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Thread: Automatic Mod Downloading

  1. #211
    Quote Originally Posted by GossamerSolid View Post
    The server admin sets a URL Redirect for downloads that are BZip compressed (usually stored on a remote server). Then one server join, it checks if you have the files. If you don't, it begins to download them. Then once they are done downloading, you get to join the server.

    This could be done in ArmA 3, but on server join, it'll download the compressed PBOs/Signatures and then in order to apply them, the game will restart and automatically attempt to re-join the server after boot. It won't be as "fluid" as the source engine handles it, but it still would work MUCH better than what we currently have ingame.
    Agree, this seems simply enough and isn't too tough on players. I for one dont nessisarily want to see it too dumbed down, to like console level.
    Other reasons for not dumbing it down too much includes the HUGE varitety of addons that typically develope and the dozen variations that can happen on install.
    Unless there was some sort of common Folder for ALL non-BIS addons, where you/the engine could switch them On and Off to be included on loading .....
    ..... we'll have to maintain Mod Folders and we don't want Server X loading his 1GB of addons into folder @StevesServer and then another server wanting you to load the same 1GB of addons into @SamServer !

  2. #212
    Maybe they could make it like the Unreal engine where everytime a package is saved, it generates a 128 digit hex code thats guaranteed to be unique, and saves it into the package, and when this package is downloaded from the server, it is placed in the client's cache folder, where the file package is given the name of the unique key, so that if different server uses multiple versions of the same file, the player will not get a mismatch and can join both servers without any trouble at all.

    As mods for Arma would be quite large, it should be optional for a server to allow this or not, and have a setting for the server to limit the bandwidth allocated to downloaders to a point that it will not affect players. Or maybe use redirect servers, so that the playing server and the file server are independent of each other so that downloads cannot affect the playing server, and implement a torrent system maybe too, so that interrupted downloads can be continued, and so that redirect servers are not under so much stress.

  3. #213
    Quote Originally Posted by GossamerSolid View Post
    The server admin sets a URL Redirect for downloads that are BZip compressed (usually stored on a remote server). Then one server join, it checks if you have the files. If you don't, it begins to download them. Then once they are done downloading, you get to join the server.

    This could be done in ArmA 3, but on server join, it'll download the compressed PBOs/Signatures and then in order to apply them, the game will restart and automatically attempt to re-join the server after boot. It won't be as "fluid" as the source engine handles it, but it still would work MUCH better than what we currently have ingame.
    I play on our clan tactical mission server and we have our own updater that keeps us in sync with what's on our servers. I'd definitely have to opt out of an automatic update system in case I joined some public server and it started overwriting gigs of data I need.

  4. #214
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    Quote Originally Posted by WhiskeyTango View Post
    I play on our clan tactical mission server and we have our own updater that keeps us in sync with what's on our servers. I'd definitely have to opt out of an automatic update system in case I joined some public server and it started overwriting gigs of data I need.
    If Arma 3 came with a fully functioning mod updater/syncer why would you want to use a third party solution?

    I agree that arma mods are generally quite large but tb drives are cheap and there is no reason the mod downloaded couldn't also function as a mod manager where u can delete installed mods. There should be no reason u need to open up a file explorer, I envision all this being done by arma in an ideal future scenario.

  5. #215
    Quote Originally Posted by WhiskeyTango View Post
    I play on our clan tactical mission server and we have our own updater that keeps us in sync with what's on our servers. I'd definitely have to opt out of an automatic update system in case I joined some public server and it started overwriting gigs of data I need.
    Cancel download button? ;-) I understand, it's already too late. Well, then your tool should use different data location.

  6. #216
    Quote Originally Posted by rory_pamphilon View Post
    If Arma 3 came with a fully functioning mod updater/syncer why would you want to use a third party solution?

    I agree that arma mods are generally quite large but tb drives are cheap and there is no reason the mod downloaded couldn't also function as a mod manager where u can delete installed mods. There should be no reason u need to open up a file explorer, I envision all this being done by arma in an ideal future scenario.
    We use our own for control over when we roll out updates. The mods are so large that you can't rock up and realise that a new release has just been pushed out. I think that if you connected to a server it would be good if it prompted you to download and install the necessary mods and then restart. It's a shame when people connect to our public servers and then disconnect because they don't have the mod running. I guess that's why we have the public vanilla server.

    Personally I use a launcher so I never need to worry with command lines.

  7. #217
    Quote Originally Posted by Günter Severloh View Post
    Yes indeed, beauty of my mods is it works on a server without having to actually be on it.


    Its very understandable, if you come to a new game, and would like to add a mod to your game to change whatever effects, or gameplay values then knowing how to install a mod would be important.
    When you download a mod via Armaholic, usually the page for the mod will have a link to an FAQ on how to install a mod, as well as links to any required files that the mod needs in order to run.
    99% almost 100% of the time a mod needs CBA.

