ID:160495
 
is there a way to essential seperate the rsc and make it so you download parts of it at different times. So for example if you have a large map say 1000x1000x10 for example (i know this is really huge but bare with it) can you make it so that when they go from say z=1 to z=2 they download the required files for that level, that way you can seperate the download time up and then add in loading screens and what not to let them know they are downloading.So i can load the different parts onto a website and download them there as they need it so the initial download isnt really big.

Now before you say anything ive read the DM reference on rsc and know that i could do preload_rsc=0 and they will download them as they need them, but i dont want to bog down the server with downloading so i want to download through a webpage, also i want to do it in sections so they dont have to randomly wait for something to load.
Kind of like Guild Wars and how the areas work? You download as you go; and load each area/town as you enter it.
In response to Mizukouken Ketsu
yes like that
Look up world/Export() and the likes. You shouldn't have to do this in a BYOND game, though!
In response to Jeff8500
well i know i dont need to but because my map is so big I figured it would be nicer for the player if the initial download time was shorten so that they can start playing sooner and dont have to wait forever to start playing.
In response to NightJumper88
That would DEFINATELY help the game run smoother. Runescape does the same concept, which was smart on their part. Some games may totally suck, but even those games have a few good concepts. I like Runescape's Grand Exchange and the downloading packets.

But those are the ONLY two features about it that I like. Everything else about it makes me puke.
In response to NightJumper88
The map itself? To successfully load a map, it would have to be single player or you would have to write your own networking.
In response to Mizukouken Ketsu
Yeah, but it's impossible to do in BYOND without tons of work!
In response to Jeff8500
Who says it didn't take Jagex a long while to do the same thing? Or ArenaNet?
In response to NightJumper88
The map wouldn't make an rsc bigger, it's stored in the dmb file.
If you set the 'preload_rsc' variable (look it up in the reference) to 0 resources will only be downloaded as the player needs them. This can have many downsides though, such as being caught in a resource download the first time you encounter a new monster or something of that nature.

Unfortunately there's not a lot of control over how RSC files are handled, and you can only really use one for your game. And there's no real way to tell it when to download files or how.
In response to Nadrew
I had an almost identical question myself. I was thinking along the same lines, too. Only compiling in the resources required for loading a loading screen, then changing the client's preload_rsc to a url for the game's files while showing them some sort of spinning loading thingymabob. Wasn't sure you could change the prelod_rsc variable, though. It would be nice.
In response to Nadrew
ok thats what i was wondering i new about the preload and was wondering if there was a more control thanks guess ill have to do it that way
In response to Nickr5
And the .rsc is a compiled version of all the game's files. Including the .dmm, .dmi files, and .dm files. I think the .dmf too but I'm not sure. Pretty much any file that's "included" or linked to the game whether it be in a subfolder or not, is in the .rsc file.
In response to Mizukouken Ketsu
No. The players have no need for the map file or the source code files, and neither are they in the RSC file (which all players download when playing a game). The RSC is an archive for resources, which of course, are needed to play. This means mainly DMI icons, but also other images, sounds, the interface file, and any other files specified in DM code between single quotes ('); those denote those files as resource files to be included in the RSC.
The DMB is the 'executable' of the world. It contains the compiled bytecode (though not the source code) and map file(s), as of course they are needed to run the game. Not to play it though, only the host needs the DM Binary.
In response to Kaioken
Couldn'tve of said it better myself? <_<; I figured each type of file was packed into one of the World Executable packaged zip folder files; just couldn't figure out exactly where each one goes to. :P My bad ^-^;
In response to Mizukouken Ketsu
Jagex used Java; plus, they probably coded their networking from scratch in a large team. In BYOND, all you also have to create your own networking, but you usually don't have the pleasure of (a) dedicated server(s) or 10 other people specializing in the matter.