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Please make possible to add a 3D model (+textures) in a mission file! (multiplayer)


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Posted

So that not all clients must download an aircraft mod, this is a VERY much needed feature for the modding future.

DCS Wishlist: 2K11 Krug SA-4 Ganef SAM, VR-TrackIR icons next to player names in score-chart

PvP: 100+ manual player-kills with Stingers on a well known dynamic campaign server - 100+ VTOL FARP landings & 125+ hours AV-8B, F-14 crew, royal dutch airforce F-16C - PvP campaigns since 2013

DCS server-admins: please adhere to a common sense gaming industry policy as most server admins throughout the industry do. (After all there's enough hostility on the internet already which really doesn't help anyone. Thanks.)

Dell Visor VR headset, Ryzen 5 5600 (6C/12T), RTX 4060 - basic DCS-community rule-of-thumb: Don't believe bad things that a PvP pilot claims about another PvP pilot without having analyzed the existing evidence

Posted
So that not all clients must download an aircraft mod, this is a VERY much needed feature for the modding future.

 

So the Server wastes Bandwidth by being a download server for MODS?

 

That And the Mod must be Loaded During Launch of DCS, so they'll connect to server and download a Mod, and it will still not show up till they shut down DCS and re-launch to load the mod's entry and LUA dofiles.

 

I doubt this will happen.

 

Server Browser already states what slots and Modules are in use.

 

The Lag induced from everyone having to download Textures and EDMs when they join would cause huge issues.

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Posted

I guess it is just the way DCS is made and it needs a core change to do what you want.

 

I am not saying that it is a bad feature, actually it is an awesome feature, but we won't be getting counter-strike level of mods playability here

'Shadow'

 

Everybody gotta be offended and take it personally now-a-days

Posted

Arma syncs to 3rd party download servers hosting the mods (including Steam) and downloads them based off a list provided by the server. That is potentially doable, as an external 'mod manager' sort of thing.

 

Downloading them directly from the server in question, especially as part of the mission file itself, is a terrible idea and completely unworkable. It would also end up with huge clunky files downloaded unnecessarily. Two missions use the same model? Still gonna download it twice, because it's in the mission file.

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Posted

What ED could do is to make it possible to have a online repository for skins. When the user connects to the server and select the aircraft and skin the skin could be downloaded. With today's internet speed that would be acceptable for a lot of players. So the server have all the skins but they are stored online so users automatically download them, or as a selection/acknowledge for the download. At least the nose decals could be distributed that way I think, small files also.

Posted
So the Server wastes Bandwidth by being a download server for MODS?

 

That And the Mod must be Loaded During Launch of DCS, so they'll connect to server and download a Mod, and it will still not show up till they shut down DCS and re-launch to load the mod's entry and LUA dofiles.

 

I doubt this will happen.

 

Server Browser already states what slots and Modules are in use.

 

The Lag induced from everyone having to download Textures and EDMs when they join would cause huge issues.

 

Bad idea IMHO, unless the server HOST is providing the bandwidth. Meaning that ED servers have no obligation of sending these mod files to the user.

 

But I don't see why ED should spend their time doing this. Maybe in the future but there are more important stuff.

Posted (edited)

NO WAY! do not unknowingly force clients to download mods that can severely impact their ability to play on other servers. Not to mention forcing mods that people do not want. some mods may even break the game.

 

Arma does not do this either. it gives option to download through workshop but it does not force it on through mission files.

 

 

Currently you can see which mods a server allows, so go find it download it and voila. But do not force it on clients.

 

Besides I doubt ED would ever this. potentially disastrous from a QA QC stand point.

 

There is not a game on the market that I know of that allows this.

Edited by Dagger71
Posted (edited)

Besides 3d models and textures are not enough for players to interact with the modded planes/units.

EVERYONE on the server needs the ALL the files associated with the mod. just as you cannot start a single player game with just models textures. it does not work like that.

 

AS for how ED does it with DCS retail products , everyone gets the files to interact with modules you do not have, but you do not get cockpit or some config files.

