If you want a dedicated server, you could always go the uLink route (not buying uLink, but taking some ideas and applying them to TNet) - make a dedicated build of your game specifically for servers, and run it with the -batchmode parameter. Requires Pro, but then so does uLink's dedicated server (because basically it's the same thing). I'd probably make an editor script for compiling server builds if you go that route - would set up appropriate build options (like compiler directives) and call BuildPlayer with a subset of the game scenes required by the server.