I second this. At the very least, add in the hooks so that modders can make this a reality. I don't know too much about what goes on behind the scenes, but I'd think, given that the replay system already allows for client downloads during play, it would be relatively simple to implement the same feature for custom content.
The fewer hurdles there are to getting people to play custom maps, the better, in my opinion. On Wed, Jan 25, 2012 at 4:15 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) > >> > >> ______________________________**_________________ > >> To unsubscribe, edit your list preferences, or view the list archives, > >> please visit: > >> https://list.valvesoftware.**com/cgi-bin/mailman/listinfo/**hlds_linux< > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux> > >> > > _______________________________________________ > > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux > > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux > _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds_linux

