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.
>>>>
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>>>>
>>>
>>>
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>>>
>>
>>
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