--"I won't be the only person to have worked out this solution to the
problem, not when there are a million plus users around the world and
again I point you towards the foolishness that is the gcf file.
Yeah it prevents people from tinkering with the maps, models etc, but it
is a single point of failure. One minor corruption and the whole lot is
gone, 400mb download here we go!!!  Instead of a map or a model getting
corrupted and the download being no more than say 6mb and may be as
little as a few kb.
--"

Really should not be neccessary unless the gcf headers get all screwed up.
In theory one should be able to run a verify\update tool against the file
similar to the hldsupdatetool -verifyall option which would at the very
least compare the checksums stored in the existing gcf against thier
datacontent stored in the other areas of the file. (or maybe a masterfile
that could be fetched) If different then it could update said file in the
gcf.. such a utility might prevent the need for a massive re-download.
http://www.wunderboy.org/3d_games/utils/gcfformat.php  has pretty good dump
of the format spec and what I'm basing my speculation on.  Perhaps we'll see
a clientverifytool with hl2 from Valve?

I dont really think the entire concept of the .gcf or similar format is all
that bad idea, I would agree though an improvement or two could solve some
problems. To be honest I think Valve got it mostly right on this one. Shame
they have not released thier own extractor. I'd rather them split up the
.gcf's if possible though so none were larger then 250 or so mb a piece..
that way if it did get totally toasted you'd only have to regrab 1/3rd the
game.  Not a huge issue with 400mb files.. but come a few months from now
could be an issue if we're going to see gigabyte gcf's.

/2cents


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