LZMA2 (xz is pretty easy to embed) or lrzip would be preferable. Maps are
getting larger and larger. I know we have 87 maps that are over 80mB, 24 of
which are over 120mB. I was wondering why we were hurting for space on our
SSD.

Also, if we could get something similar to the HL1 loading screen (Shows
progress for individual files and Overall), that would be superb.
Kyle.

On Wed, Jan 25, 2012 at 3:12 PM, Eli Witt <eliw...@gmail.com> wrote:

> True that.
>
> I can watch people start downloading files off my FastDownload server and
> complete them in times given only by the gigabit line it's on, and then
> have the clients take 3x longer to decompress it and connect than it took
> to download it in the first place.
>
> Perhaps a more verbose download screen in-game while we're at it... the
> current one is so un-informative a-la Steam client day 1 patch progress
> screen that I know it seems to a lot of people that it's locked up because
> the bar moved so fast through the download phase, now it's stuck on in the
> decompressing stage and they don't have the savvy to realize that. Then
> think about all the users who don't have at least a quad core.
>
> On Wed, Jan 25, 2012 at 4:52 PM, Bruno Garcia <garcia.bru...@gmail.com
> >wrote:
>
> > 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 <l...@rocketblast.com> 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
> > > <beretta.clau...@gmail.com> 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 <
> > nowa...@platinum.linux.pl
> > > >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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