Then you run into the problem of "how does it determine which maps is next?"

In most Source games, it's the next map in the mapcycle. In TF2, it's the value of the nextmap cvar if set and voting is enabled, or the next map in the mapcycle if it isn't.

SourceMod can override the next map in all games its supports.

On 1/25/2012 4:15 PM, lwf 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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