Edited by Dagger71
Posted

Option to "synchronise" needed files for a user connecting to a new server

 

I'm assuming that I'm not alone in attempting to connect to a server that I've never been to before, only to find that I need to download some files, some of which I've no idea what they are or where to find them.

 

Can we please add an option that on connecting to a new server, where mods are needed, that we get an option to download the required mods from the server. Clearly that needs to be limited to "free" mods.

 

I could see this definitely helps squadrons who like to fiddle with their server.

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Posted (edited)

There was a similar request a few days ago. The server itself can't do it without bogging down as people download files while it's already pushed trying to keep up with players and AI. It's not ED's responsibility to maintain user mod file depositories, either.

 

The only way something like this is workable is if you have an external utility like the Arma launcher where you can select a server, it reads a list of keyed mods provided by the server backend, and downloads them from various authorised 3rd party locations like Steam, ModDB, whatever.

 

In either case, you're not going to do that from INSIDE the game, as you'll have to restart the game anyway for the mods to load properly in 99% of cases.

 

The solution to your problem is to look up the server's website and find out what they're using there. If you can't find it easily, then it's probably a group not terribly interested in dealing with random outsiders.

 

-edit

lol, that "few days ago" Was this same thread, sorry for commenting twice :P

Edited by zhukov032186

Де вороги, знайдуться козаки їх перемогти.

5800x3d * 3090 * 64gb * Reverb G2

Posted (edited)

Say for example there was some fictional game called leg

and when you ran its launcher and browsed the available servers

when you clicked on a server it would return which mods were loaded

by that server, it would also allow you to download these mods

from the steam workshop (because that is where they were stored)

then it would start the game with these addons and connect you

to the server .......

 

Now a system like that would help out greatly and not effect server hosters ....

Edited by Johnny_Rico

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Posted
Say for example there was some fictional game called leg

and when you ran its launcher and browsed the available servers

when you clicked on a server it would return which mods were loaded

by that server, it would also allow you to download these mods

from the steam workshop (because that is where they were stored)

then it would start the game with these addons and connect you

to the server .......

 

Now a system like that would help out greatly and not effect server hosters ....

 

Of all the current online servers, I think I saw two that use mods (and one was password locked). We have enough issues with DCS without adding mods to somewhat functional multiplayer servers at this point.

 

If DCS ever grows to even 1/100th of ARMA3's player base, and DCS provides a robust SDK, then I'd be inclined to think investing in some sort of mod repository. We are a long time away from that.

 

Besides Daniel's initial request was he wants to play his mods on any server and thinks that providing 3d textures is all that is needed for those who do not have the mod,to be able to join and interact with his mods. It's not.

Posted

Good to see discussion going here!!!

DCS Wishlist: 2K11 Krug SA-4 Ganef SAM, VR-TrackIR icons next to player names in score-chart

PvP: 100+ manual player-kills with Stingers on a well known dynamic campaign server - 100+ VTOL FARP landings & 125+ hours AV-8B, F-14 crew, royal dutch airforce F-16C - PvP campaigns since 2013

DCS server-admins: please adhere to a common sense gaming industry policy as most server admins throughout the industry do. (After all there's enough hostility on the internet already which really doesn't help anyone. Thanks.)

Dell Visor VR headset, Ryzen 5 5600 (6C/12T), RTX 4060 - basic DCS-community rule-of-thumb: Don't believe bad things that a PvP pilot claims about another PvP pilot without having analyzed the existing evidence

Posted

The only way to do this is the (other FPS milsim) method via a launcher that starts BEFORE the game is launched and adjusts the running of the game to suit such a server (dynamically downloads a mod from a known content server). Technically, right now, you can change lua files to launch the game a certain way (for example launch right into a server mission to host), so what is remaining is an outside server browser and the repository and management of mods via digital signatures. It's not a small feat but it's end to end achievable.

Not sure about popularity compared to a dedicated server.

Ironically, remember when DCS had two executables and they unified them into one? Kindda sad that they would need to go back a bit to do this.

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