Will this ever be officially stated outside of the mailing list? I'm
sure there's a few server owners out there that don't follow the list
and could be punished for simply not knowing.
On 24/01/2012 20:08, Fletcher Dunn wrote:
Yesterday the Team Fortress team took further action pursuant to
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).
++ A nice to have feature.
2012/1/25 Adam Nowacki nowa...@platinum.linux.pl
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
Thier problem, not our problem!
2012/1/25 Yuki d...@dazzozo.com
Will this ever be officially stated outside of the mailing list? I'm sure
there's a few server owners out there that don't follow the list and could
be punished for simply not knowing.
On 24/01/2012 20:08, Fletcher Dunn wrote:
would be good to announce. Im changing ip on my servers atm and some users
would think my servers are affected.
But im changing because of other reasons.
On 25 Jan 2012 21:18, Andre Müller gbs.dead...@gmail.com wrote:
Thier problem, not our problem!
2012/1/25 Yuki d...@dazzozo.com
Will
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
I haven't followed the list lately (and I don't know if the following
issue is fixed), however I have a question - does this mean we cannot
use query caching plugins any more to prevent ddos attacks?
On 2012.01.24. 22:08, Fletcher Dunn wrote:
Yesterday the Team Fortress team took further
If Valve had this attitude, where would they be now?
It's Valve's duty to inform *ALL* server owners what they can and can't
do. It's almost like VAC banning people without even explaining what VAC is.
On 25/01/2012 20:18, Andre Müller wrote:
Thier problem, not our problem!
2012/1/25
I second the request of LZMA compression support.
On Wed, Jan 25, 2012 at 2:32 PM, Claudio Beretta
beretta.clau...@gmail.comwrote:
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
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
I am pretty sure that if you are a normal server operator that you have no
issues. If you are fooling people with plugins then you already know your
crossing the line.
And informing all server operators is like asking people to read and agree
to the terms of use which nobody reads ;p
That's not the point. Whether you read it or not, you agree to it. I
don't get what the harm is in adding it somewhere. I'm sure it'll save
Valve some problems in the future.
On 25/01/2012 21:20, Eric Riemers wrote:
I am pretty sure that if you are a normal server operator that you have no
Its their fault for abusing the games general populous into believing their
joining a full server, when in reality they arent. This is a good set of
regulations.
However announcing it won't catch everybody, its similar to people not
reading EULA's, and people break them on a daily basis but nobody
Valid points, but I really don't see what the harm is in doing it
anyway? If you're going to announce it at all, why not do it properly?
On 25/01/2012 21:40, James Puckett wrote:
Its their fault for abusing the games general populous into believing their
joining a full server, when in reality
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
Support this
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I support this!
On Jan 25, 2012 5:14 PM, James Puckett jamesrichardpuck...@gmail.com
wrote:
Support this
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2012/1/25 Claudio Beretta beretta.clau...@gmail.com
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
Здравствуйте, Andre.
Вы писали 26 січня 2012 р., 0:46:45:
2012/1/25 Claudio Beretta beretta.clau...@gmail.com
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,
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
You'll have to keep in mind that most of the people here are competing
server owners, so they don't really care if anything is done properly
as long as it doesn't affect them.
More servers banned = less competition for them.
On Wed, Jan 25, 2012 at 1:48 PM, Yuki d...@dazzozo.com wrote:
Valid
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
I second this. At the very least, add in the hooks so that modders can make
this a reality. I don't know too much about what goes on behind the scenes,
but I'd think, given that the replay system already allows for client
downloads during play, it would be relatively simple to implement the same
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
From my understanding, mods add one path at a time to the downloads
table, and the client has no idea that they're part of a larger
package. Therefore, it'd be impossible to aggregate files like this
without completely overhauling how the downloads table works on the
client and server.
On
Client could use http pipelining, it is widely supported by web servers.
It works by issuing multiple http requests over a single connection
without waiting for the replies. Server can then send data without any
breaks effectively eliminating all round-trip issues.
ref:
They have brought up the fact that they don't like servers who cheat the
system or provide unfun experiences to players. I know this was discussed
in brief (with a fun graph!) on the TF2 blog. This updated Policy of
Truth hasn't been posted anywhere but I would like to think it's kind of a
common
If only this applied to other games, most notably Counter-strike 1.6 where
the server list is full of fake servers all redirecting to Chinese servers
etc.
On Wed, Jan 25, 2012 at 4:23 PM, doc drga...@gmail.com wrote:
They have brought up the fact that they don't like servers who cheat the
I'm sure something like this is coming (a universal policy or sorts), but
TF2 is a perfect place to do their testing. The game is free, the
userbase is large, and by now they are used to changes coming monthly.
On Wed, Jan 25, 2012 at 4:40 PM, James Puckett
jamesrichardpuck...@gmail.com wrote:
Improved compression features for custom downloads would be a welcome
change.
However, I would rather they first fix the custom download feature on
the OS X fork before adding any of these suggestions. Any time my
server switches to custom maps my regular players using Macs are often
unable
What we've done is just distribute map packs outside of the game.
The issue is well known in CS:S. I'm surprised it exists in TF2 as well,
and has gone this unnoticed. The error happens with/without compression
(contrary to what the thread you've linked states).
Kyle.
On Wed, Jan 25, 2012 at
On the same way you can update the bzip2 implementation to a newer version
which supports pbzip2.
http://compression.ca/pbzip2/
Here are some gaphs to compare compression ratio and compression time.
http://handyfloss.net/2009.07/plzma-py-a-wrapper-for-parallel-implementation-of-lzma-compression/
Mods _now_ add one path at the time, but they do it because it's the only
way they can do it :)
Mod authors will just have to make mods add an archive to the downloads
table instead of several files
The client downloads the archive and decompress all the files in it
the client also remembers the
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