Search found 26 matches

by tgrey
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...
by tgrey
Thu Apr 28, 2005 4:10 am
Forum: Development
Topic: multi-homed servers
Replies: 21
Views: 5276

er, maybe i need to go to bed, too late for me. proved myself right, and still thought i was wrong... lol. enough out of me until tomorrow. :oops:
by tgrey
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...
by tgrey
Thu Apr 28, 2005 4:03 am
Forum: Development
Topic: multi-homed servers
Replies: 21
Views: 5276

Right, so you append "-V0.2.7.1" to it as a variable and now you have "/usr/local/games/armagetronad-dedicated-V0.2.7.1" no, you'd have /usr/local/bin/armagetronad-dedicated-V0.2.7.1". i wouldn't keep my sets of data there (in /usr/local/bin). (my bash programming days are ...
by tgrey
Thu Apr 28, 2005 1:56 am
Forum: Development
Topic: multi-homed servers
Replies: 21
Views: 5276

if you have it symlinked in your path and you call it, it's path to the file will be that of the symlink, not the target. so it will be /usr/local/bin/armagetron-dedicated or where-ever you choose to put it. not where ever the files actually are.
by tgrey
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 ...
by tgrey
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...
by tgrey
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...
by tgrey
Tue Apr 26, 2005 11:48 pm
Forum: Development
Topic: multi-homed servers
Replies: 21
Views: 5276

i "know" python... it's not bad, but it is definitely it's own beast. i learned it, used it once, and promptly forgot nearly everything lol
by tgrey
Tue Apr 26, 2005 10:17 pm
Forum: Development
Topic: multi-homed servers
Replies: 21
Views: 5276

i will look at the aa daemon, but i'm not really looking for back end of running more than one server. we already have that done, cross platform, cross game. we currently run "clusters" in 3 datacenters. (not REAL clusters, just quasi-clustered distributed hosting). we use a mix of db, cus...
by tgrey
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...
by tgrey
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...
by tgrey
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...
by tgrey
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?...
by tgrey
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?