[QUOTE=shirosae;398270]No, no, no, no, no, no, no, please no never ever. I know you’re saying something like Steam workshop, but I think this point needs to be made:
The thought of trying to make custom content for a game engine sitting in silly cache files in steam’s silly filesystem with VAC bans explodinating all my games because I was tinkering with a multiplayer game trying to figure out how to do something makes my skin crawl. [/quote]
No definitely Steam, just for you though, because you love it so. Are you on Steam yet? I can give you a game if you want to give it a try.
From my understanding Steam Workshop put a nice front end on the creation and distribution side to avoid a lot of the unnecessary filesystem stuff, which anyway you look at it is a pretty poor way to get mods and maps working.
But yes. The point was more that there needs to be a way for the game to show content, allow it to be rated by users, given some kind of seal of approval by the developers and never ever need for you to leave the game to download, install or remove it.
The beauty of ETQW was that (for example) I could make a complete copy of the game filesystem, rip open some pk4s, change some stuff about, see if it worked, and then understand how the addon.conf files worked and what ETQW wanted of me to minimise the pure restarts (or eliminate them entirely, depending on how deidcated you wanted to be about it). I could just go in and change stuff without worrying about some stupid DRM. Learning to make custom content is hard; adding an extra level of obfuscation on top is just going to cripple things.
This isn’t a problem with Steam but more the distribution method of the game. L4D2 for example has it’s files wide open, you can pull out all the audio wavs (the witch tune plays on my phone when the wife calls!). It’s so open you even have stuff like Garry’s mod which is build totally over the top of accessing Valve content.
What’s needed for this kind of stuff is a proper SDK package, again, not being a fanboy here it’s more my limited experience, but Valve is reasonably good at getting these out so you can do what you want to the files via a proper interface.
The DRM (Steam) can be an obstacle but it’s also there also to ensure integrity of the game files so that things just don’t get broken. Simply doing a verify cache will usually fix any broken/corrupt files. Not so sure on the VAC bans, I can’t imagine it worries too much about client side stuff that aren’t outright hacks but then I could be wrong.
The whole ‘official’ thing is something I never have been able to get my head around. The advantage of custom community-made content is the turnaround time on fixes and development. There’s no point making stuff officially sanctioned if I’m going to make it obsolete next week with a fix.
I’m more looking for a middle ground. The thinking is a way to give content a thumbs up by the developers thereby promoting it through the community but without the developers needing to get hands on with it, take it over outright or taking responsibility for it. IMO a lot of custom content fatigue results from sorting the **** from the ****hot. So lets drop the term ‘official’ and say a ‘Tapir Approved’.
And of course this shouldn’t impact things like updates on the maps/mods. The idea is to allow the quick freedom but minimise the choas.
So you make it a hall of fame? And then you get a whole bunch of people who won’t tread outside that implied seal of quality and urgh. Players need to get used to the idea that they’re the arbiters of quality, and that that means trying stuff out and helping to making bad content better until it’s good. Anything that damages that concept is going to cripple the development of custom content.
Yes this is a risk but I think a worthy one. There is nothing stopping SD from promoting some more obscure stuff and actually driving players to try something new. My point is I actually trust SD a bit more than a herd of players to pick something that doesn’t just satisfy a single need, do you know how often I run into infinite ammo, low gravity customer L4D2 servers? They’re frigging horrible and dull yet people actually build these things just because they can and I have to bump into them because they’re hiding amongst the generously donated third party servers which are quite normal.
I think things ETQW could have used (and some other rambling) are:
The ability to set a resource load list (like the addon.conf, but with custom scripts too) on the server as a temporary file. Instead of needing to assign a fixed campaign to trigger loads of all the resources and consolidate reloads, just let the server specify what it needs in an ickle temp file that you download when you want to connect.
Probably also have the loaded components of that file displayed on the server browser, maybe with some sort of hash, so when I’m viewing a server I can see what it has loaded.
Pure restarts are an issue. I guess it depends on what kind of in-game setup you want. Do you want to have people jumping between servers running different custom campaigns without hassle? Do you want people to be able to play different custom gametypes/modes without hassle? Ideally I’d be able to do both, without needing to reload the whole game every time I switch.
Modding tools need to be available asap, if possible on/slightly before launch, so people can hit the ground running. Strong example files/prefab resources are very handy for getting stuff out quickly early on.
The game needs a critical mass of players willing to try custom content. That means the game needs to have staying power sufficient to hold a large enough userbase as the custom content scene grows and gets better. The comp scene is good for this, so maybe do that hardcore thing this time round.
And yeah, /ignoreskin /ignoresoundpack options.
Don’t disagree with this. Things need to be easier, clearer and not break the experience. I think a few points are unique to ETQW and hopefully something SD can address as they build up a new game on a new engine. Seems they’re sold on being a service driven developer, so they’ll need a service delivery game before they even think about actual gameplay.