Search found 26 matches
- Tue May 10, 2005 5:45 am
- Forum: Development
- Topic: Master server redundancy
- Replies: 5
- Views: 1601
(it terminates every now and then) Mon May 2 17:36:07 EST 2005: Start / Restart Tue May 3 17:40:50 EST 2005: Start / Restart Wed May 4 17:40:51 EST 2005: Start / Restart Thu May 5 17:40:53 EST 2005: Start / Restart Fri May 6 17:40:55 EST 2005: Start / Restart Sat May 7 17:40:57 EST 2005: Start / Re...
- Thu Apr 28, 2005 4:10 am
- Forum: Development
- Topic: multi-homed servers
- Replies: 21
- Views: 5276
- Thu Apr 28, 2005 4:08 am
- Forum: Development
- Topic: multi-homed servers
- Replies: 21
- Views: 5276
that's ok, i think i just proved myself wrong too... tgrey@tgrey tgrey $ ls -al tmp/blah.sh -rwxr-xr-x 1 tgrey users 20 Apr 27 22:45 tmp/blah.sh tgrey@tgrey tgrey $ ls -al /usr/local/bin/blah.sh lrwxrwxrwx 1 root root 23 Apr 27 22:46 /usr/local/bin/blah.sh -> /home/tgrey/tmp/blah.sh tgrey@tgrey tgre...
- Thu Apr 28, 2005 4:03 am
- Forum: Development
- Topic: multi-homed servers
- Replies: 21
- Views: 5276
- Thu Apr 28, 2005 1:56 am
- Forum: Development
- Topic: multi-homed servers
- Replies: 21
- Views: 5276
- Thu Apr 28, 2005 12:32 am
- Forum: Development
- Topic: multi-homed servers
- Replies: 21
- Views: 5276
yeah lucifer, that's kind of what i was thinking. i worked my armagetron script to run from it's own directory. in order to have it run from your path, i think it would have to be able to know it's a link (test -L $0), and if so look at it's own target for a path (i dunno, i'd probably do ls -al $0 ...
- Wed Apr 27, 2005 8:41 pm
- Forum: Development
- Topic: multi-homed servers
- Replies: 21
- Views: 5276
i think i see. you're looking at it as sharing binaries and scripts, and only having multpile config files. this would create a problem for running different versions, no? on second thought, maybe i'm overcomplicating things. let me look at these scripts more thoroughly. i basically just fiddled wit...
- Wed Apr 27, 2005 3:50 pm
- Forum: Development
- Topic: multi-homed servers
- Replies: 21
- Views: 5276
if i'm understanding what you mean, then running with -slot would need to generate the scripts with a custom path in them. if this is the case, it would be much easier to use my earlier idea of having one config that sets the paths for all of the scripts. i'm pretty comfortable in bash, so i'll play...
- Tue Apr 26, 2005 11:48 pm
- Forum: Development
- Topic: multi-homed servers
- Replies: 21
- Views: 5276
- Tue Apr 26, 2005 10:17 pm
- Forum: Development
- Topic: multi-homed servers
- Replies: 21
- Views: 5276
- Tue Apr 26, 2005 9:40 pm
- Forum: Development
- Topic: multi-homed servers
- Replies: 21
- Views: 5276
i work for a company that hosts game servers. depending on the game, we run anywhere from 3 servers on a box, up to whatever the resources will allow us. each server is assigned a unique IP, partially so that users don't have to enter a non-standard port. i was making the scripts and configs more po...
- Tue Apr 26, 2005 8:39 pm
- Forum: Development
- Topic: team-kill score
- Replies: 7
- Views: 2286
I'd either start looking at a better excuse, or start looking at the code ;) honestly, i'm impressed with the development team that you have, very active and proficient. it's not like it used to be. i have 0 sdl programming experience, and 0 game programming experience. most of my code is console a...
- Tue Apr 26, 2005 8:14 pm
- Forum: Development
- Topic: multi-homed servers
- Replies: 21
- Views: 5276
hrm, looks like there's also no way (command line or config) to specify the ip address to bind to, important on a box with more than one ip or network card. right now it binds to all interfaces. this is pretty standard functionality for dedicated servers. udp 0 0 0.0.0.0:4534 0.0.0.0:* 3240/armagetr...
- Tue Apr 26, 2005 7:24 pm
- Forum: Development
- Topic: team-kill score
- Replies: 7
- Views: 2286
cool, i was about to dive into the code myself, but i'm rather rusty with c/++. i don't think many people strictly play team based games... so there's a couple other things i'm tossing around in my head, like maybe a way to restrict people from creating a new team untill all existing teams are full?...
- Tue Apr 26, 2005 5:47 pm
- Forum: Development
- Topic: team-kill score
- Replies: 7
- Views: 2286
team-kill score
currently it gives you no points on a team kill. i'd like it to be an option so that i can set it negative, so you lose points on a team kill (i'm running team play on my server).
probably an easy addition, what do you think?
probably an easy addition, what do you think?