[bf1942] BF Conversion - Project AutoMap

Dave Snodgrass packtloss at gmail.com
Wed Jun 29 12:25:45 EDT 2005


No problem. I forgot to attach the url of the discussion. Many of the
ideas here were touched on - As well as some alternatives.

http://bf1942.lightcubed.com/forum/viewtopic.php?t=738


On 6/29/05, Andrew Von Niederhausern <avonnied at genetics.utah.edu> wrote:
> I haven't been following this issue at all but I thought OFPWatch solved
> this problem for OFP quite well..
> 
> http://www.binarybone.com/ofpwatch/
> 
> something similar to this would probably go a long ways to fixing the
> problem. Especially if it could be integrated into something like BBO
> 
> -----Original Message-----
> From: Atomm Nihilo - Gamers Radio [mailto:atomm at gamersradio.com]
> Sent: Wednesday, June 29, 2005 9:05 AM
> To: bf1942 at icculus.org
> Subject: Re: [bf1942] BF Conversion - Project AutoMap
> 
> 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
> 
>



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