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  1. --------- 3-3-17 Added notes that state these settings are now included in the release. --------- 28-2-17 Added basic powershell script for syncing files to webserver. --------- 27-2-17 Changed notes section that refers to pure connections to point to 10KBps fix. --------- 19-2-17 Added cache section. --------- This setup/fixes the builtin downloader to let players download maps from servers own repository. This solves the 30 second reset problem that currently happens. === TESTING === As a player/client, you can test this by connecting to the shrewd gaming server. As a server, make sure that you apply the client steps to any clients you connect with. Video: (I forgot to mention in the video that it does take more then 30 seconds, which is what the current issue causes it to reset to 10kbps) Copy the sections inbetween the lines (don't copy the lines themselves). ----------------------------------------------------------- (section to copy) ----------------------------------------------------------- ====== ON Server ===== Note: These settings are included by default in public releases of Renegade X. 1. In Renegade X\UDKGame\Config\UDKEngine.ini below the [IpDrv.UdpBeacon] section create this section block: ---------------------------------------------------------------------------------------------- [IpDrv.HTTPDownload] RedirectToURL=http://www.edtnint.net/renx/maps/ UseCompression=False ---------------------------------------------------------------------------------------------- RedirectToURL= ;url to redirect to. Must have trailing slash. Doesn't work with alternative ports (must be port 80). UseCompression= ;are the files compressed ===== ON Client ====== NOTE: These settings are included by default in public releases of Renegade X. 1. We need to change the timeout on the client to be longer. You can choose either option to change this: Option 1: Type into the console ingame: set IpDrv.HTTPDownload ConnectionTimeout 12000 Option 2: In Renegade X\UDKGame\Config\UDKEngine.ini under the IpDrv.UdpBeacon section create this section block: ---------------------------------------------------------------------------------------------- [IpDrv.HTTPDownload] ConnectionTimeout=12000 ProxyServerPort=0 ProxyServerHost= ---------------------------------------------------------------------------------------------- ConnectionTimeout ;how long in seconds the client can spend downloading before timingout. Can be very high, as the client isn't taking up a player slot while downloading maps. ProxyServerPort ;the clients web proxy port ProxyServerHost ;the clients web proxy IP 2. Under the [Core.System] section in the same UDKEngine.ini file, change these settings to the following values: ---------------------------------------------------------------------------------------------- [Core.System] StaleCacheDays=365 MaxStaleCacheSize=10000 MaxOverallCacheSize=100000 PackageSizeSoftLimit=2000 ---------------------------------------------------------------------------------------------- This stops the UDK builtin cache cleaner for wiping downloaded content. The defaults were good for 10 years ago when the engine was released, but its no where near good now. Content in the cache is simply the package(map, script, udk package), renamed with its GUID. You can look into the cache.ini file and find the real name of each cache package, and then simply rename it and move it to its proper location in udkgame if you like, but it isn't a necessity . StaleCacheDays ; How long in days until an unused file is marked as stale. MaxStaleCacheSize; How much content in MB can be considered stale before being deleted. MaxOverallCacheSize; How much content in MB can be in the cache before being deleted, old files first. PackageSizeSoftLimit; Individual max package size in MB. ====== On Webserver =========== On the url you provided, dump all your files into the ROOT of the folder. NO subfolders. This can be anything, maps files, characters, effects, sounds,,, everything under UDKGame\CookedPC I have a script that syncs the cookedpc folder and the webfolder. So that im only maintaining one folder on the server, knowing that if the server can see it, the players will be able to aswell. Remember, on iis to enable the mime types (the files types) for the udk files. For example, create these new mime types: .udk application/octet-stream .u application/octet-stream .upk application/octet-stream Basic Powershell Sync Script ========== NOTES ================ -Current issue: It currently doesnt automatically download the next map, it just drops players to the main menu. They can then reconnect and get the next map. I'm looking into what can be done about this. Right now, when players see the "loading map" message on the end game screen, it starts to download the next map, then the client connects to the server and the server seems to kill it. I'm thinking its a code issue and not a config issue at this point. I'm going through the code to find out. -The pure server connection uses the per client data rate. See the following post for the config settings: -Files downloaded via the ingame downloader will end up in the UDKGame\Cache folder.
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