Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
https://hub.docker.com/r/lancachenet/monolithic
Can you imagine, just got the exact same idea!
I downloaded the game from another PC in another network, now that im at my parents home for holidays I want to copy the game over to another PC (30+GB + german sucking internet) and was wondering... if i have the "stream" option, why not local network install as well?! Afterwards might do a verify (with option to skip it of course) and just lets start the game?!
OT: you can always copy the data manually - go to Steam\steamapps\ check the manifest file *.acf (open with text editor and check for the correct game) then copy the game folder from inside
Steam\steamapps\common
Make sure to close steam while you copy.
As a fellow German, i feel your pain.
I do have some luck and now have a 100/40MBit connection.
Before that, i had 12/1MBit.
Yes, 1.5 Megabyte per second download.
I think your idea would be cool for the record, and while I want to think it wouldn't be an obvious security issue, whenever you allow a program to send files from one PC to another, you have to be careful to consider any malicious programs that might take over or abuse that process. I'm not a security expert though (very far from it), and I do think it would be an awesome feature.
All content on Steam is broken up into chunks each about 1 MB in size, and for each version of a game there's a manifest which specifies how those chunks are assembled into the game's files. The content servers are just standard web servers from which the client downloads chunks. To give the Steam client the ability to act as a content server, you would just need to give it the ability to send a chunk to another Steam client that asks for it. Clients already have the manifest which is map of how to find chunks in a game's files, so being able to find and send those chunks is trivial.
There's no risk to getting chunks from somewhere other than a Steam content server, this possibility is already designed in and accounted for. As has been mentioned already, people running intercepting caching proxies is already a thing, and this is explicitly supported by Steam. Just like Steam can locally verify your files, it has the information to determine if a chunk is genuine or not.
The only risk is implementation mistakes in the system which the clients use to talk to each other leaving open a security vulnerability, but that Rubicon is already crossed because local client discovery and local streaming is already a thing.