An x64 bit version of the SteamLauncher is undergoing beta testing and offers crazy IO and hashing speeds.
The first benchmarks are very promising, tested on custom patch of at least 3GB+: (10GB Interlude Client)
Standard L2Updater
1st run: 8 minutes 38 seconds (Full Check)
2nd run: 6 minutes 47 seconds (Full Check)
32bit SteamLauncher
1st run: 8,7 Seconds
2nd run: 3.8 Seconds
64bit SteamLauncher
1st run: 2,7 Seconds
2nd run: 1.2 Seconds
Sidenote: The SteamLauncher ALWAYS forces "Full Check" on ALL the files, in contrast with the Standard updater that lets the user choose.
what a bad stereotyped answer lol. "lucera" dude you have illusions if you think acis is bad or that lucera is something good, lucera is russian and all russian packs are just words and full of shit
Even if you bypass the 8k limit, I doubt its gonna work without problems. Not talking about networking problems since TCP can handle packets 40+k with an upper limit of 65k.
The game will probably ignore the rest of your bytes while parsing the text
First you create a list that contains all data, file path, name, hash, size
For each file:
Hash the file
Compress the file
Upload on the Server
Append all the info on the list
Getting the updates:
Get the list file
For every file in the list file
Hash the local file if any
Compare list hash and local hash
If there are not equal download the file from the server
Decompress it
this is what I've found for you
float DrawText
(
const UFont * InFont,
const FString & InText,
float X,
float Y,
float XScale,
float YScale,
const FFontRenderInfo & RenderInfo
)