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Arma 3 Server Mod Streaming needs to be implemented !

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Arma 3 Server Mod Streaming needs to be implemented

Bohemia in the next updates please streamlines mod support for ARMA 3. Arma 3 is a game that relies heavily upon mods to make the player experience better then what is provided by default. However, when joining multiplayer servers, mod requirements are very strict, which restrict players who are not running the same mod list from joining a server.

What should be implemented into Arma is a streamlined mod feature in which whenever a player joins a server they are prompted with a temporary client side download que for all mods running on the server before they can join the lobby. Once the player leaves the server all of these mods will automatically be removed from the player’s temporary cached mod list.

Here is the mechanism

1. Players join server

2. Players are asked if they wish to update their mod list to match the servers mod list (which will be listed)

3. If player accepts, their mod list is disabled and they join a download que for all mods being run on the server- Being copied directly from server

4. Player now adopts a cached mod list identical to the servers they are in

5. When player leaves the server, the server’s cached mod list is removed and deleted from player

6. Players unique mod list (if any) is re enabled

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Here is how I see this whole thing working.

Here is the mechanism

1. Players join server

2. Players are asked if they wish to update their mod list to match the servers mod list (which will be listed)

3. If player accepts, their mod list is disabled and they join a download que for all mods being run on the server- Being copied directly from server

3½. Servers lags to f%$k and everyone gets massive desync due to someone connecting and needing to download several GB of data from the server

4. Player now adopts a cached mod list identical to the servers they are in

5. When player leaves the server, the server’s cached mod list is removed and deleted from player

5½. Player reconnects and repeats steps 3, 3½ and 4 - much to the dismay of everyone already playing on the server.

6. Players unique mod list (if any) is re enabled

This process would only work with some form of centralised distribution system (like OFP's old-school "Addon's At Ease" that never really took off and only saw me and about three other people ever actually release anything using it). The huge volume of data cannot feasibly be distributed by the same server that is hosting the game unless it has a mammoth connection. The data transfer would have to be handled via a third-party distribution that took the load off of the game server.

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If implemented correctly, you should be able to specify a download server AWAY from the game server, or for those doing it properly, a CDN.

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and who would host such a server?

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and who would host such a server?

Valve ? Steamworks mods ?

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BI is already working on such a mod sync system, yet with Steamworks obviously.

According to them it will take still a considerable time before its ready.

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;2928282']BI is already working on such a mod sync system' date=' yet with Steamworks obviously.

According to them it will take still a considerable time before its ready.[/quote']

Yea that sounds like a good way of bringing mods to the general masses and populating online mp servers easier.

However in light of recent events with steamworks/mods/and skyrim I am not so eager for this future.

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Valve ? Steamworks mods ?

dude, i am well aware why BI wanted steamworks in initially, especially after they've had a talk directly with playwithsix owner.

that being said, read the OP again. I am in agreement with you: the only sensible and automated way is via steam,

BUT

not everyone agrees with the current steam's EULA, because on upload you grant Valve the same IP rights as the original IP holder.

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can someone please explain how playwithsix works?

and what it even is

whats the difference between it and Arma 3 launcher?

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