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And there's also the fact that in those cases the update process hasn't started yet.
That depends on how the update is structured by the devs.
You've not listened to anything I've written. The existing install is *not modified* while a patch is in progress, except for the very short commit phase at the end. The only thing which can't be overlapped with the game running is that commit phase.
There are tens of thousands of games on Steam, I can't own them all to check. But, I've never seen one use a different algorithm, and there is no documentation at all describing said varying algorithms, and the described behaviour is consistent with what I know about the algorithm.
So, there's two possible explanations:
1. there are multiple algorithms, but Valve doesn't describe them to developers in the documentation, and they happen to all be used in games I don't own.
2. There's just the one algorithm
Applying Occam's razor, the second explanation there is preferred. I could be wrong, of course. But proving something doesn't exist is tricky. Even if I bought Warhammer Total War just to investigate, anyone could come along and say, actually, there's another algorithm being used in another game I don't own.
I didn't say that writes are only at the end, I said that writes are only into the "downloading" directory prior to the commit.
Whether you care or not does not change fact that no client allows a game to be played when patching.
Oddly I never listen to something I am reading.
But lets explain. Path of Exile (external client), checks for an update, allocates space, downloads the update, reads the patch data, checks the installed data, writes, removes, old data inside the install folder. Think of it as copy/paste without the verify overwriting popup confirmation box.
Steam patches but it receives the data of how to patch each game from the developer.
And if you cannot check them then you cannot verify your theory that the algorithm overrides the patching of game setup by the developer.
Possibly who knows but from my experience each game is different. Some download the entire patch with minimum disc usage and others stop start.
From my personal experience, downloading, disk activity, reading, writing etc can all be independent processes. For Total War Warhammer, when download stops it is moving data and writing to the installed folder, before downloading again.
Hell we both may be completely off base or both on the right track and neither of us are completely right either way. But that is what discussion is for and opinions are all about.
But the main issue here is really juust that games gonna update when they update. and once an update process is started pretty much things are off the table.
Actually, even multiplayer games here on Steam check version anyway.
But, let's turn this around. Games that require connecting to a server, or require connecting to other people playing the game, make sense to require updates for version harmonization as well as game balance.
But for basically anything else, updates should be declinable.
If it has to be an interactive MMO, then it can't be played offline anyway...I don't get your wording.
GOG Galaxy definitely allows playing a game that hasn't been updated yet.
That's because GOG's games are DRM-free.
The mods can't be updated to the latest version until after the release of the latest version, so you are insisting on presenting a practical problems to players who use mods. You are again bullheadedly deeming there to be only one version of the game and forcing conformity while denying the fact that other people can have working older versions of the game installed which they can still enjoy.
At the very least, players ought to be able to delay the application of the game update until after the update to the mod has been released. This is what a way to decline updates can be useful for.
Not while it's being patched. Before you blindly accuse others of bias, get your facts -- and your spelling -- straight.
Before a game is patched, there is a period of time during which the update has been released but has not yet been installed on to a user's local copy. This includes the time before the download and the time during the download as well as any time the game files aren't actually in use being edited.
To some, anyone who takes the side of criticizing Steam has an "anti Steam bias".
BEEN updated - patching is in progress.
COMPATIBLE - the game HAS been updated - mods NEED to be updated.
CANNOT play while BEEN patched - patching is in progress.
Some choice quotes from that documentation:
Otherwise windows itself doesn't like to edit files that are in use so if you where playing a game the files would be in use which would put a stop to that.
You'll just have to wait for the update to finish before you can play the game.
Version 1.0 is on the server, the new patch is version 1.5 and changes are uploaded to the server but that only explains uploading and building a patch, it does not explain the actual patching process and how it works on a per game basis.
Confused? Unreal, Unity, Source. All different engines with differing file, folder structures.
Lets take Pathfinder Kingmaker and Pillars of Eternity which both use Unity and have differing file structures. They patch entirely differently from each other.
As far as i remember that only works if you are downloading the entire game BUT if it is patching the play button is blocked. Next time there is a patch I will check.
I was able to check it right away as I haven't started Diablo 3 in over a year.
Could not play while it was patching. So this seems to be a feature when you just download the game.
Thanks for confirming.
Of course, it still went ahead and downloaded the high-res textures, but ideally, I could skip out on that part too.