Maps should be downloadable when you join a server, if UT has this ability, I think it does.
I agree. I haven't had much experience with created maps, except for Far Cry and Halo 3. But in Far Cry, you have to download it when you join the game. If you choose not to, you are kicked out. In Halo 3, there is no choice, but it downloads very quickly. Part of that is because you are just using that map for one session. If you want to keep it on your console you'd have to go to his profile and choose to download it.
Far Cry was awesome btw, so was it's editor.
If we can download maps from lobby then that's awesome. If this is possible, then it should definitely be implemented.
indeed.
As far as I'm concerned that ability is only viable if all you need is a file that contains all the data about the meshes and stuff. That's not a big deal I think, but the problem is that some custom maps come with custom meshes and other things, and those can drastically increase the download times beyond reasonable.
Edit:
It'd be a good idea to include this message that suggests you to go to http://www.projectstealthmaps.com and download the maps. That could be a banner in the lobby and/or then you'd just get it when you can't join a server because you don't have the map.
Or let the joining player d/l the map directly.
a link would be the easiest way. probably someone should reserve addresses like projectstealthmaps.com. a general portal like projectstealth.com or projectstealth-portal.com would be a good idea, too.
Quote from: Gawain on January 02, 2008, 03:30:58 PM
a link would be the easiest way.
No, auto-download would be the easiest way, if possible.
Quote from: Kok4f4n on January 02, 2008, 03:08:16 PM
Or let the joining player d/l the map directly.
That would require a dedicated map server directly associated with the multiplayer menu, and... well, UI structures might be hard coded, like in UT 2k4, or whatever it was - thus limiting our choice.
won't there be problems with the upload bandwidth if you can load the map directly from the host/server? i don't want to wait 5 minutes till the game starts just because someone doesn't have a certain map.
the best thing would be including the best custom maps in the patches.
Quote from: Gawain on January 02, 2008, 04:48:35 PM
won't there be problems with the upload bandwidth if you can load the map directly from the host/server? i don't want to wait 5 minutes till the game starts just because someone doesn't have a certain map.
the best thing would be including the best custom maps in the patches.
That's exactly the problem. Sometimes it's just a matter of the "initialization" file or whatever that tells the game how to render the map - which usually isn't that big, because they don't include anything conrete. On the other hand, if you're missing a part of the data that is required for the map to load, then you are forced to download them from the host. That can take time, especially because of the high quality standards that are pursued in a modern game.
Downloading maps is possible in UT. Currently, it's still buggy in UT3, but we're hoping it'll get fixed.
Downloading directly from the host is used in most games nowdays, I don't see why it shouldn't work for PS. I agree with Gawain on including the most popular maps in patches.
Quote from: Cyntrox on January 04, 2008, 05:39:02 AM
Downloading directly from the host is used in most games nowdays, I don't see why it shouldn't work for PS. I agree with Gawain on including the most popular maps in patches.
If they are soo populair, wouldn't everyone playing PS already have it by the time we release the patch... -.-
Quote from: LennardF1989 on January 04, 2008, 10:06:17 AM
Quote from: Cyntrox on January 04, 2008, 05:39:02 AM
Downloading directly from the host is used in most games nowdays, I don't see why it shouldn't work for PS. I agree with Gawain on including the most popular maps in patches.
If they are soo populair, wouldn't everyone playing PS already have it by the time we release the patch... -.-
Mic's map pack is awesome and the patch would probably work just like it.
Quote from: LennardF1989 on January 04, 2008, 10:06:17 AM
Quote from: Cyntrox on January 04, 2008, 05:39:02 AM
Downloading directly from the host is used in most games nowdays, I don't see why it shouldn't work for PS. I agree with Gawain on including the most popular maps in patches.
If they are soo populair, wouldn't everyone playing PS already have it by the time we release the patch... -.-
No. New players, for example, would not have it, so they'd just download the newest version of PS and it'd just be included.
heres my idea. Maybe you could add a tab in the menu that says Download. and it has like a blank space and you can type the name of the map and the .file format and its linked to the projectstealthmaps.com website or whatever and it automatically downloads the map to the game. it was done in an older game called 4x4 Evo 2 i think... but i dunno just an idea.
That's an awesome idea, actually. I hope it gets implemented.
What's better than a direct-download-when-you-don't-have-the-map-but-want-to-join-the-server ?
And a kept up to date news-by-the-crew thing.
if the download is fast (maybe from a standard custom map server?) this would be the best solution, of course. but i still think that including new maps in patches is sufficient and the most elegant solution.
Quote from: frvge on January 05, 2008, 06:26:52 PM
What's better than a direct-download-when-you-don't-have-the-map-but-want-to-join-the-server ?
And a kept up to date news-by-the-crew thing.
With you all the way Frvge.
We definatly need the TCPLink and UDPlink in Ut3 -.- That way we can implement a serverlist chat, news/patch/mappack updates, anticheat, and more.
I posted a request on UTForums. (http://utforums.epicgames.com/showthread.php?t=596995)
Well, this system is applied in Steam games (I think all of them) if not, then all of the Valve games. I play TF2, a Valve and Steam game, and I rather like how it works. This should definitely be added to PS. stay kewl.