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Old 07-17-2008, 10:29 PM   #81
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Quote:
Originally Posted by Hammock
Can't you just impliment a "Check For Updates" and "Download Updates" feature on the FF welcome screen?
Yes, probably, except if it isn't automatic a whole lot of people will probably just ignore it.
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Old 07-17-2008, 10:38 PM   #82
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Quote:
Originally Posted by Ihmhi
Yes, probably, except if it isn't automatic a whole lot of people will probably just ignore it.
It's already in... it just wasn't usable with 2.0 because it was the first patch with it. But, for all patches henceforth it'll tell you to update.
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Old 07-17-2008, 11:09 PM   #83
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Well no, not really. I mean, it automatically checks for you, but there's no check button. Or download button.

Really there has to be a way to make it automatic.
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Old 07-17-2008, 11:14 PM   #84
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What, make it automatically download?
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Old 07-17-2008, 11:20 PM   #85
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Or a way to automatically pull download links from a database into the game, and attach a download button to exit the game and begin the download?
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Old 07-17-2008, 11:27 PM   #86
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Has anyone even emailed this guy http://www.steampowered.com/steamwor...ingstarted.php to see what the requirements are for Steamworks? I still think you could put FF up there for $5 and problem solved.
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Old 07-17-2008, 11:27 PM   #87
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SteamWorks is not for mods. Period.
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Old 07-17-2008, 11:53 PM   #88
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Quote:
Originally Posted by Tsukasa
Has anyone even emailed this guy http://www.steampowered.com/steamwor...ingstarted.php to see what the requirements are for Steamworks? I still think you could put FF up there for $5 and problem solved.
As we've said many times... yes, the devs actually went to all the trouble to send out an e-mail and inquire about this.

When I suggested it to the devs in the beta forums, apparently they already asked them before I even found out about Steamworks.

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Right now, Steamworks is a platform framework that's built for scale. It is appropriate for use in broad release commercial games, but we don't think it and our support infrastructure is ready for Mods or games likely to have a very small install base or just starting out with growing their user base. It's a bit of a judgment call on our part that we have to make but past history can give you some examples of Mods and games that have reached an audience size that we think can best leverage the Steamworks features (e.g. Day of Defeat, Counter-Strike, Garry's Mod).

Most of the tools and functionality included in Steamworks is intended to support games by including ancillary functions like cheat detection and DRM. Obviously, those things won't help you build a great game in the first place -- Steamworks is not intended as a game creation platform. If you're a Mod team, be sure to check out the Valve Developer Community. This site includes information on how to get the Source SDK, and is full of valuable information contributed by Valve and by teams using the Source Engine.

Steamworks, it should be noted, is not part of the Steam publishing/distribution arrangement. Steamworks is a free toolkit for game developers; distribution on Steam is handled through a separate deal with Valve.

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https://partner.steamgames.com/documentation/mod_team
Translation: sorry mod teams, we forgot that some of our most popular games... well really all of them except for Half Life 2 were originally mods. Fuck you, we don't care where we came from.

Quote:
Originally Posted by Hawk Eye
Or a way to automatically pull download links from a database into the game, and attach a download button to exit the game and begin the download?
Yeah, see, this is what I was thinking. It would be nice to set up a sort of fast download server dealy that automatically scans a list of mirrors. Getting it to install automatically would be hard, though.
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Old 07-18-2008, 12:02 AM   #89
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Quote:
Originally Posted by Ihmhi
Yeah, see, this is what I was thinking. It would be nice to set up a sort of fast download server dealy that automatically scans a list of mirrors. Getting it to install automatically would be hard, though.
Rsync. Looks at what the user has, looks at what the server has, downloads the files that has changed. Free and open source, download via cygwin.
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Old 07-18-2008, 12:12 AM   #90
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Can it be implemented into the Source engine without a lot of extra bullshit? Our coders are stretched as it is.
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Old 07-18-2008, 12:36 AM   #91
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Short answer: I doubt it would take longer than a few days to code.

Long answer: Depends on how you want to do it. You could write a shell script to rsync before launch, that's the easiest and ugliest way (you get a black window with scrolling text, but it would take an entire 16 seconds to code).

The best way is that in the event you connect to a server which is running a newer version than the client, the game calls a cygwin rsync and pipes the output either a buffer or a text file, which is then fed into a window in FF. After the rsync you would have to restart FF (or make it reload everything).

Last edited by Tsukasa; 07-18-2008 at 12:41 AM.
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Old 07-18-2008, 01:35 AM   #92
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bhop cap is hilariously slow, there shouldn't be any cap at all imo

If you go play cpma you can move as fast as you are able to without hitting a wall or screwing up a jump

ETF/Q3F got just about everything right

It's pretty stupid that you lose speed bunnyhopping no matter what you do until you hit some arbitrary number
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Old 07-18-2008, 02:56 AM   #93
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Quote:
Originally Posted by cunnelatio
bhop cap is hilariously slow, there shouldn't be any cap at all imo
Dude you underestimate how fast some people can get to.
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Old 07-18-2008, 04:21 AM   #94
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Quote:
Originally Posted by cunnelatio
bhop cap is hilariously slow, there shouldn't be any cap at all imo

If you go play cpma you can move as fast as you are able to without hitting a wall or screwing up a jump

ETF/Q3F got just about everything right

It's pretty stupid that you lose speed bunnyhopping no matter what you do until you hit some arbitrary number
Umm this has nothing to do with bhop, read the first post
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Old 07-18-2008, 07:39 PM   #95
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Umm this has nothing to do with bhop, read the first post
ummm yes it does

Quote:
Originally Posted by Tsukasa
Dude you underestimate how fast some people can get to.
no I don't, this game is all bursts of speed. Losing speed every time you jump when you are over some cap is really dumb and you should be able to go 2000ups if you can manage it without hitting a wall. Bunnyhopping is supposed to allow you to keep gaining speed until you start taking corners too sharply. You shouldn't abruptly stop gaining speed at 120% of your running speed, and you shouldn't lose speed if you are going over 120% of your running speed.

It's not like people stop playing scouts or medics in this kind of case because they get a head start with their faster running speed plus the concs. It gives the heavier classes a more active role in offense as well. I like playing soldier on offense but getting to the enemy base is sooo slow :<
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Old 07-18-2008, 08:10 PM   #96
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Bunnyhop cap is being upped, but, yeah, let's stick to skim cap discussion.
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Old 07-18-2008, 11:59 PM   #97
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Can you guys make sure to test conc unfriendly maps (short roofs, small hallways) such as dev_2fort? Without ungodly horizontal speed I have a feeling scout will become completely worthless in those levels.
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Old 07-19-2008, 12:07 AM   #98
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Quote:
Originally Posted by Tsukasa
Can you guys make sure to test conc unfriendly maps (short roofs, small hallways) such as dev_2fort? Without ungodly horizontal speed I have a feeling scout will become completely worthless in those levels.
Like siden and stow2? Yeah, it's different but not unmanageable.
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Old 07-19-2008, 11:19 PM   #99
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this way to long read through and i want to do other things besides reading a thread.


i say no to the hardcap, leave it as it is.
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Old 07-20-2008, 02:11 AM   #100
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