I second this request, and I add, bzip2 is known to be difficult in CPU
usage to decompress.
Perhaps alternative methods doesn't sound bad at all.

On Wed, Jan 25, 2012 at 6:15 PM, lwf <[email protected]> wrote:

> A similarly similar request, although this is already getting a bit
> deeper than just adding support for better compression; it would be
> great if custom content needed for the next map (in most or all cases
> that would be map itself) could be downloaded at a slow rate in the
> background, much like how the replay system does.
>
> That way the time waiting could be further reduced to nothing at all
> or at least being shorten if the download doesn't get enough time to
> complete.
>
> On Wed, Jan 25, 2012 at 21:32, Claudio Beretta
> <[email protected]> wrote:
> > A related request: allow multiple resource files to be packed in a single
> > (LZMA?) compressed archive.
> >
> > Modded servers may require several files to be downloaded by new players,
> > especially if non stock models are used. These files may be small in size
> > but there are a lot of them, so the round trip time is the biggest factor
> > slowing the transfer.
> > Adding support for archives with better compression will improve the user
> > experience, and make admins happier too (the stats for my fastdownload
> site
> > report ~55GB of transferred files and 200K hits every day, 70GB and 250K
> > hits on saturday/sunday)
> >
> >
> > On Wed, Jan 25, 2012 at 8:26 PM, Adam Nowacki <[email protected]
> >wrote:
> >
> >> As of now custom content (custom maps mostly) on the server can be
> >> compressed with bzip2 to reduce the time clients have to wait on the
> >> loading screen. While the compression ratio of bzip2 is already quite
> good
> >> there is a far better alternative: LZMA (see
> http://en.wikipedia.org/wiki/
> >> **LZMA <http://en.wikipedia.org/wiki/LZMA>). Decompression code is very
> >> simple, small and free/open-source libraries are available.
> >>
> >> Below is a comparison of bzip2 and LZMA for the custom maps hosted on my
> >> server (team fortress 2), bzip2 compressed files are from 1.3 to 2.3
> times
> >> larger than LZMA compressed ones:
> >> 1.4x cp_antiquity_rc1.bsp (bzip2: 31.6MiB, lzma: 22.1MiB)
> >> 1.9x cp_crossroads_b5.bsp (bzip2: 20.4MiB, lzma: 10.9MiB)
> >> 1.3x cp_glacier_rc6.bsp (bzip2: 33.8MiB, lzma: 26.5MiB)
> >> 2.3x cp_mainline_rc5.bsp (bzip2: 22.8MiB, lzma: 10.0MiB)
> >> 1.7x cp_snakewater.bsp (bzip2: 31.6MiB, lzma: 18.4MiB)
> >> 1.7x cp_upland_rc2.bsp (bzip2: 39.7MiB, lzma: 23.7MiB)
> >> 2.2x cp_vertigo_beta3.bsp (bzip2: 21.6MiB, lzma: 9.8MiB)
> >> 1.8x cp_zinkenite_b3a.bsp (bzip2: 73.5MiB, lzma: 41.8MiB)
> >> 1.5x ctf_converge_b3.bsp (bzip2: 35.3MiB, lzma: 23.6MiB)
> >> 1.8x ctf_haarp.bsp (bzip2: 39.4MiB, lzma: 22.1MiB)
> >> 1.9x ctf_landfall_rc.bsp (bzip2: 22.8MiB, lzma: 11.7MiB)
> >> 1.5x ctf_premuda_b1b.bsp (bzip2: 53.2MiB, lzma: 36.5MiB)
> >> 1.8x ctf_vector_v1.bsp (bzip2: 23.4MiB, lzma: 13.1MiB)
> >> 1.5x ctf_wildfire_rc.bsp (bzip2: 21.1MiB, lzma: 14.1MiB)
> >> 1.3x koth_namicott_rc1.bsp (bzip2: 12.8MiB, lzma: 9.7MiB)
> >> 1.8x pl_borneo_v1.bsp (bzip2: 21.7MiB, lzma: 12.2MiB)
> >> 2.0x pl_boundary_final.bsp (bzip2: 20.9MiB, lzma: 10.7MiB)
> >> 1.3x pl_cashworks_prefinal.bsp (bzip2: 42.1MiB, lzma: 31.3MiB)
> >> 1.6x pl_manngrove_rc5.bsp (bzip2: 29.8MiB, lzma: 18.8MiB)
> >> 1.3x pl_mill_b5.bsp (bzip2: 32.4MiB, lzma: 25.5MiB)
> >> 2.0x pl_outback_rc4.bsp (bzip2: 27.7MiB, lzma: 14.1MiB)
> >> 1.3x pl_problematique_a3.bsp (bzip2: 4.7MiB, lzma: 3.6MiB)
> >> 2.1x pl_yamashiro_b3.bsp (bzip2: 16.2MiB, lzma: 7.8MiB)
> >> 1.9x plr_panic_b2.bsp (bzip2: 37.1MiB, lzma: 19.7MiB)
> >> 1.7x tc_meridian_rc3.bsp (bzip2: 42.1MiB, lzma: 24.1MiB)
> >>
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