Inuyasha22 wrote:
Matt wrote:
Xlithan wrote:
It is possible. When the maps are loaded from the hard drive all the map data is stored into memory. The only time the files are used is when saving and reloading a map with the changed data (When editing a map for example).
All you would have to do is have the server load the map data from the external source, and then send any changes to it.
It would work similar to sending the map data to a normal game client, the only major differences would be loading and saving the data.
I had thought about this feature myself. You could do this with all of the server files, this way you could host multiple servers that all use the same data. Granted it's not quite as simple, there are many flaws which would have to be looked over.
Such as a lot more bandwidth usage?
If it's only about loading and saving the maps then it's a one-time bandwidth usage. Especially if the maps are already done and don't need to be saved anymore oO' That's what I would think... but multiple servers with the same data sounds nice to me somehow oo
couldn't this be made by using that FTP to server-tutorial?
Think about it for a minute. Each time a player needs the map, they'll have to not only make the server send to where the maps are, using bandwidth, but then the server will have to send it to the client, which uses bandwidth. Then, whenever someone edits the map, they have to send the map to the server, using bandwidth, sending it to the map host, using bandwidth. Then that map needs to be sent back to each player when they enter it because it's been revised and guess what, that uses bandwidth.
With this system, you're using TWICE the amount of bandwidth needed. And if you use dynamic maps, a 255x255 map is almost 2MB in size.