Suggestion for the future of mods (fair online play)
#16

fabianfred Wrote:I doubt if there are two people ...now...with the exact same mods install
...
Now new a/c are coming out...........who knows...

most teams can ensure their own squad have all the necessary mods and play private games

Hey Fabianfred.

yepp, thats actually the point at me and my Squad.

That we don't playing on Dedicated Servers is, we have no idea that other people also have same Mods installed like we have.
The last thing we want is to have an advantage/disadvantage because of different Mods.

So we play our Missions only privat, with all same Mods install. :?

Cheers
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#17

A few more ideas:

a) This mod patch system can use SFS-archives to store changed FMs/DMs/weapons and other critical files that shouldn't be edited by players.

b) The 5.xxMOD server code can include some community-made tool that checks that all players joining the game have all required mods installed and similar FMs/DMs/weapons. If that kind of tool can be done, there won't be any need for changing the game version anymore. If the host wants to use some mods not included in 5.xxMOD, he can simply install them on top of latest 5.xxMOD server and the tool checks that all players joining the game have at least these mods. If some mod is missing, the tool denies connection and tells which mod is missing or too different.
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#18

Birdman Wrote:A few more ideas:

b) The 5.xxMOD server code can include some community-made tool that checks that all players joining the game have all required mods installed and similar FMs/DMs/weapons. If that kind of tool can be done, there won't be any need for changing the game version anymore. If the host wants to use some mods not included in 5.xxMOD, he can simply install them on top of latest 5.xxMOD server and the tool checks that all players joining the game have at least these mods. If some mod is missing, the tool denies connection and tells which mod is missing or too different.

This is getting too complicated IMHO: new server code, etc...

If someone can repack the SFS files it will just be like having a new official version, thats all is needed for online play.

The only problem is that the software for repacking the sfs files must NOT be made public, for obvious reasons.

Maraz
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#19

And even if this is policed from this site, what about the other mod sites out there??
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#20

Which, once this site locks down what it does- and locks things into an "offical mod patch", will multiply due to the amount of people unhappy with this, and have the tools to mod 4.09 anyway, so thus, with this site concentrating on her own version, we see cheats start to emerge...
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#21

Trooper117 Wrote:And even if this is policed from this site, what about the other mod sites out there??

What I said is that the making of new sfs files must be done by a single site/community. The admins of AAA have expressed their views about modding, that are very fair and balanced IMHO, so they could well be those who manage the new "official" mod. Mods from other communities could be viewed by AAA admins and eventually incorporated in the "AAA official version".

Anyway all this is vapourware, because at present we don't know how to pack sfs files, we don't know if someone is looking at this thing, and even if it's actually possible to do that.

Maraz
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#22

The 'other communities' will have to buy into this, and that means allowing AAA to incorporate their stuff into the 'official' patch..
The trouble is, we are already seeing outside agencies who are complaining about the use of their material being incorporated into other modders wares.. The whole concept will be so difficult to police that its doomed from the start.
'Modding' IL2 is growing, which is a good thing, because it will now extend the life of the game.. but keeping control of it in an 'official' way outside of this community will be impossible..
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#23

RAF_Magpie Wrote:Which, once this site locks down what it does- and locks things into an "offical mod patch", will multiply due to the amount of people unhappy with this, and have the tools to mod 4.09 anyway, so thus, with this site concentrating on her own version, we see cheats start to emerge...

Other communities are already devloping "cheats" as MG/cannon mods, FW bar mod, etc.
And I bet there are also FM mods around....

But these "cheats", along all mods, cannot be used online if the host puts "checkRuntime = 2" because the game detects that a different executable file is present client side.

If we could repack sfs files, we could use the original Il-2 executable, so that would allow using Checkruntime=2 in mod-enabled server, and use the "AAA official mod pack", but still keeping out the "cheaters" that cannot repack sfs files and so have to use the modded executable file.

Of course the problem arises if "cheaters" become able to use the sfs repack, but this has always been true and is still true today...

For online playing, having an "official mod pack" is the only way IMHO.

Maraz
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#24

VT-51_Razor Wrote:The problem of online play, as I see it, has nothing to do with fairness, but everything to do with compatibility. As Trooper et al have said, there are mods coming out every other day. Where this is going to be a huge problem is with the maps and aircraft that the host has installed and included for each mission/DF map. That is where the challenge, or frustration is going to come from. We have already experienced this while trying to conduct an SEOW campaign with MODs installed. The multi crewed aircraft are what hair lipped those who didn't have them. But even that could be overcome provided that the single seaters were assigned/tasked first. Now, once we start dealing with multiple versions of the Slot, it's going to be even more difficult to make sure that all participants have the necessary mods to join.


totally agree with you, compatibility is the key
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#25

I agree with that. And it should be relatively easy to achieve this compatibility, i.e. through downloading only one, two or three files (patches) and that's it. Because I think this is the best, and maybe the only way to keep the people playing the game online and thus keep the game alive.

Therefore I second the idea of an "official AAA mod patch", maybe every 4 weeks or so. I believe that Oleg's way of continous patches was very important in keeping the game running.

Let the single mods be available for download, so people can try them out offline or on certain servers, but for online play a complete patch would be the best. I know this will bring problems with people who want their favourite planes in the game, but I think it's better to have less, but thoroughly tested mods. If everybody would have a "different" game, we would have the tower of Bable, especially because most of the people playing the game are not modders, just like me.

You at AAA gave us a whole lot of planes most people dreamed of (and I thank you that :!: ), but you also accepted a great responsibility. Just to tell you my point of view: I'd have no problem accepting a "No, this plane mod is not good enough, so we won't add it to the patch at the moment." from the AAA admin guys, because I know, there's people here, who have the knowledge and think about what they do and say. But I wouldn't like to fly online with and against people who use their own modded
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