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Mod "Categories" and Multiplayer


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curiousGamblerr
Posted (edited)

Hey folks-

 

I've been thinking how mods will interact with multiplayer. For obvious reasons, all players on a server must be playing the same game. Others have asked about the server list, and if it would filter based on servers with the same mods as the client. People have expressed concerns about fracturing the community, and I've wondered if they might just disallow on mods in multiplayer to make things easier.

 

We don't know much about the coming mods on plans, but I wanted to put this notion out there. It's not a concrete suggestion now, I'm mostly just looking for conversation.

 

I've been thinking about the idea of mod "categories" - namely two categories. The first would be mods that affect the gameplay so much that two players in a server must both either have the mod or not. The second would be "less severe" mods that don't affect gameplay to a point where players must match.

 

The first category would include most mods. Things like tracer colors, texture modifications, alterations to planes, you name it. For a fair and even multiplayer experience, all players must have the same set of these mods. (fair and even doesn't necessarily mean the sides are even, just that everyone is on the same playing field)

 

The second category would include more minor modifications. For example, someone recently suggested changing the background sounds of the title screen. Another example would be changing the order of Ju-52 throttles (it goes 1-2-3 across the plane, but many would like 1-3-2). These are things that don't necessarily have to match for a fair multiplayer experience.

 

What do you think about this notion? Obviously implementing this would take effort- both for the initial category implementation, but also to vet mods to determine into which category they fell. So most likely, this isn't something we see.

 

But bigger than this suggestion, and the reason I didn't put this thread in the suggestion forum, I'm wondering how you guys think mods on mode will work in multiplayer. What are your thoughts? Have the devs released any specifics I might have missed, maybe some tid bits from the Russian forum?

 

Interested in your thoughts!

Edited by 19.GIAP//curiousGamblerr
Posted

I would say we are almost certainly going to get the mods on/mods off mode from RoF.  Are you familiar with this curiousGamblerr?

 

How it works in RoF;  There is an option to start the game in mods on mode in the launcher.  If you do so you are presented with exactly the same options as the mods off mode but you have launched the game in a state to enable mods. 

 

Its a binary system; on or off and that's it.  I can't see any option to put mods into different categories being developed.  The scope for modding the DN engine is rather more limited than what has been achieved in IL2 1946 by hacking into the game.  Nothing fundamental - like flight models, weapons or alterations to aircraft - will be allowed.  It's more about the ability to add stuff to the existing game.

 

However, I would imagine things like tracer colours will be changeable and texture modifications to maps too.  Hopefully Feathered will make a mod to relieve the over the top windscreen oiling feature on the MiG 3 when the engine is damaged.

 

Oh yeah - best way to make these things work in RoF is using JSGME.  Link to RoF mods page to give you some idea of whats available;

 

http://www.rofmods.com/en/

 

This is not a comprehensive list btw.  Check this out!! :cool:

 

https://riseofflight.com/forum/topic/50179-l11-zeppelin-mod-wip-preview/

 

:salute:

 

 

 

 

 

 

curiousGamblerr
Posted (edited)

Interesting. I'm not familiar with the ROF mod system but had seen the Zep mentioned in Free Subject here- very cool looking.

 

So in ROF, how does the mod system interact with MP? Do your local mods have to match those defined on the server in some way? Are they allowed at all?

 

Thanks for the info!

Edited by 19.GIAP//curiousGamblerr
Posted (edited)

If by 'alterations to planes' you mean anything that would affect performance and/or fighting ability, I think you can forget about such mods being permissible in the first place. The developers have made it quite clear that FMs etc aren't going to be accessible for modification.

Edited by AndyJWest
Posted

Hopefully Feathered will make a mod to relieve the over the top windscreen oiling feature on the MiG 3 when the engine is damaged.

 

 

Just a side note: That has been corrected in the last patch, no?

 

Interesting discussion, I like your suggestion Curious. I have not made a lot of thoughts about that topic yet but it is inportant.

Posted (edited)

So in ROF, how does the mod system interact with MP? Do your local mods have to match those defined on the server in some way? Are they allowed at all?

 

If the server is launched in mods on mode then the player can use any mods that he wants to.  The server host cannot restrict individual mods. 

 

Say, for instance, that a mod to change the colour of tracers is permitted in mods on mode.  If you have the tracer mod enabled,  then in your game  you will see different coloured tracers.  If any opposing player does not have this mod enabled he will only see the stock tracers.  In this case its a similar situation to how custom skins work.

 

Have a look at the Tirpitz battery in the RoF mods section.  If someone built a similar ground object for BoS, a mission maker could place it on a map as a target and run it on a mods on server.  If a player joined that map but did not have this object enabled in his mods he would not see it in his game.  He would see other aircraft attacking it but for the player without the mod enabled the other planes would be attacking bare earth.

 

Or non-destructible trees :rolleyes:

 

:salute:

 

@Jordan; quite right, its been changed but it serves as an example of what can (probably) be modded.

Edited by DD_Arthur

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