Custom POI Imposter/Mesh files for Server

Krunch

Refugee
Hello,
Can anyone verify if .mesh files are still required client side for custom POIs running server side? I heard it was in the works and wanted to verify if this is working yet.
Thanks!
 
To my knowledge, you still need the POI files on the client side. I suggest installing all 6 files, but you might be able to get away with just the MESH and XML files. (I've not tried using just some of the files. I always install everything.) MESH just gets you imposters, but if you want switches and key racks to work that data is in the XML files.

I too heard rumor of an effort to make POI's be server-side only, but the rumor I heard said that effort either never concluded or failed.
 
I wonder why they could not just push those files (mesh and xml) down with the other map data when a player joins server.

I can't imagine that this is for security reasons, so I suspect it's a matter of priorities. Hopefully, this will come with workshop support at the latest.
 
I wonder why they could not just push those files (mesh and xml) down with the other map data when a player joins server.

I'm not certain it is just those two files, but even if so there's the volume of bytes involved, the number of POIs, and the timing that could all matter. For instance, if you bring up your server at 6pm for your group to play, then you might get four people joining the map at the same time.

But, in a sense, if the POIs are in a modlet, you can get everyone to install it and be on their way. Same download; different source; just the hassle of manual installation.

Or, perhaps the future with workshop support includes a server being able to specify which modlets have to be installed before you can join. Then Steam can be downloading those for each client without burdening the game server.
 
but even if so there's the volume of bytes involved, the number of POIs,
I could see that being a thing. Obviously is it's just one or two custom POIs it's not much of an issue. But glancing at something like CompoPack, which sits at over 750mb from what I see, that would be a lot of extra data to have to send to clients on top of the world download. And considering they limit the max download speed from a server to like 1300KBs, 750mb would take a bit. And that's only if one person was trying to join. Add a couple more users and it would likely stress the server and cause issues for anyone already on and playing.
 
Obviously is it's just one or two custom POIs it's not much of an issue.

Yeh, true. Well, probably true.

When we do capacity planning for networks, or really any telecommunications, the usage patterns make a big difference. So if we're just assuming players come to the server independently and randomly, then you get a "Poisson distribution." (Hey look at me throwing around a term I vaguely understand!) Seriously though, you can use a variety of tools to predict what you would need to satisfy demand.

It's when you don't have independent, random consumption that things go kaflooey. For instance, "The 125th caller gets four tickets to see Pink Floyd!" ... and the telephone company is out of circuits.

So, as I think about suggesting something like "maybe TFP could trickle the POIs down to the players slowly in the background" or "maybe TFP could just send you some POI files as part of setting up the mission" that I have to remember, it might be a team of players and maybe they don't want their FPS to dip for 10 seconds before the mission or otherwise be unable to enter the POI while the client waits for all the data. Or, some POIs don't have missions. Or, what about Tiles?

I end up back at the beginning. Download the POIs in advance and go make a cup of hot chocolate while you wait. Maybe Steam will take the hassle out of that when TFP gets to Workshop features. It's probably the most reliable solution and the least amount of work.

Wait! There's another option... Hey TFP, how about you distribute my POIs with the game? ;)
 
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