Am Samstag, 14. Februar 2009 23:18:51 schrieb bugs buggy:
> On 2/14/09, Dennis Schridde <[email protected]> wrote:
> > Am Samstag, 14. Februar 2009 21:29:02 schrieb bugs buggy:
> > > On 2/14/09, Kreuvf <[email protected]> wrote:
> >  > > bugs buggy wrote:
> >  > >  > Well, seems that we can't use physFS to read a archive within a
> >  > >  > archive. We also can't tell what is the file for said map pack
> >  > >  > easily.
> >  > >
> >  > > You could do it the way Black NEXUS did it, although this surely has
> >  > > several drawbacks:
> >  > > http://wow-projekt.bplaced.net/warzone2100/black_nexus_mp1.wz
> >  >
> >  > That is one of things that is crashing us now.
> >  > Host has that map pack.
> >  > User connecting don't.
> >  > game tries to send map, but since, it is in the map pack, it has no
> >  > idea how to deal with it, and it can't find anything to send.
> >
> > Why do we not just send just the binary data? I mean, we can load the map
> >  apparently. We can transmit blobs over the network, too. Everyone can
> > receive blobs. We should be able to feed a datastructure with that blob.
> > And then save it in a cache file for later reuse.
> >  Does that not sound ok? Are there issues with that approach?
> >
> >  --DevU
>
> That is a ton more work, to send mapname/*.* and then recreate the
> mapname.addon.lev file so the game can find it.
> Right now, they merged the info from all the *.addon.levs into one
> huge *.addon.lev file.
There was a proposal to remove the need for those files. ;)
(Though, again, originaly for a different reason.)

--DevU

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