*Nods*
We're using a separate webhost, and bzip (the compressed map is around 7-8
MB), but the problem was that halfway through downloading the map the client
would be kicked for not having the map.

Draco18s


On Sat, Oct 10, 2009 at 7:27 PM, ics <[email protected]> wrote:

> 64 is the max value for that net_maxfilesize and you propably need to
> restart the server so changes take effect. I have encountered few maps
> in the past that did not download at all without having a separate
> download host to maps and every server that really wants to keep their
> players, provides one anyways. It's very annoying to wait those maps to
> download slowly while the maps could be gotten in just 5-20 seconds
> instead.
>
> Sv_downloadurl 
> "http://site.address.com/~userid/whatever<http://site.address.com/%7Euserid/whatever>"
> is a separate
> webhost for all the custom stuff you have on your server. The benefits
> are that you can bzip2 pack everything (like those map bsp's) and
> clients then automatically download and open the packed content in their
> games. Usually maps get packed to 30-70% of their original filesize so
> that 20 megs map would pack into 7-15 megs instead = less download time
> and faster downloads for players. Downside is that these hosts require
> quite a bit of bandwidth so if you got like 5 Gigs a month allowed
> traffic, that is enough for like 1 day but if you just test the maps out
> like that, its not a real issue. Just keep sure you have same custom
> content on the server AND in the download host. Otherwise if something
> is missing from the host but is on the server, the missing stuff wont
> download - at all.
>
> -ics
>
>
> Major Johnson kirjoitti:
> > Even with net_maxfilesize 99 it wasn't working.
> > I'll look into downloadurl host, as I don't think that's what we're using
> > (redirecturl the same thing, different?)
> >
> > Draco18s
> >
> >
> > On Sat, Oct 10, 2009 at 6:10 PM, ics <[email protected]> wrote:
> >
> >
> >> The max allowed map download size without sv_downloadurl is 16 by
> >> default. You can just put net_maxfilesize 64 into server.cfg to get over
> >> it or use downloadurl host.
> >>
> >> -ics
> >>
> >> Major Johnson kirjoitti:
> >>
> >>> Some change I made in my map in the last week started causing my
> friend's
> >>> server to disconnect clients for not having the map in the middle of
> the
> >>> client downloading the map.  Using the dedicated server to supply the
> >>>
> >> map,
> >>
> >>> an error was thrown:
> >>>
> >>> CreateFragmentsFromFile: 'maps/cp_optipalhouse_alpha4,bsp' size exceeds
> >>> net_maxfilesize limit (16 MB)
> >>>
> >>> The map is 21 MB uncompressed, last week it was 20 MB.  We're trying a
> >>> no-custom-textures version right now.
> >>> Anyway, the server will supply the file *if and only if* you over-ride
> >>>
> >> the
> >>
> >>> max file size limit *and* the server hosts the file (eg. no redirect
> >>>
> >> URLs),
> >>
> >>> however, without a speed limiter, people in the game suffer a ping of
> >>>
> >> about
> >>
> >>> 900, which is why we started using some webspace I have to host the
> file
> >>> itself.  At the moment the dedicated server is hosting the file with a
> >>>
> >> very
> >>
> >>> tight speed limit (though there are no players yet)--IIRC, the server
> is
> >>> running with no config, or minimal config files.
> >>>
> >>> What on earth is the problem here?
> >>>
> >>> We've had a number of CRC errors in the past, ussually when I compile a
> >>>
> >> map,
> >>
> >>> then pakrat in the custom textures and don't actually *run* the map
> >>>
> >> locally
> >>
> >>> before I uploaded it to him.  We started doing RAR files with recovery
> >>> records over skype to reduce the possibility of transmission errors.
> >>>
> >>> We just did another try, using most of the custom textures and got a
> CRC
> >>> error this time, which leaves us with this conclusion:
> >>>
> >>> Pakrat *fucks up* *a lot*.
> >>>
> >>> Draco18s
> >>> _______________________________________________
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> >>>
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> >>
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> >>>
> >>>
> >>>
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> >>
> >>
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> >
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