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qisback

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  1. Same here. 13.7GB download now.
  2. 6.57GB to download according to my files, and very fast too.
  3. Following command is working for us. "hldsupdatetool.exe" -command update -game "modernwarfare3" -dir C:\GameInstalls\codmw3 Might come down quicker than via steam.
  4. Luis, That sounds sweet as a nut! I assume that would allow people to manage each mod individually (in regards to updating them etc) and just set other individual mods as dependencies?
  5. I would also like to see "virtual" mod packages, i.e. you create a mod package that would install X Y Z "real" mods in that order. Our most common mods are Meta:Mod, Source:Mod or ManiAdmin:Mod so in this case we would have Meta:Mod, Source:Mod and Mani:Mod packages as well as a MM+SM and MM+MAM packages(5 packages in total). With the "virtual" mod package we would be able to install Meta:Mod + Source:Mod in that order without the need of archiving them up and creating another "real" package. This would mean that you only have to keep each individual mod updated and the "virtual" mod package would not be effected (i.e. it just installs the "real" package anyway). This means when an update for MM is released we wouldn't have to update every package that we have archived MM into because when the "virtual" package is installed it would install from the MM archive. did everyone follow that? lol... Putting both my idea and peace's idea together could make the clients life a little easier as when the client installs the mod they want i.e. SM ("virtual" package) it's dependencies (SM+MM) would be installed without them knowing. Once installed the client would then be shown the available plug-ins for MM and SM.
  6. I know the thread is a little dusty however.... Your users shouldn't be able to upload anything that is executable so I wouldn't have thought anything more than just a standard virus scanner that you should already be running on the machine would be needed.
  7. That sorts it for me then. Just create update scripts and schedule them
  8. Currently on TCA v1 I have a set of batch scripts that update many games in the main game install folder, these scripts run on a schedule every morning at 3am. An idea could be to have a scheduling interface build into TCA v2, even if it's just replicating the OS built in system (a bit like cpanel does). Or expanding Mannekino's idea an "update commandline" that could be set under the game config via scheduling and enable options.
  9. I've taken quite a bit from these forums so I'll give something back. Game Comp = HL2 Query Port = updateport
  10. I can atleast confirm that with the new dedicated server exe that -IP=xx.xx.xx.xx does work. And it's also nice to have maxplayers in the config. Just need to shrink the size of the folder and we'll be on to a winner.
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