I suppose someone could write some batch files to do something similar for Windows. The problem is that Windows would likely find a way to screw it up, and there is a lot of variation between builds. (Unlike Linux)Anyone have a version of this for Windows Server?
Well....technically yes. Install Oracle VirtualBox on the Windows Server, install Ubuntu Server 16.04 LTS and enjoy. ;-)Anyone have a version of this for Windows Server?
Hmmm...that is a good question. Sure would be nice if Alloc's script could handle that but I know it is designed for a single engine with multiple instances...so if you modify XML of the engine, it affects all instances.Right now there is Alpha 16 b1 running on my server. I want to deploy another instance for example with Alpha 15.2 or Alpha 16 b1 modded. How do I do this? There is only one 'engine' folder, where the 7dtd files/mods are stored.
Are you making an install script for this? I would be interested in knowning/being able to set up a 2nd 7d dedi isntance on my linux vm.Hmmm...that is a good question. Sure would be nice if Alloc's script could handle that but I know it is designed for a single engine with multiple instances...so if you modify XML of the engine, it affects all instances.
I'll see if I can figure out the best way to setup a single server that can host multiple modded engines using Alloc's fixes...and then post back here with my documentation on how to do the same for yourself.
I look into setting up the following:
- vanilla engine (no mods), Navezgane map on port 25000, RandomGen map on port 25010
- modded engine, ValMod Overhaul + Compopack, Navezgane map on port 25020, RandomGen map onport 25030
EDIT #1: Looking good so far. I have 2 engines installed in different folders. Still need to create instances and test but I have to go for now. Will publish dox after testing.
EDIT #2: Went to install the serverfixes and it only worked for the 1st server. So either it won't work or I missed editing a file somewhere or need to manually install the fixes rather than using the management script.
EDIT #3: Here is a copy of my notes so far. They are no way to be considered a "tutorial" at the moment. Once I get all the steps figured out, I'll create an actual tutorial people can follow.
EDIT #4: Success! I now have 2 separate engines running on the same server. One vanilla, one modded. Each has two instances running Navezgane and RandomGen and all of them have their own web server map running.
LHammonds
No sir. If I wrote an install script, it would likely only work for this one specific version and only in the exact way I would set it up. Since this is something VERY few people would do, I'd kinda be wasting my time doing it. This was more of an exercise in seeing if I could do it. But in a real-world scenario, I'd rather not maintain manual installs like this. I'd much rather just have a 2nd instance of the server running so that my "vanilla" server could be mostly hands-free when it comes to running and updating it. The modded server will still need to be manually updated with the mods but at least the upgrade process of the game engine would still be handled by alloc's scripts making it less complicated.Are you making an install script for this?
Interesting.. For a week I tried and was told I had a version mismatch, with no updates being reported available by the script. I did a force update and now it allows me to connect.One is not needed currently that I am aware of.
What version of the scripts are you running? What version was the server? What operating system is the scripts running on?Interesting.. For a week I tried and was told I had a version mismatch, with no updates being reported available by the script. I did a force update and now it allows me to connect.
Version: 110What version of the scripts are you running? What version was the server? What operating system is the scripts running on?
I did not have an issue running "7dtd.sh upgradeengine" when going from 16.2 to 16.3.
LHammonds
This wasn't doable in the past, not sure if anything changed, but, it wasn't doable because the regions don't load until a player has entered them for the first time. Given the way we can do a map preview, it seems possible.@Alloc: Is it possible to fully render a rwg map with the 'rendermap' command? I mean not just the parts the player already visited but the whole map.