[bf1942] BF Conversion - Project AutoMap
Anton Jansen
gradius at fmf.nl
Wed Jun 29 12:23:22 EDT 2005
Atomm Nihilo - Gamers Radio wrote:
>Dave,
>
> Thanks for your help. I really appreciate it. I am amazed at how short
>sided they are on the issue of custom maps. This is a broadband game.
>What's a 50Meg file from a fast redirected server? I really wish they
>would give us the ability to do this, then let us worry about the bandwidth.
>
>Everyone else,
>
> I envisioned a system exactly how Unreal Tournament 2004 works. It
>redirects to a web server, downloads the content and installs it, then
>launches the game. Hell, I've downloaded mod content this way. It's
>nothing to download 10Meg in a matter of a few seconds. Then again, Epic
>was nice enough to give admins a simple to use Web interface to manage
>their server without the need of silly tools and frameworks. I wonder
>why no one else picked up on this.
>
> Oh well, I have come up with another plan. It may not be autodownloads,
>but I hope server admins will pick it up and run with it. More details
>after I get everything worked out.
>
>Thanks!
>
>Atomm Nihilo
>GamersRadio.com
>BFConversion.com
>
>
[dreammode]
Actually, you would like to have a kind of software release platform
which makes it very easy to distribute mods, custom maps, and keep them
up-to-date. In this sense, Valve is way ahead with their steam platform.
Apart from the technical downsides of Steam, the problem is that is it
doesn't support non-Valve games/mods ;-) Wouldn't it be nice to have
such a software release platform for multiple games, mods, and custom maps?
Lot's of political, security, cost, and technical issues here, but a
nice challenge anyway :-)
[/dreammode]
With kind regards,
Anton Jansen
[/dreammode]
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