HTTP Fast Download |
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Categories: Topics | Getting Started | Installing a Dedicated Server |
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http://support.steampowered.com/cgi-bin/steampowered.cfg/php/enduser/std_adp.php?p_faqid=140 Norādītā lapa pašlaik tiek izstrādāta. Lai skatītu visu informāciju par tehnisko atbalstu angļu valodā, lūdzu apmeklējiet atbalsta lapu. Šīs lapas saturu uztur gan Steam Atbalsta grupa, gan paši Steam lietotāji. Lūdzu esiet uzmanīgi spiežot uz saitēm, kas nav tieši saistītas ar šo lapu. Steam Atbalsta dienests nekad nelūgs Steam klienta konta paroli, kā arī nekad nelūgs to ievadīt kādā mājaslapas formā. Half-Life now supports the download of custom content (maps, skins, sounds, and so on) from a HTTP server (ie: webserver) when connecting, instead of downloading directly from the game server itself. HTTP downloading has three major benefits:
WHAT PLAYERS CONNECTING TO A SERVER WITH CUSTOM CONTENT WILL SEEWhen a player connects to a server utilizing custom content, one of two things will occur:
CONFIGURING YOUR SERVER TO USE FAST HTTP ASSET DOWNLOADING
Example:Your server uses the non-standard map "de_generic", which requires the following files:
You have web space (perhaps through your ISP) with the URL "http://www.turtlerockstudios.com/~matt" that you will use to host your custom content. To do this, you copy the files needed for "de_generic" to your webspace, placing them in a folder called "my_cstrike" in your webspace top-level directory, keeping their directory layout intact. You now have the following files in your webspace:
You now set the "sv_downloadurl" cvar on your game server to "http://www.turtlerockstudios.com/~matt/my_cstrike/". Players who then connect to your server will automatically download the map "de_generic" and its required files from your webspace when they connect (unless they already have it, of course). TECHNICAL DETAILS
The command you enter into the server is: sv_downloadurl "http://<yoururl>/valve/" use quotemarks on either side of the string and include the final "/". (valve = hldm, cstrike = counterstrike, etc.) Then you create folders for gfx/env, maps, overviews, sound, sprites and models and populate them with the respective resource and in the "valve" directory exactly the way you would populate your server normally, including the WAD files. If the client has ANY of the files already (including the WAD) it will not be overwritten, there is no way to do that, the client must delete the out of date or offending resource himself. NOTE: You need to make .res files for all the maps and you need to make sure all resource names listed (and placed at the http) are spelled exactly the same. If the bsp has all lower-case letters for the entity then the .res file must be all lower-case and the file name itself must be all lower-case. Win32 http servers are more case insensitive then linux http servers but its best to do the job right in the beginning otherwise you end up propagating bad resources to all the clients which will make things a real headache later. |
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