Auto downloading is coming soon, what can we expect?
As Max is working on this at the moment it should hopefully be in <a href="http://www.youtube.com/watch?v=SyN-OJFbC8Y#t=2m50s" target="_blank">build 190</a>, im wondering what mods we can expect to see on servers in the coming months?
Is there anything you're particularly looking forward to, like new game modes, abilities or other features?
Two things id like to see are combat and a grappling hook for the gorge (should be official), it would make him much more fun to play as and more of a nuisance to marines.
Is there anything you're particularly looking forward to, like new game modes, abilities or other features?
Two things id like to see are combat and a grappling hook for the gorge (should be official), it would make him much more fun to play as and more of a nuisance to marines.
Comments
In any case, I'm really curious how client-server consistency is going to be implemented exactly, as it will determine the future of subtle mods such as crosshair\alien-vision\camera and many others currently floating around. I wouldn't at all be surprised if almost all of them will be bricked at initial release (depending on how the implementation looks).
Interesting times.
I think its important to have that before 1.0 (even well before) but would an initial implementation without it be a huge strain? I can't imagine most servers these days really struggling with the size of maps vs todays bandwidth. I suppose as long as its somewhat throttled that would alleviate any issues also.
I cannot express how happy watching those videos about map rotation/downloading made me. Thank you, this is a huge step forward and one I will thoroughly enjoy!
I am not sure how redirected map downloads would work, perhaps someone could elaborate? Would it be something our maps/mods database could assist with? Assuming theres nothing technically well over my head? ;-)
That's my plan. I will probably post some details on the forum when I'm actually working on it so that I can get feedback and make sure the system will work for server operators/modders.
<!--quoteo(post=1889022:date=Dec 7 2011, 06:49 PM:name=SN.Wolf)--><div class='quotetop'>QUOTE (SN.Wolf @ Dec 7 2011, 06:49 PM) <a href="index.php?act=findpost&pid=1889022"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Was there any mention if the download can be redirected or will it come from the server it's self? I looked and didn't see anything on redirects and map files with custom content will weigh in heavy and may effect server to client bandwidth issues on large player slot or low bandwidth servers during level change, this was an issue with the first ns1 where you would see "connection issues detected" and long hangs during the level change, especially with lower bandwidth servers.<!--QuoteEnd--></div><!--QuoteEEnd-->
I think we will have the download go over a separate http connection which could be on the same machine as the server (NS2 already has a web server build into it) or anywhere else on the Internet.
I think it's just another source for getting the files you need, so instead of downloading the map or mod files from the game server you instead connect to a different web server so your download doesn't negatively affect the game server bandwidth/performance.
<!--quoteo(post=1889144:date=Dec 8 2011, 11:02 AM:name=Max)--><div class='quotetop'>QUOTE (Max @ Dec 8 2011, 11:02 AM) <a href="index.php?act=findpost&pid=1889144"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->That's my plan. I will probably post some details on the forum when I'm actually working on it so that I can get feedback and make sure the system will work for server operators/modders.<!--QuoteEnd--></div><!--QuoteEEnd-->
Will there be some sign on the server list if there's a mod running or not?
Just thinking it might be a good idea to make it obvious so people know if a server is pure or not, it should be ok though to have community maps on pure servers.
Counter-Strike and Call of Duty allows server admins to specify a webdownload server for all downloads, which it also a nice and handy way for multiple servers running on the same machine. You can put all maps and mods in a folder which has the same folder-hierachy as the maingame has and then you enter the URL inside your server-config: done.
I hope the conistency check is similar at least, for sv_pure they have 0 for anything is fine, 1 for only original files, and 2 has a whitelist for files that can be changed.
Seems like it'd fit fine for this game too.
Max really needs to expose a way for mods to add keywords to the server game tag for this and also the ability to add entrys to the rules list
Additionally allow the max-slots to be altered as well (for the sake of implementing proper reserved-slots). Let me also take this opportunity to point that we're still not able to fetch the server-name\IP\port\max-slots\password from within Lua.
I just experimented with adding support to show the number bots on a server in the server browser of my mod, but i guess max has just hard coded 0 for cBotPlayers parameter for his call to UpdateServerStatus because the bot number returned in the serverinfo packet stayed at 0 after i added some bots to a lan server
Can't agree with you anymore.
Great as I mis using HLSW :)
Oh, and another +1 for auto-downloading naturally.
I thought this was a new thread and all this was coming soon...necro :(