When URL Redirect Starts Working

iluvquake4
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Joined: Tue Dec 13, 2005 1:47 am

When URL Redirect Starts Working

Post by iluvquake4 »

What's needed is someone to rent out an unlimited bandwidth machine. Then, run a site on it with url redirect as a feature. I know Doom 3 has url redirect and from what I'm reading they are fixing it for Quake 4. This would allow all game servers and clients to have a central repository for downloading maps as well as offering game server admins the option to setup their servers to point at the site for clients to download maps.

Am I making any sense?

I have the resources to do this. I run a game server hosting business and have approximately 22 + Dual CPU machines going. But I would need someone to build a web site with the ability for mappers and modders to submit maps/mods and to have someone maintain and evaluate such uploads for download retrieval. If anyone is interested in starting such a project, please PM me.

I actually did this for awhile as 'mouseumk' for Doom 3 -- if you go to id dev Doom 3 news area you'll see I'm mentioned there. The only reason I stopped was due to lack of interest in Doom 3.

:icon25:
GODLIKE
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Joined: Tue Nov 30, 1999 8:00 am

Post by GODLIKE »

Hopefully this fix will make it into the incoming patch... But a few hosted map download sources for everybody to use is a great idea.

(It would be REALLY nice if the patch allowed auto-map-download with a couple of download sources.. selected by response time.. but that may be dreaming, somewhat.)
kleeks
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Joined: Sat Apr 14, 2001 7:00 am

Post by kleeks »

What a fantastic resource for the community that would be.

All we'd need is for the redirect url to pass the actual missing file name to the website, then it could search and automatically download the file for them. Not sure about relying on the mappers to upload the maps and files though - may need someome keeping an eye on things IMO.
Erm as for website building, not particularly my forte tbh - but it needn't be complicated just some search functions. Of course all this could well consume huge amounts of bandwidth ...
iluvquake4
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Post by iluvquake4 »

Yah, it should be so anyone can upload a map. But it should be evaluated for approval. Some kind of file submission system and have a few volunteer staff that checks out the maps/mods, and puts them into the system.

I'm sure at first the bandwidth uses would be dramatic, people downloading maps via url redirect. But as more servers use custom maps the bandwidth would get lower use.

I could easily provide an AMD, RAID 5, 4 gigs RAM machine for this purpose. I don't know web design though.

Any volunteers?

:icon25:
Lenard
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Post by Lenard »

Dibs. :icon25:
_borsdy
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Post by _borsdy »

Bloody good idea, I really hope this takes off.
[url=http://profile.xfire.com/borsdy][img]http://miniprofile.xfire.com/bg/bg/type/2/borsdy.png[/img][/url]
Lenard
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Post by Lenard »

Look forward to updates. I guess we are going to be the file authority for all d3 engine games with free downloads for anyone and uploads with account/aproval.
[img]http://myspace-001.vo.llnwd.net/00555/10/05/555355001_l.gif[/img]
iluvquake4
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Post by iluvquake4 »

What would be a catchy domain name?

Is anyone an insider who knows what's the story on URL Redirect and when ID plans on having it working?

Thank you. :icon25:
jester!
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Post by jester! »

No insider unless its someone in id will tell us anything of substance.
Requ!em
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Post by Requ!em »

URL redirect (option "1") does work, it's auto download (option "2") that's broken. From http://ucguides.savagehelp.com/Quake4/FAQ_Server.htm

net_serverDownload
0=None, no downloads for this server
1=Send player to download location specified by si_serverURL
2=Present player with available files defined by net_serverDlBaseURL and net_serverDlTable

Example
seta net_serverDownload "1"
seta si_serverURL "http://ucguides.savagehelp.com/Quake4/Quake4Guide.htm"
Last edited by Requ!em on Mon Dec 26, 2005 8:19 pm, edited 5 times in total.
iluvquake4
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Post by iluvquake4 »

Explain please.
Requ!em
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Post by Requ!em »

