Sounds good Jonas :D me likes! (bad english intended) s 2009/6/1 Jonas 'Sortie' Termansen <hlcod...@maxsi.dk>: > I don't want to make it go too public yet, but since people are interested > in how it should be done and such, I'll just tell my solution. For a sample > mod it would go something like this: > > People download an installer for the mod. This installer connects to the > content server network and sees which files already exists and which files > needs to be downloaded. It then downloads the required content for the mod > into SourceMods. > > I have successfully developed a method to load a MaxsiDistribution.dll into > memory when the client.dll is intialized. It connects to the Content Servers > and recieves a list of all files in the project and their SHA-1 hashes. It > then loads a table with all the files in the project and their SHA-1 hashes > and compares them. If the tables do not agree, the mod automatically quits > by letting the Client.dll initialization function return false, and starts > the installer for the mod, which will update the mod. Once the installer is > done, it will automatically relaunch the mod seemlessly. > > The power in this system is that the server-side table of files can easily > be updated, and any changes will be detected by the clients and updated > automatically. > > If the client cannot for some reason connect to the content servers, the mod > will launch regardless, it will only update if it's possible to update. This > system only requires the user to install a mod, and all updating tools will > be shipped with it (and is updated by the updating systems as well). It's > designed to be as userfriendly and reliable as possible. The system also > tracks the number of people who have installed the mod and other useful > statistics. > > > But please note this is currently in beta. I need to do a lot of more work > to get the developer tools done and documented. I am currently busy with my > final exams and other personal stuff, as well as my mod, but I'll have some > time over the summer to get more work done. I will not distribute any more > mods using it right now, but I'll make an annoucement here when it's done. > Although my main concern is bandwidth, I got my own server but I doubt it > can handle a mass release of a hyped mod, so I am implementing a > torrenting-alike system to it and a .php based server system that people can > install on their servers so they can help hosting. > > Paul, I have designed these systems so that people are only required to > install the mod. No process will be running in the background of the > computer when the mod is not running. I know it's a waste of time if it > doesn't get developed, but I am the kind of guy who looks at SteamWorks and > thinks "Hey, I can do this myself" and does. And almost have. > > Olly, yeah there was something called Vapour, but I never looked into it. > But as I understood, it was an external application and not something like > my system that's esssentially part of the mod. > > Again, thanks for your interest in the systems, but they are not ready yet, > I need to get the last tools and the new version of the installer with > torrenting fully working first. > > ----- Original Message ----- > From: "Mark Chandler" <lo...@iinet.net.au> > To: "Discussion of Half-Life Programming" <hlcoders@list.valvesoftware.com> > Sent: Monday, June 01, 2009 5:11 PM > Subject: Re: [hlcoders] Dll updates : ways to update your clients > > >> Got a link with more info? >> >> >> Jonas 'Sortie' Termansen wrote: >>> Despite your awful English and bad formatting and poorly asked question, >>> I >>> am already working on a technology to keep mods automatically updated >>> using >>> a content server network and torrenting for additional bandwidth. It's >>> already in its beta stages and is used for my own mod's demos, but I'll >>> go >>> public in a matter of months, and then this should be a problem of the >>> past. >>> >>> Sortie. >>> >>> ----- Original Message ----- >>> From: "Sykes" <sy...@ladnet.org> >>> To: "Discussion of Half-Life Programming" >>> <hlcoders@list.valvesoftware.com> >>> Sent: Monday, June 01, 2009 4:28 PM >>> Subject: [hlcoders] Dll updates : ways to update your clients >>> >>> >>> >>>> So I know steam-works is the official solution to distributing your >>>> mod DLL's/content. This seems great if you are a major MOD or $$$$ >>>> game publisher. >>>> >>>> however for the small outfit MOD maker.. has anyone come up any >>>> solutions for keeping your mod player's dlls uptodate (hotfixes etc..) >>>> OR have i missed something and we can get hooked up to steamworks?! >>>> >>>> We use SVN for the betatesters + a small SVN enabled app which they >>>> run before starting the game to sync them up to our BETATEST build.. >>>> however this isnt the experience we want for normal players.. >>>> >>>> so any suggestions welcome : cuz quit frankly releasing zip >>>> files/website download links is soooooooooooo 90's :o) >>>> regards >>>> s. >>>> >>>> _______________________________________________ >>>> To unsubscribe, edit your list preferences, or view the list archives, >>>> please visit: >>>> http://list.valvesoftware.com/mailman/listinfo/hlcoders >>>> >>>> >>> >>> >>> _______________________________________________ >>> To unsubscribe, edit your list preferences, or view the list archives, >>> please visit: >>> http://list.valvesoftware.com/mailman/listinfo/hlcoders >>> >>> >> >> >> _______________________________________________ >> To unsubscribe, edit your list preferences, or view the list archives, >> please visit: >> http://list.valvesoftware.com/mailman/listinfo/hlcoders >> > > > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, please > visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > >
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