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El_Caz: Wait, I remember when I started pre downloading Witcher 2 with the new downloader it started chopping everything up into a bazillion little files and after it was done downloading them like that, it compiled them into a huge file. The whole point was when your connection went down. you could always resume with a small file instead of a big one. That's not the case anymore?
That's how it works, yes. By downloading a bunch of 10MB "CHUNK#" files. My problem is that it isn't downloading anything when I leave it on. I never had any connection problems when it was an Adobe AIR app, so I don't know what the issue is now. Since no staff members have replied to this thread, I'm going to submit a support ticket and see if that gets any useful response.
Right, well. I tried downloading one of the 2GB files during the "Free/No Cap Penalty" period, and as expected, it only got partway (about 1.6GB) before I had to stop it, or else my cap would start taking a hit. I tried resuming it later, and as expected, whatever server holds these files didn't want to let me resume downloading from anything other than GOG's own Downloader. In fact, might I go so far as to suggest that the Downloader itself might be having trouble identifying itself to the file servers, and that's why it spends so much time in an "idle" state?
Post edited June 21, 2011 by predcon
I refreshed The Witcher across our file hosting provider's CDN a few hours ago. Please try restarting the Downloader, or remove The Witcher from its list and add it again. If that doesn't help, send me a PM and I'll ask you to send me the Downloader's log files to a specific e-mail address. These might help clear this up a bit.

Are you experiencing such problems with every large game, or just The Witcher and one or a few specific additional titles?
I think it's more of a latency problem than anything else; satellite has extremely high latency which could cause auth errors for the downloader, which might be why it doesn't identify and resume downloads.
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AndrewC: I think it's more of a latency problem than anything else; satellite has extremely high latency which could cause auth errors for the downloader, which might be why it doesn't identify and resume downloads.
Oh, I completely missed the part about the satellite connection. That might complicate things, but we'll follow up with predcon via PM/e-mail.
Satellite connections like to have a lot of files cached to speed things up, so I've sometimes experienced problems when a user would keep redownloading the same, corrupt file that was cached on his ISP's end.
In such cases our file hosting provider needs to intervene, and that takes time and some additional data from the user.
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AndrewC: I think it's more of a latency problem than anything else; satellite has extremely high latency which could cause auth errors for the downloader, which might be why it doesn't identify and resume downloads.
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Firek: Oh, I completely missed the part about the satellite connection. That might complicate things, but we'll follow up with predcon via PM/e-mail.
Satellite connections like to have a lot of files cached to speed things up, so I've sometimes experienced problems when a user would keep redownloading the same, corrupt file that was cached on his ISP's end.
In such cases our file hosting provider needs to intervene, and that takes time and some additional data from the user.
"Large" downloads (like UT2K4, Unreal II, Darkstar One) seemed to pull down smoothly when the Downloader was an Adobe AIR app, but that might have little to do with it. The CHUNK# files are only 10MB large, so I'm not sure if caching is an issue, but like I said before, this isn't exactly a cable-comparable connection.

I tried removing the game from the list, without actually deleting the files already downloaded, and haven't noticed any immediate improvement in connection or download speed. I'm loathe to download what I've already got (4636/8597MB). Is there a way to generate a trace report or something to diagnose possibilities before resorting to starting from scratch?