Would you upload maps to other users w/the lobby software?
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Would you upload maps to other users w/the lobby software?
There is a possibility of implementing some sort of peer to peer software within the Lobby client. The idea is that, rather than going to unknown files and manually downloading/installing the map and mod, the lobby client itself would automatically take care of that for you.
In order for this to work, however, users would need to actually upload maps and mods to other users. Users would of course have the option of disabling uploads.
So, assuming the lobby client turned off your uploads while playing a game (to avoid lag), would you enable the checkbox and donate some of your bandwidth?
Also, if it's important to you, assume there is some kind of rate limiter to cap your upload and prevent saturating the network.
In order for this to work, however, users would need to actually upload maps and mods to other users. Users would of course have the option of disabling uploads.
So, assuming the lobby client turned off your uploads while playing a game (to avoid lag), would you enable the checkbox and donate some of your bandwidth?
Also, if it's important to you, assume there is some kind of rate limiter to cap your upload and prevent saturating the network.
- Tim Blokdijk
- Posts: 1242
- Joined: 29 May 2005, 11:18
I will state this nice and clearly
No lobby developers or spring developers have committed to implementing file sharing of any kind within the spring lobbies. Filesharing is, and remains a Feature Request. Betalord has vetoed the idea in the past ruling out official tasclient integration, and the linux lobbies are busy implementing the tasclient featureset.
If people want this feature they're going to have to cough up themselves and do the work. All the lobby devs are busy or out of action.
No lobby developers or spring developers have committed to implementing file sharing of any kind within the spring lobbies. Filesharing is, and remains a Feature Request. Betalord has vetoed the idea in the past ruling out official tasclient integration, and the linux lobbies are busy implementing the tasclient featureset.
If people want this feature they're going to have to cough up themselves and do the work. All the lobby devs are busy or out of action.
Bittorrent would be the most likely backend to it - the lobby client would have an integrated bittorrent client (and there are some GPL ones we can basically copy code from).ZellSF wrote:First, no real need for this as long as Unknown Files is up. Second, what is wrong with just using BitTorrent? Would mean no work required by lobby coders for a pretty similar feature.
Sort of like how Steam and Blizzard's downloader use bittorrent internally to distribute patches.
- Michilus_nimbus
- Posts: 634
- Joined: 19 Nov 2004, 20:38
Don't forget Bittorent uses masses of bandwidth, so much it could lag your game to death. Also keep in mind that it's probably very unlikely that enough people are downloading the same map at the same time to make a torrent fast and efficiënt.
It's not impossible to implement, but I don't think the gains make up for the time implementing it, especially when we already have a huge site like UF, offering fast http download. That, and there's a nifty archive mover coming, which would make life easier for the lazy people among us.
It's not impossible to implement, but I don't think the gains make up for the time implementing it, especially when we already have a huge site like UF, offering fast http download. That, and there's a nifty archive mover coming, which would make life easier for the lazy people among us.
- clericvash
- Posts: 1394
- Joined: 05 Oct 2004, 01:05
As i have voiced in the other thread, i don't see a great point in it, it is a good idea for people who leave there clients on for long periods of time. But that is hardly anyone.
As said they use too much bandwith to run while ingame, and if your going to let users limit it etc etc then why not use a full client.
Whenever possible i vote direct transfers like other bigger RTS games have rather than bittorrent.
As said they use too much bandwith to run while ingame, and if your going to let users limit it etc etc then why not use a full client.
Whenever possible i vote direct transfers like other bigger RTS games have rather than bittorrent.
Depends if it's a hassle. If it's something simple and efficient, then I'm there.
Two words: Bit Torrent. The host automatically becomes a tracker for the file, and players in the room automatically join to create a swarm.
This means that you only have to worry about being leeched when you're in an open game. Otherwise, your bandwidth is safe.
Two words: Bit Torrent. The host automatically becomes a tracker for the file, and players in the room automatically join to create a swarm.
This means that you only have to worry about being leeched when you're in an open game. Otherwise, your bandwidth is safe.
ARE WE DOING LARGE RED FONTS TOO NOW? LOOK, I FOUND MY CAPS LOCK KEY!!!!!!Comp1337 wrote:Everybody who is complaining, look at WC3s map dl system and tell me we can top that with a separate client
I actually used shift, but you can't prove it
Now, assume for a moment that everyone here hasn't played Warcraft III online and explain what could be so much better about it that makes it worth prioritizing over all the other lacking lobby features?
- LathanStanley
- Posts: 1429
- Joined: 20 Jun 2005, 05:16