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发表于 2008-11-29 23:45:16
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来自 中国–广西–南宁–西乡塘区
回复: 帮下忙 如何进cs下图速度快 比如做HTTP流下载
找到了个英文方法,谁有空就翻译吧
SUMMARY
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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:
1) There is no impact on the game server when downloading
� custom content, as a completely separate HTTP content server
� does the transfer
2) Players will download custom content at their maximum
� transfer rate, resulting in *much* faster downloads
3) Players who are downloading custom content do not take up a
� player slot on the server while they wait
WHAT PLAYERS CONNECTING TO A SERVER WITH CUSTOM CONTENT WILL SEE
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When a player connects to a server utilizing custom content, one of two things will occur:
1) If the server is not configured for HTTP download, the game
� server will use the normal "trickle" download mechanism
2) If the server is configured for HTTP downloading, the player
� will see an enhanced download dialog, and much faster downloads.
� While this content is downloading, they are not connected to the
� game server. Once the download finishes, they are automatically
� reconnected to the game server, and ready to play.
CONFIGURING YOUR SERVER TO USE FAST HTTP ASSET DOWNLOADING
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1) Make a list of all the custom files (bsp, wav, mdl, etc)
� used on your server
2) Put these files on a HTTP server (ie: webserver), keeping
� the folder layout intact
3) OPTIONAL: To display a "banner image" to players that
� download content, place a 340x56 pixel image in the
� file <custom content directory>/gfx/banner.gif
4) Set the sv_downloadurl cvar to
� "http://yourserver/custom_content_directory/"
Example:
Your server uses the non-standard map "de_generic", which requires the following files:
C:\Program Files\Steam\SteamCache\your@email.address\
� Counter-Strike\cstrike\maps\de_generic.map
C:\Program Files\Steam\SteamCache\your@email.address\
� Counter-Strike\cstrike\de_generic.wad
C:\Program Files\Steam\SteamCache\your@email.address\
� Counter-Strike\cstrike\sound\ambience\de_generic_a.wa v
C:\Program Files\Steam\SteamCache\your@email.address\
� Counter-Strike\cstrike\sound\ambience\de_generic_b.wa v
C:\Program Files\Steam\SteamCache\your@email.address\
� Counter-Strike\cstrike\sound\ambience\de_generic_c.wa v
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:
http://www.turtlerockstudios.com/~ma...de_generic.map
http://www.turtlerockstudios.com/~ma...de_generic.wad
http://www.turtlerockstudios.com/~ma..._generic_a.wav
http://www.turtlerockstudios.com/~ma..._generic_b.wav
http://www.turtlerockstudios.com/~ma..._generic_c.wav
You now set the "sv_downloadurl" cvar on your game server to "http://www.turtlerockstudios.com/~matt/my_cstrike/". Now, players who 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
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* The maximum length of the sv_downloadurl is 127 characters
* A username and password can be specified for the HTTP server
� by embedding them in the sv_downloadurl like so:
� http://username:password@www.somewhere.com/
� ( Note - recent IE patches make disable this functionality )
* If a connecting player has an existing file of the same name,
� it will not be overwritten. The download file will be skipped.
* Certain game-crtical and/or dangerous files cannot be
� downloaded (ie: *.exe, *.vbs, etc) |
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