Hmm.. Maybe steam-like system will be better? I mean new Steam updating system, 
that downloads files with names like 
bins_win32.zip.bd897e9b073e9d948c745b18f5ad0e0c8c8db402
So you can install to you server mod with filename "mymod01.vpk", server will 
calculate it checksum (e.g. 00112233), and when it will download to client, 
-client- will download it to "mymod01.00112233.vpk". So, if you will update vpk 
files, they will have new checksum (33221100) and client will download this 
file to mymod01.33221100.vpk, but on server and FastDL they will still have a 
name "mymod01.vpk". So, client can join servers with any version of the mod 
files without overwriting and you don't need to modify filename on server side.


21.02.2013, 10:48, "Ross Bemrose" <[email protected]>:
> On 2/20/2013 12:35 PM, Fletcher Dunn wrote:
>>  I've also considered adding functionality for clients to download VPK's 
>> from gameservers, as opposed to individual files.  Then the VPK would be 
>> mounted as a map search path.  This has the added benefit that it allows 
>> custom map assets to override shipping assets.  (Something which is no 
>> longer possible, since the tf/download folder, where the client will place 
>> downloaded files, is the LAST search path --- this is for security reasons.) 
>>  It would also mean revving the custom assets would be simpler.  If there is 
>> interest in this functionality, let me know, I could look into it.
>
> I missed this from your post earlier.
>
> The ability to download VPKs would make it a lot easier for mods which
> use a lot of models, materials, and sounds, like Vs. Saxton Hale
> (maintained by FlaminSarge) and Freak Fortress 2 (nominally maintained
> by me). Particularly for FF2, as it support user-created boss
> characters, so contributors could just create VPKs of each boss along
> with their configuration file.
>
> Needless to say, I wholeheartedly support the idea of being able to
> serve VPKs to clients. The L4D and L4D2 server owners would love it if
> you would add this ability to those games as well, since campaigns are
> distributed via VPK.
>
> However, when talking to FlaminSarge earlier, this came up in our
> conversation:
>
> 7:42 PM - Powerlord: Anyway, I was just thinking you could download the
> models, materials, and sounds up front if you needed them. Or if the
> server itself could send back the VPK if they were used on teh server
> side (which fastdownload can't)
> 7:43 PM - FlaminSarge…: you could certainly distribute them as a vpk
> 7:43 PM - FlaminSarge…: but updating would prove painful
> 7:43 PM - FlaminSarge…: or rather, annoying.
> 7:43 PM - Powerlord: Actually, if the server can figure out which vpk a
> file is in and offer that to the client, why wouldn't that work on a
> fastdownload? Clearly testing is necessary
> 7:43 PM - FlaminSarge…: yes, but will a client load the VPK in time?
> 7:44 PM - FlaminSarge…: and what happens when a VPK has been updated but
> has the same name?
> 7:44 PM - Powerlord: Oh, true.
> 7:44 PM - FlaminSarge…: servers cannot check vpk versions
> 7:44 PM - FlaminSarge…: even though vpks support version info
>
> So, the problem then becomes "Can the client tell when their VPK is out
> of date and download the newer version automatically?"
>
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