- LEAGUE OF LEGENDS DOWNLOAD STUCK AT 0 HOW TO
- LEAGUE OF LEGENDS DOWNLOAD STUCK AT 0 INSTALL
- LEAGUE OF LEGENDS DOWNLOAD STUCK AT 0 UPDATE
- LEAGUE OF LEGENDS DOWNLOAD STUCK AT 0 PATCH
- LEAGUE OF LEGENDS DOWNLOAD STUCK AT 0 OFFLINE
LEAGUE OF LEGENDS DOWNLOAD STUCK AT 0 UPDATE
The only reason this is a problem is they both sit at the top of my update queue, never moving, always holding up the line. All the latest update content is in the games and they run fine. On top of that, what makes this even more strange is both games will play just fine and have been completely updated. Rust AND Space Engineers are doing it now. (As mentioned) Deleting and redownloading the game has no effect. Verifying file integrity comes up successful but doesn't change the problem. Secondly, I've deleted and downloaded the game again and it goes through the whole process in about 4 minutes (because I have a 50 Mbit connection) and then sits and hangs at 0 bytes of 0 bytes. I'm pretty sure it should handle copying 1 GB worth of file data in a 48 hour period. Now, my computer isn't top of the line as it's 4 years old, but it was when I built it.
LEAGUE OF LEGENDS DOWNLOAD STUCK AT 0 INSTALL
a game with barely over 1 GB of install data yet I've been having this problem for 48 hours straight. Okay, if that truly is the case, then why is it I'm having this same problem with Space Engineers.
LEAGUE OF LEGENDS DOWNLOAD STUCK AT 0 HOW TO
For each version of the game, there's a manifest that tells you how to assemble those chunks into the game's files. So every game on Steam is broken down into chunks that are approximately 1 MB in size.
LEAGUE OF LEGENDS DOWNLOAD STUCK AT 0 PATCH
The copying is necessary because any other algorithm would be more fiddly and error prone and lead to file fragmentation, and coalescing the downloads together into a block wouldn't help, because ultimately your total patch time is totally bound by the copy speed. What could be done to make this better is for CA to stop making small changes to lots of large files, wherever possible.Īpart from improving the UI, there's not much that can be done on the Steam end. You'll see for Rome 2 that the total amount of reuse really is around 10 GB. There's another one, store, which is for installs off retail disks and backups. If you're interested, there's a file Steam/logs/content_log.txt which actually includes the count in bytes for download, reuse, and how much has been written out (which is labelled as staged). One is bytes downloaded, one is bytes reused (from the existing store) and one is bytes successfully written out to the new modified files, and it only really exposes that first one in the UI, so you think that the process has stalled when it hasn't. Part of the trouble here is that Steam internally has three progress counters (well, four, but that's not relevant right now). It really only becomes a problem when the amount of copying is significantly more than the amount of downloading. That's why download speed isn't a problem when you're just installing from scratch, there's no excessive copying to get stuck behind. You end up spending ages just waiting for those copies to happen you become bound by the speed of the file copying. Total download winds up at 20 MB, but you end up copying nearly 10 GB. When Steam's building each of those files, it'll have to download 2 MB of new chunks, and copy 998 MB of existing chunks from your existing install, per file. So, what does this have to do with your symptoms? Well, say you have ten large files, say a gigabyte each, and you change maybe 2 MB in each.
LEAGUE OF LEGENDS DOWNLOAD STUCK AT 0 OFFLINE
That has the benefit that it doesn't trash your existing install while the patching is in progress, which is good if you need to go into offline mode in a hurry, and they're almost certainly going to soon enable a feature to skip updates in progress. Once all the new modified files are built out of their chunks, they're moved over to the game's install folder.
It goes through and works out for that file which chunks it needs to download, and which it can copy over from what's already installed. It works out which files have been modified, and it allocates space for that new file.
Now, when Steam finds out there's a new update been released for one of your games, it goes and grabs the manifest for it, and compares that against the manifest for what you already have installed. If there's anything entirely new, that gets uploaded as new chunks. When the developers release an update, Steam analyses the files, and works out how it can make the files out of chunks it already knows about.