Server Mods In 1.04 Test Servers
Narfwak
Join Date: 2002-11-02 Member: 5258Members, Super Administrators, Forum Admins, NS1 Playtester, Playtest Lead, Forum Moderators, Constellation, NS2 Playtester, Squad Five Blue, Reinforced - Supporter, Reinforced - Silver, Reinforced - Gold, Reinforced - Diamond, Reinforced - Shadow, Subnautica PT Lead, NS2 Community Developer
<div class="IPBDescription">Ug.</div> When you run a test server, please do not run any game-altering server mods; better yet, try to run as few mods as possible. You are testing a new version after all, and you don't want to corrupt that experimental environment with lots of difficult to control variables. Just my two cents.
Comments
i think he has a point.
i think he was refering to LaserMods mainly.
Granted the idea of a beta is to test changes and by adding the plugin variables, you make it much more difficult to know where a problem lies, but knowing that the majority of servers use an add on for administration purposes begs the question; should it be part of the testing process to check the add ons?
A better solution perhaps would be to find those people that have multiple servers and configure one with a plugin (adminmod for example) and one straight hlds with a complete default config and compare the 2.
Granted the idea of a beta is to test changes and by adding the plugin variables, you make it much more difficult to know where a problem lies, but knowing that the majority of servers use an add on for administration purposes begs the question; should it be part of the testing process to check the add ons?
A better solution perhaps would be to find those people that have multiple servers and configure one with a plugin (adminmod for example) and one straight hlds with a complete default config and compare the 2.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
I have a pretty mod-heavy setup
MetaMod>
AM
LogD
killingspree.amx (logd)
knifekill.am (logd)
antiflood.amx
bugfix.so (thanks!)
i would do HPmod for logd but cl_autohelp 0 really defeats that purpose and if is was on, it would really spam.
er...couldnt help it...hehe..sounds like a dog food advert...
BTW, anything I may have said in the praise of a laser beam for the marines is wrong, and I take it all back. Stupid me hadn't tried it yet; now I know better.
I do see the value in testing the widest variety of mods possible to make sure everything compatable, but I think because of the small number of servers to test on, just plain NS would be the best to run. The compatability issues can be worked out later (and have been, so far, such as making NS adminmod compatable).
If you can get in, Vadakill's NS doesn't run any game-altering mods. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' valign='absmiddle' alt='smile.gif'><!--endemo-->
<a href='http://www.vadakill.com/' target='_blank'>http://www.vadakill.com/</a>
208.28.184.222 (Just do <b>connect vadakill.com</b> in the console.)