my friend, where you have a problem I have a solution.
create a file in your dods cfg folder called "seed.cfg" and put the following in it.
Code:
rate 1
cl_updaterate 1
cl_rate 1
cl_cmdrate 1
fps_max 90
fps_modem 90
Rate is the number of bytes the client can accept from the server and
cl_rate is the number of bytes the client can send to the server. It's all per second.
cl_updaterate 1 will only request 1 byte of information from the server every second and
cl_cmdrate 1 will only try to send 1 byte of information to the server.
So, doing the theoretical math... you seed for 12 hours at night, that's 720 minutes and 43,200 seconds. One byte a second and you've sent
42.2kbytes during that 12 hour period of time. Allow for a very generous packet overhead and let's assume you send 15x the data payload so 633kbytes. If you seed for 30 nights a month at 12 hours per night, you use 18,990kbytes, or
~20 MEGABYTES a month! Out of 65 GIGAbytes, that's a drop in the bucket. Load up a game, type "exec seed.cfg" in the console and blammo, rates nerfed. When you're ready to play, do "exec config.cfg" and everything is right as rain.
Now, assume standard rates (that you all should use by the way), eGO's servers are 66tick:
Code:
rate 20000
cl_updaterate 66
cl_rate 20000
cl_cmdrate 66
fps_max 100 (can be 66 really)
fps_modem 100
This is what eats your bandwidth, sending a max of 20,000 game packets per second with 66 bytes of payload per packet... and so...
In short, unless you're approaching 40 GB, nerf your rates and you should okay.
EDIT: Yes, there is packet overhead that will bump up usage somewhat significantly but even in the worst case retransmission and overhead usage we're talking around a gig or two per month, is that impossible?
EDIT Again: this is assuming you have 65gB for both upload and download
EDIT Again again (BAD math, yuck)