Solution: Don't play wodx. [expletive deleted]
It is strongly recommended that you use gzip on any files you host as the HTTP client supports transparent decompression of gzip-compressed files. See the Apache 'AddEncoding' or 'MultiViews' documentation for instructions on how to serve gzip-encoded content. I'll also likely be posting an example .htaccess for use on an Apache content repository. By default, two persistent connections are made to the target webserver as recommended by the HTTP specification, this helps reduce the effects of latency when requesting small files such as textures. You may wish to bump the Apache MaxKeepAliveRequests setting if you have a lot of files that need to be downloaded. The address of the Q2 server that the client is connecting to is sent as the HTTP referer header. If you wish to only allow downloading from clients who are on your game servers, simply send a 403 Forbidden or other error header (NOT 404!) to unauthorized clients and they will abort all downloads and not try to connect for the remainder of the session. If you do not intend to host all content on your HTTP server, it is recommended you use 'ErrorDocument 404 "404' to minimize the amount of bytes wasted on 404 replies. The client will disable HTTP downloading if it receives a 404 reply with a body of more than 512 bytes.The HTTP client will also by default fetch a "filelist" for each mod and map you download. The first download you start will request the mod filelist and downloading a .bsp file will request the appropriate map filelist. The filelist should contain plain text path references to extra files that the Q2 client would not normally auto download - eg for a map you may wish to include the paths of PNG textures, for a mod you would reference every file your mod needs in order to run. This allows a client who has never played on your server before to download the entire mod via HTTP downloading and not miss any files as often happens with plain auto-downloading. The map filelists are read from http://server/gamename/maps/mapname.filelist and the mod filelist from http://server/gamename/gamename.filelist and consist of newline-separated relative paths from the gamedir of files you wish the client to download - eg for maps/hells_corner.bsp you would create a hells_corner.filelist with any references to files the map needs, eg:textures/mymap/texture1.waltextures/mymap/texture1.pngsound/mymap/door01.wavand host it at http://server/gamename/maps/hells_corner.filelist. Filelists may only reference "safe" Quake II game content, other files such as .zip and other unknown extensions will be ignored. You may prefix a line with @ to make the check game-local - ie say your mod uses custom conchars.pcx and you specify pics/conchars.pcx in your filelist, it won't be downloaded as Q2 will see it already exists from the baseq2 pak files. By specifying @pics/conchars.pcx, it will be checked only from pak files and disk files in the mod dir. If you have a lot of content that replaces the same names as used in baseq2 pak files, it is recommended you use pak file as detailed below.Filelists may reference .pak files provided they will only be downloaded to the mod directory - ie the list entry should read "pak0.pak". The file subsystem will reload when a .pak is downloaded to ensure correct ordering of files; any files in the HTTP queue which are also in a newly downloaded pak will be removed from the queue. Additionally, .paks will be downloaded as soon as they are queued and will block everything else until they are done. The @ prefix is redundant with pak files and will cause an error if used. Note that any files that were queued with the @ prefix with the same names as baseq2 files will be removed once a pak has finished downloading when the queue is revalidated. Thus, it isn't a good idea to mix both pak files and @-prefixed files. You may wish to use FileListFinder to generate a filelist-compatible list of specified files under a root directory (useful for map/mod authors).Expect a few bugs in amongst all this - there's a lot of new code and changes throughout the client. Where HTTP downloading fails, the client will try to revert to standard UDP downloading. Any errors, please report on the forum as usual. The 'files remaining' count is somewhat inaccurate, but gives a good idea when the current batch will finish. This is by design; the client can't know how many extra textures/sounds/etc are needed until for example the map has downloaded. Client cvars: cl_http_downloads 0/1 controls the whole HTTP subsystem, cl_http_filelists 0/1 controls the use of filelists and cl_http_proxy can be set to use a proxy server (host:port) if needed. All the allow_download_* cvars are also still valid. I've written the HTTP downloading client code as modular as possible so other Q2 clients can hopefully implement it with minimal trouble since it isn't tied to R1Q2's protocol 35 in any way.
QuoteSolution: Don't play wodx. [expletive deleted]
p1 isn't very involved in what he actually has. He pays for the servers and that's about it; he barely even plays. It sucks too; he's a pretty cool guy, and WODX needs some admins that don't suck.
VaeVictis:i find it funny that you even consider grammar a sign of intelligence, that itself is a very uneducated claim
p1 played tonight for a while, and he did damn good!
Everyone knows that axal guy = best, however.
I hear his ghost has been running rampant lately on the servers. Better watch out.