SC]-[WARTZ_{HoF} wrote: ↑Sun Jul 01, 2018 1:11 am
Plain and simple nfoservers will never change the way they host managed rentals. Soon as I get the non-managed vds you'll not need to worry about this default server automated replacement trash files.
Um..., let's see how do this works next days as long as I was dodging a bit with setup leaving "intelligent script" from there to hunt ghosts. When admin does its job properly everything is fine, when some "robot" type stuff is engaged everything is down-hill and... I mitigated this action.
Let me sample a scenario. Some map might do damage at random due to some "MyLevel". Me, or other powered admin wants to get rid of it and replacing it. IN SUCH cases I really don't need any "restore of lost files" so I let them to restore folders until next Christmas and 10 years from now on because I'll use OTHER folders - that simple.
Advice for Medor: Walk through "archives" and happily remove whatever Engine.utx UnrealShare.uax, etc. and all those fantasies because no one needs them - you should never share such things and neither any
MyLevel.* file or such "amazing" stuff. Dumb people are taking them as good to use and they are not.
In such a "managed" server will be hard to mitigate their actions when admin is loading/unloading a mountain of sh!t in server without to take in account
Needs vs
Not Needed things. If they have saved certain server state, in case of a random "event" they will restore the state with files holding the same unwanted names causing mismatches. Map MH-Antalius did not worked because of a screwed sound file, that's why I moved UAX stuff away from default routes - good night, crap, rest in toilette. And now we do have map working properly and server in a good state so far.
Quoting now sample of some of those utterly USELESS files done by noobs and mindlessly uploaded. Breath and hang on
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Q3 Texture SFX.utx
Q3 Texture base floor.utx
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Excuse me but I did not see the deal for client in case of SPACES used. Simply there is no deal just keeping server empty... Now I think you can understand what I mean with the Server-Management task. I'm not an expert at this point but... seriously... this do looks like a plonker action. Too much Quake affinity it's only damaging our UT'99. And right now server uses another Quake3.UTX file simply allowing to run ALL maps done with various types of this "amazing texture" which couldn't ever run into the same server so far because these textures were not only mismatching but they had a very different structure crashing server when a null texture block was called. I will upload Maps as evidences later - Re-Pathed of course.
Server State:
Added custom CTF game and NsMonsters - part of game - to do -> checking which maps are not needed or irrelevant for this game-type.
Need: Setting up a sort of Self-Explanatory Name for this server - I don't have too much inspiration here...
E.G. HOF-Multi_Monster_Gaming / HOF-Classic_Animality / HOF-Reborning_Of_The_Monstrosity / etc. Hint me here...
Tech:
If server will encounter some Navigation Crash/Damage I will upload another "weapon" mutator and them I might think to rewrite main Engine file. So far I did not see borks messing up. In case of problems with known stock maps, we can use replacements, especially known CTF ones. If automated scripts will be mooing at me I'll switch paths again leaving "stock treasures" untouched and... Un-Used.
Edit: Question(s) ?
Do we need by chance to test their CPU power ? I can write a small toy as ServerActor addressing some MH map able to engage 500 monsters with DevPath. It would be nice to find if those 8 Cores can sustain C++ routines from UT in such a situation - or this is not needed because maps sorted there have a decent load and server doesn't need any stress-test.