    Once you become accustomed to a mod setup, and concept behind the modding system in the game then you'll be able to do alot of things.
    As mentioned before the biggest problem is with multiplayer. There is no easy way to join a server from the in-game browser and automatically activate or download the right addons. Anyone who joins our server, and is not from our community, has the wrong addons and is kicked. Always, 100% of the people. Sure, we have our own Six Updater preset and manuals on our website to explain people how to download the required addons. But if you just try to join a server via the in-game browser it will almost never work. For those people who are not in a community or clan, there should be a system to easily join a server running addons. Manually searching for addons on Armaholic to join a random server isn't going to work and never has worked (for those people).

    Quote Originally Posted by rory_pamphilon View Post
    Gunter thanks for your reply and perspective, interesting that you should say that what is available in arma 2 is adequate. I think it's probably fair to say though that the majority do no share your point of view. I'm not saying what's available in arma 2 doesn't work its just that it feels aimed at your type of player, the hardcore veteran who has above average perseverance and above average forum reading and search skills. What we need is a system in arma 3 that anybody can use whether it's the first pc game they have ever bought (this is possible, console fans will see arma3 and the affluent may purchase a pc just for it) or are seasoned vets like yourself. User friendliness is the key here, succeed at that and the servers that require mods to join will be full of people trying out the mods instead of them nearly all being empty like they are now.

    I have 6 friends who purchased arma 2, 5 have never used a mod, 1 uses jsrs but has to get me to setup his steam command line. So out of 7 customers 1(me) has ever worked out how to use a mod. This forum is not the majority, most don't even visit forums unless they are in dire need of a solution. So modded servers are at the moment available to such a tiny slice of the customers that purchased arma 2 and yet it champions the mod community. There is something missing here!
    Fully agree.

  8. #218
    Quote Originally Posted by rory_pamphilon View Post
    Gunter thanks for your reply and perspective, interesting that you should say that what is available in arma 2 is adequate. I think it's probably fair to say though that the majority do no share your point of view. I'm not saying what's available in arma 2 doesn't work its just that it feels aimed at your type of player, the hardcore veteran who has above average perseverance and above average forum reading and search skills. What we need is a system in arma 3 that anybody can use whether it's the first pc game they have ever bought (this is possible, console fans will see arma3 and the affluent may purchase a pc just for it) or are seasoned vets like yourself. User friendliness is the key here, succeed at that and the servers that require mods to join will be full of people trying out the mods instead of them nearly all being empty like they are now.

    I have 6 friends who purchased arma 2, 5 have never used a mod, 1 uses jsrs but has to get me to setup his steam command line. So out of 7 customers 1(me) has ever worked out how to use a mod. This forum is not the majority, most don't even visit forums unless they are in dire need of a solution. So modded servers are at the moment available to such a tiny slice of the customers that purchased arma 2 and yet it champions the mod community. There is something missing here!

    Surely you, as a modder, want as many people to enjoy ur mod as possible?
    I know this is a post that is a couple days old, but this right here is key. Finally, someone said it. The idea that it's straight forward to just get SU stems from the idea that the majority of ArmA2/3 players are/will be members of the forum. For the community, an updated SU for ArmA3 would suffice. But, for the majority of BIS's customers, that really won't do, unless BIS actively promotes SU. What would be better is if BIS worked with Sickboy to implement some kind of mod management system in the game. It's nice and all to try to promote Six Updater here, but unless BIS promotes it for ArmA3, so that all of their customers know about it, then it defeats the ultimate purpose of providing adequate mod management for all customers. I mean, that's what this thread is about, right? Automatic Mod Downloading, so that mods and joining servers are more straightforward, more accessible (as in the very core word, able to access servers)?

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  9. #219
    One minor change would make a lot of difference, a silent ingame boot. Have the browser functionality separate from the game engine so that the game engine can reboot itself in the background to cater for mods being disabled/enabled etc. Like, once a server has been decided on, the browser engine reboots the game engine with the appropriate addons enabled. This business with leaving the game manually, setting up/choosing a new game boot shortcut is the thing that probably turns off more new people than any other. However easy that process is made, it's annoying that you have to boot up using one configuration before finding out that you must then leave, set up, then restart the game with a new configuration. If this process were silent & automatic, things would be much smoother.
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  10. #220
    Quote Originally Posted by DMarkwick View Post
    One minor change would make a lot of difference, a silent ingame boot. Have the browser functionality separate from the game engine so that the game engine can reboot itself in the background to cater for mods being disabled/enabled etc. Like, once a server has been decided on, the browser engine reboots the game engine with the appropriate addons enabled. This business with leaving the game manually, setting up/choosing a new game boot shortcut is the thing that probably turns off more new people than any other. However easy that process is made, it's annoying that you have to boot up using one configuration before finding out that you must then leave, set up, then restart the game with a new configuration. If this process were silent & automatic, things would be much smoother.
    That would be great. And, really, it'd just need to reboot the addons. This would be great any time someone needed to add or remove an addon (to/from the ingame expansions list)

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