See my original post above, I was editing it while you posted =)
iluvquake4
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Post by iluvquake4 »

Oh I see ... they can only go to the location of said files hrm.
{uZa}FreakOfNature
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Post by {uZa}FreakOfNature »

Yea, by redirection, I assume you mean the ability to host the files off of the game server and have them d/l direct while in game so they can get full speed transfers. Like CoD, etc.?
All Out War! 8 player DM Server
1.2 patch + Q4Max + Custom maps + FAST Auto-Download!
Go to [url]http://www.uzaclan.net[/url] for more details or just connect to: 67.19.62.215:28004
[b][color=red]Stats are kept on uZaClan.net[/color][/b]
Requ!em
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Joined: Wed Mar 08, 2000 8:00 am

Post by Requ!em »

kleeks wrote:What a fantastic resource for the community that would be.

All we'd need is for the redirect url to pass the actual missing file name to the website, then it could search and automatically download the file for them.
I agree, thanks for offering to maintain / create the resource 'Iluvmymac'

Gibz | GibbaTheHut | Gibby over at Savage has started testing a system that uses URL redirect and lists the required files for a given server. Perhaps contact him?
Nightshade
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Post by Nightshade »

That would be fantastic. I can always find the missing file, IF I KNOW WHAT THE HELL IT IS!
Nightshade[no u]
GibbaTheHutt
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Post by GibbaTheHutt »

Hiya, cheers Req, wasn't aware of this thread, had to register again! Can never remember what I sign in as :).

Basically was fed up with all the stupid files missing and no server admins having redirect setup, but it is a pain so tried to do something to at least make it a little less painful, and here's where I'm up to...(don't wanna spend forever as Id will hopefully fix). Problem ultimately is there's no "real" fix without the gamecode if a filename is there, but wrong version or something.

Main problem stopping a "decent" solution is that the only working bits don't contain the missing filename (unless anyone has found different).

Anyways made a php script that takes a url with the server IP address to query. Simple aspect is, at least all server admins have config control, so there's no excuse really for not adding 4 lines of cvars really, thought about a few other ways, but would be too much for most admins I think, but all suggestions are good as might come up with some better ideas together.

Basically you add the following into your server config file thats execed....

seta net_serverdownload "1"
seta si_serverURL "http://gib.fps.net?ip=213.200.95.48:27995"
sets .files "q4max0.7,fps-maps"
sets .files2 "drach-fps-mappack,fps-ctf-mappack"


The IP address, and the file names need to be changed to match the server. Any cvar named .file(xx) will be read as a filename for the script. The actual name of the pak doesn't "really" matter as long as its unique to save confusion (if there are multiple versions).

So, suppose you have a server IP 195.242.220.178:28004 with q4wcp14 and q4wcp9 and fps-maps or something, you would add this to your server config.

seta net_serverdownload "1"
seta si_serverURL "http://gib.fps.net?ip=195.242.220.178:28004"
sets .files "q4wcp14,q4wcp9,fps-ctf-mappack"
sets .files2 "anyothercustompaksnotforgettingmods"

So if someone connects through the game browser, they don't have the files, they get redirected to that page.

You can see 2 examples I've been testing on here....
http://gib.fps.net?ip=195.242.220.178:28004
http://gib.fps.net?ip=213.200.95.48:27995

Anyone is welcome to use that URL, especially whilst testing, just insert cvars, restart server or exec the config, there's some extra notes on that url as well if problems. Seems ok so far.

If someone wanted to maintain a repo of maps would be really good and maybe could tie it all together if Id don't fix soon.

