That's just a waste of space. Use one base installation and when needed update it. Your game won't crash. If you have multiple gameservers then symlink the binaries etc and for each installation install mm and sm.
Sent from Samsung Mobile -------- Original message -------- From: Bjorn Wielens <uniac...@yahoo.ca> Date: To: Half-Life dedicated Linux server mailing list <hlds_linux@list.valvesoftware.com> Subject: Re: [hlds_linux] Symlinked Server Setup What I plan to do is keep two copies of the full srcds install. First one of them is updated. Then all the servers are shut down, and the new files are copied over to the second full install. The servers are symlinked to the second install. Best of both worlds ;) ________________________________ From: Russell Smith <ve...@tinylittlerobots.us> To: Half-Life dedicated Linux server mailing list <hlds_linux@list.valvesoftware.com> Sent: Thursday, April 18, 2013 1:41:33 PM Subject: Re: [hlds_linux] Symlinked Server Setup To piggy back on this thread, how are you guys handling srcds updates? The only disadvantage I can see with symlinking is you then cannot launch with -autoupdate on each of your instances, but you can't update the master copy either while the children are running. Are you guys then just manually shutting down all servers to update the master copy every update? On 4/18/2013 4:34 AM, Bjorn Wielens wrote: > Thanks all for the insight. I've also been looking at the forked server > thread on alliedmods where it's mentioned that MM can be symlinked, but > sourcemod should not be. > > I've got a pretty good idea now what I want to do after hearing how other > folks manage it. We use CPGS to manage the servers so it won't be necessary > to actually start/stop/restart them from the script - what I'm looking to > write is just some scripts for rapid updating of metamod, sourcemod, and tf2, > along with a rapid way to deploy a new install with our standard plugin and > config loadout. > > Cheers! > > > > ________________________________ > From: Erik-jan Riemers <riem...@binkey.nl> > To: Half-Life dedicated Linux server mailing list > <hlds_linux@list.valvesoftware.com> > Sent: Thursday, April 18, 2013 4:54:58 AM > Subject: Re: [hlds_linux] Symlinked Server Setup > > > Well i am no isp, so I don’t have to keep that in mind. Also we use > updater.smx which removes any symbolic links if a new update is out on the > plugins. Looks nice the gui Ulrich, might come in handy for less > scriptfull people. > > Only thing that was left, was there now an option to tell server owners > which custom content it is allowed to load? I think not right? > > -----Original Message----- > From: hlds_linux-boun...@list.valvesoftware.com > [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Ulrich > Block > Sent: donderdag 18 april 2013 9:45 > To: Half-Life dedicated Linux server mailing list > Subject: Re: [hlds_linux] Symlinked Server Setup > > I am also using a symlink setup. My system has a masteruser which owns the > masterfiles/server. This user is within the same group as the users that > own the actual gameservers. Linking serverplugins decreases the needed > adminsitration. Update mms/sm once and all your servers can make use of > updated binaries. > > > When I install a server or serverplugin like mms/sm I work in two passes. > > 1. pass is to copy files from master a user needs to edit (incomplete > extension list und wrote down from my memory): > cd masterfolder/ > find -type f -name "*.cfg" -o -name "*.ini" -o -name "*.smx" | while read > file; do > if [ ! -d targetserver/`basename $file` ]; then mkdir -p > targetserver/`basename $file`; fi > cp $file targetserver/$file > done > > 2. pass symlinks the rest recusive. Previously copied files won´t get > overwritten: > cp -sr /absolutepath/to/masterserver/* /absolutepath/to/targetserver/ > > > If you only have a few servers and do not mind using an interface, you > might be interested in easy-wi.com. It makes use of symlinks and has a > free version. > > > Am 18.04.2013 08:54, schrieb Erik-jan Riemers: >> This is my script what i have so far, i want to improve more on it when > i >> have the time like making an easy way to upgrade metamod/sourcemod and >> update plugins too. >> >> http://pastebin.com/TzULi9M4 it keeps the configs of all servers in a >> .servers file which should make it easy to create and remove new servers >> to get default servers up and running quickly. Tested with tf2 and css. >> >> This is my own worklog to keep our other admins in the loop, >> http://wiki.lethal-zone.eu/pages/viewpage.action?pageId=7798805 feel > free >> to copy it over if it has any value for you. But some of them asked what >> has changed, so made a diagram of it. If you see something wrong or have > a >> better way, I am all ears. >> >> -----Original Message----- >> From: hlds_linux-boun...@list.valvesoftware.com >> [mailto:hlds_linux-boun...@list.valvesoftware.com] On Behalf Of Bjorn >> Wielens >> Sent: donderdag 18 april 2013 2:39 >> To: Half-Life dedicated Linux server mailing list >> Subject: [hlds_linux] Symlinked Server Setup >> >> In light of the upcoming tf2 server switch to steampipe, I'm working on > a >> new server setup which is symlinked, and I have a question I hope > someone >> here can answer. Skip down two paragraphs to go straight to it, or read > on >> for background on what I'm trying to do. >> >> Background: What I ultimately want to do is have several tf2 server >> directories (e.g. server1, server2, server3) which all have symlinks to >> the files in a single "master" directory to which updates are > downloaded. >> These servers (1, 2 and 3) can then be customized as to their >> mapcycles/configs/etc, but don't use much additional disk space for each >> new install. >> >> My question pertains to addons, specifically SM/MM). I recall reading >> about some of this, but can't seem to hit the right combination of >> keywords to find it again via google. >> >> Here goes - Symlinking Sourcemod and Metamod: Can components of these >> (esp. plugins, configs) be symlinked or is it necessary to have a unique >> copy for each server? >> >> >> Also, is 232250 the final appid for tf2 steamcmd or will that become 440 >> at the actual switchover? Sorry if that's been answered before. >> >> Thanks! >> >> _______________________________________________ >> To unsubscribe, edit your list preferences, or view the list archives, >> please visit: >> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux >> >> _______________________________________________ >> To unsubscribe, edit your list preferences, or view the list archives, > please visit: >> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux >> > > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux > > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, please > visit: > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, please > visit: > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux