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-   -   Could 4.10 Update lock the SFS files again and reunite the online community? (http://forum.fulqrumpublishing.com/showthread.php?t=17394)

The Kraken 11-21-2010 02:33 PM

Quote:

Originally Posted by mazex (Post 199915)
Yes, stick the head in the sand if you like to. Reminds me of the managers at the large record companies that missed the wide open market opportunity that Apple, Spotify etc grabbed from the table in front of them... Soon there will be no market for music that is not online and they will sit there with their "there is no third option" mentality and no customers. I don't think that I have ever heard of a game developer that fights people that wants to create mods for their game? This is actually rather amusing - especially with the bunch of now made "official" mod developers that now rant about the others that are not in the club... Why not work together instead?

You are overestimating the importance of mods. With a few exceptions like Counterstrike they have no commercial significance, because there are too few people that buy games only when certain mods are available. As for Il2, its commercial value has basically ceased to exist years ago. Your comparison with the music industry is therefore a classic apples-oranges-example.

You also seem to have missed that in recent years, more and more games are closed tightly so that trivial stuff can be sold as "DLC" - the kind that nobody would shell out money for if it could be created by users. Inspired by the console market, where user mods are obviously not possible, this is spreading more and more into the PC games area as well. You don't have to like that development to realize it exists.

Anyway, I don't see where anyone "fights" the mods (any lawsuits I've missed?), and I also don't see where the developer comes into play here as you mentioned, because last time I've checked he's moved on to a new project. Which is quite a heavy investment that now has to compete with free developments of the old engine.

Flanker35M 11-21-2010 03:12 PM

S!

Let this dead and beaten horse rest in peace already :rolleyes: People can still choose which version to use. Being a brownie nose purist or a mod fanboi helps no-one. Just play the damn game your way.

KOM.Nausicaa 11-21-2010 03:17 PM

Mods are poison for online games. Those who have played multiple games know this -- but it seems every game community has to learn it the painful way.

Flanker35M 11-21-2010 03:23 PM

S!

Nausicaa, check RoF. They have made it easy. One selection: Mods allowed or not and Apply ;) In IL-2 we just choose to use or not so what's the difference? You want stock then play stock and do not care about the poison servers, very simple. I play both at times just for the fun of it. People use a lot of energy to bash mods and be "the pure and better ones", while modders do not bash TD or their work. Go figure :rolleyes:

mazex 11-21-2010 03:37 PM

Quote:

Originally Posted by The Kraken (Post 199925)

You also seem to have missed that in recent years, more and more games are closed tightly so that trivial stuff can be sold as "DLC" - the kind that nobody would shell out money for if it could be created by users. Inspired by the console market, where user mods are obviously not possible, this is spreading more and more into the PC games area as well. You don't have to like that development to realize it exists.

Well, that is a good argument - but I really hope that it won't happen to SoW:BoB (and Oleg has said that support for user made content will be built into it).

An example comes to mind hearing the kids shout downstairs in front of the TV playing "Little Big Planet" on the PS3... There are more than 3 million user made levels for that game which is the main reason it still sells like butter - and they sell a load of silly DLC stuff like hats or costumes anyway...

Blackdog_kt 11-21-2010 03:49 PM

Quote:

Originally Posted by BadAim (Post 199807)
There is no more division in the online community that there ever was (IMO). Everyone always had preferences as to what kind of server they wanted to play on, and that has not changed. The only ones who are excluded are the ones who see a cheater behind every cloud, and quite frankly I see no way for Daidalos to fix that.

I'll grant that absolute surety for competitive purposes is gone, but I reiterate, we'll probably never get that back with IL2. Why don't we just kick back and have some fun?

If I sound harsh in this post, I'm truly sorry, but as I've said 100 times before, I don't give a crap if anyone else is cheating as I don't have any money on the outcome of a given fight and I know I'm not cheating.

If some twit needs to cheat to think he has a bigger penis than I do, then that's his problem, as I know the truth. :)

That's pretty much my outlook on things as well. I know the way mods came about was not satisfactory but i can't discount the positive aspects of the whole process just because it started the wrong way.
I'll just use that content to have fun and make sure i fly on servers with a good community and attentive admins to weed out any possible troublemakers.

What Mysticpuma says about the trouble of switching between versions is true however. That's why SoW is going to be mod-friendly from the start.

If i had any say in it, i would choose a server-enforcable list, just like the difficulty settings. A mods folder would be created and all mods placed in there with their own subfolders and maybe a .ini or .txt file for the game to read the mod titles from. So, if i added a freeware mod plane, say a handley page hampden, i would have a c:\SoW\mods\Hampden folder.

Then, when i would run the game i would have a menu option called "mod/add-on management". When i clicked that, a scroling column of all installed add-ons would appear, with an on/off switch next to them. This would permit me to activate/deactivate them from within the game.

Even better yet, a similar list with slightly modified logic would be available to me when hosting a multiplayer session or running a dedicated server. In that list, all mods on the client PCs would be overriden by the host PC and set to off by default, unless the server allowed it. This would essentially prevent the client PC from using anything included in its mods folder unless specifically and individually approved by the server, all running from one version/installation and without the need to exit the game and switch the mods around.

The best thing however is that it would prevent the need for server admins to compile lengthy lists of available mods. By having the server enforced list default to an "off" state, we effectively create a universal base to start from. Then, if the server admin or host would like to enable mods, he would have to specifically state which ones would be changed to an "on" state.
Instead of having to maintain a constantly updating list of available mods, they would only have to maintain the list of mods they would actually use on their server, reducing management time by a wide margin.

This could be done by dropping the relevant files in the server's sow\mods folder so that the game can read them and display them on the server enforced mod list, thereby allowing the host to toggle their state. Alternatively and to save disk space on dedicated servers who only track data and don't have to display any graphics, maybe only the .ini and some data files from each mod could be used to read the mod and enable it, without including the textures and 3d models. Just letting the dedicated server know to allow certain files would be enough, even if these files weren't included on its hard disk.

I'm not a professional software engineer and this is a very simple solution that i came up with in the space of maybe 5 minutes, it is sufficiently modular to allow for expansion and it still allows for good control of what kind of mods people would be able to use without having to exit the game and move files around every time they want to change servers.

I'm sure that if i can come up with something like this, people like TD and the Maddox team can come up with way more refined, elegant and useful solutions for SoW.

fireflyerz 11-21-2010 04:35 PM

LOl, well said mazex, I seem to remember the ... drafting that when on behind the modding community scene as well.

T}{OR 11-21-2010 05:22 PM

Vast numbers of (strictly) online players are simply waiting for SoW to come out. Myself included. It all came down to - having to install this and that to be able to fly here and there has reached the point - we simply can't be bothered anymore. I know fair amount of people that even stopped playing as soon as the m*** became widespread.

I want a full package that I don't need to update every now and then, and I will gladly take any minor flaws and imperfections that come with it. As long as the emphasis is on the simulation part or overall balance between two sides.

There is no point in beating a 'dead horse', IMO.

ElAurens 11-21-2010 05:32 PM

While I agree that SOW will be the true re-unifier, There are many of us who are eagerly awaiting 4.10, as it will have many "mod" features that are indeed a very good thing, yet it will end all this UP(blue) vs. HSFX(red) nonsense, not to mention other incompatibilities (two different versions for Zuti 1.13 that do not work with one another on CRT=2 servers, for example) and let those of us who choose to, stop dealing with all the switchers, tools, files, and other assorted hindrances to what is supposed to be a fun pastime. Not the second job it has become, just to get online.

The number of former online players sitting it out because of this crazy mash up of different mods, versions, etc, is far greater than the total mod fanbois think it is.

Be sure.

Hawker17 11-21-2010 05:39 PM

I prefer stock over modded. In modded games there will always be "über" planes and buggers all over the place.

TD, i'm so looking forward to your hard work! :)


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