If anyone wants to email me, they're welcome to at gibbathehutt @ gmail dot com. Happy to release code as well once relatively sure its buggish free, its fairly simple stuff. It's not what I consider a "good" solution, but its a little better than none currently :).
kleeks
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Post by kleeks »

Worked an absolute treat that did gibba :icon14:

Followed exactly as said (the code was already in the servercfg, just missing the 'sets file' lines - although it had not worked previously afaik). I then deleted the required quakemas file and tried to connect to the server. The url redirect asked me if i wanted to visit your site, where i was politely told i would need x-battle and the quakemas mappack - clicking on these gave me a google page and loads of potential download's (well loads-ish, still had to sift through the useless links)

edit : Since speaking with you in irc i now get a list of 3 available dl links - cheers for updating things so promptly so i could see it working gibba

It strikes me that this is all you'd need so long as the server admin keep the files list up to date (lol and you manage to get all the server admin to include it)
So we don't get to know exactly what file is missing atm, but as a front end to a map repositry this would give everyone the chance to dl the required maps with ease :cool:
GibbaTheHutt
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Joined: Tue Dec 27, 2005 3:24 pm

Post by GibbaTheHutt »

Np Kleeks, needed to make it case independant actually which I'd forgotten, so some weren't showing as download urls and just search ones.

I think the thing is actually server admins will have to get a bit more savvy anyway once they fix autodownload.

Afaik if it follows D3 style, there will be no ingame downloads due to the larger file sizes of maps/mods these days and people downloading at server maxrate etc, and all downloads via a website. So a central repo I think is a good way to go if thats the case. I don't really see even why a system where there's a central repo which has linked repos to it and the central one can just redirect to the others to share the load or something. Would all need to be pretty tightly implemented, but I think it would be feasible (almost a bit like content servers on steam).

Instead I believe there's the choice of either a) goto a webpage (currently working) or b) download via a separate site, but stay connected to server. When they fix b) you have to specify every pak they are allowed to download (net_serverDlTable), so server admins will need to get used to changing their configs every time they upload a map or mod for others.

Naturally could all be out of the window and Id/Raven could come up with some ballstonkingly good downloading system, not holding my breath though.
Requ!em
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Joined: Wed Mar 08, 2000 8:00 am

Post by Requ!em »

Gibz, it's an excellent idea which is why I mentioned it in this thread.

To save using .sets is net_serverDlTable parsable using php?

To take the one idea step further would require the client (player) to be able to forward to the webserver a listing of the mods/maps/etc they have installed. This could possibly be via an ActiveX control (possible to download and install Quake4 files) or the user pasting the output of a recursive DIR (dir *.* /e /s) command or similar into a form (user will have to manually download and install Quake4 files).

If the user doesn't mind running a small application (perhaps presented by the web page) all download and install could be automated.
GibbaTheHutt
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Post by GibbaTheHutt »

Funnily enough I started this reply saying no, and ended up saying yes :). Just goes to show when you have a few different brains on the job hacking away at the same thing.

Simple answer is no it doesn't, then suddenly thought why not use a "sets" on net_serverDlTable instead of "seta"? Realistically its now logging it as a server status cvar instead of an archive cvar, and I don't see how that could be treated any differently really unless anything obvious springs to mind?

Just done a quick test http://gib.fps.net/x.php?ip=213.200.95.48:27995 an amended script does that now (instructions and all files aren't there, so please don't use that currently, as have to do it slightly different, but just as an example).
Requ!em
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Joined: Wed Mar 08, 2000 8:00 am

Post by Requ!em »

I doesn't appear to be treated differently.

It certainly makes it easier to parse by third party web pages / game browsers and makes the transition to Raven/id software's working autodownload easier as admins simply have to change net_serverDownload to "2".

I'm interested in making the download automatic rather than the user having to select the files. Is there anyone here that can write an ActiveX control that can run (if allowed by user) when Gibz' page is loaded and compares the files in the user's Quake4 installation with the server's list of files?
iluvquake4
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Post by iluvquake4 »

I wonder if Q4max could be coded to provide mirrors for url redirect.

Possible?
jester!
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Post by jester! »

Dont think so, everything I have read states that its an engine issue.
iluvquake4
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Post by iluvquake4 »

Will this PHP script allow for mirrors? If server A congested or down, it will use server B or C, etc.?
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