it in place.  I have one install:
> > > >>> >>
> > > >>> >> $HOME/cod-server/uo
> > > >>> >> ./zzzz_mywep_mod.pk3
> > > >>> >> ./zzzz_myrlizm_mod.pk3
> > > >>> >> ../coduo_lnxded
> > > >>> >>
> > > >>> >> I want to run two servers now, one dedicated to
> > > >>> BAS
> > > >>> >> while the other remains a mixed gametype.
> > > >>> However I
> > > >>> >> want the server.cfg separate (obviously) but I
> > > >>> want to
> > > >>> >> be able to load pk3's separately too.  Like a
> > > >>> >> secondary  (extended) path for mods that is read
> > > >>> in
> > > >>> >> from the run script.  ??
> > > >>> >>
> > > >>> >> 2. I need to lower the run speed to more of a
> > > >>> Tactical
> > > >>> >> run speed on the mixed gametype server, any
> > > >>> >> suggestions on what that would be approximately;
> > > >>> Also
> > > >>> >> if you have any tactical set-up suggestions?
> > > >>> >>
> > > >>> >> Hotrod
> > > >>> >>
> > > >>> >>
> > > >>> >>
> > > >>> >> __________________________________
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> > > >>> >
> > > >>> >
> > > >>>
> > > >>>
> > > >>
> > > >>
> > > >>
> > > >>
> > > >> __________________________________
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> > > >
> > >
> > >
> >
> 
> 
> 



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