Multiple Mods with same content

Discussion in 'Component and Mod Packaging' started by flitzi, Jan 11, 2012.

  1. flitzi

    flitzi Registered

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    Hi,

    let's say I want to race the megane on mills park outerloop b in multiplayer.

    As I understand it, I have to create a mod for this. But I think I'm not the only one who has that idea...
    My questions is: if 2 people do a virtual mod with the same content, will it be 2 different mods?
    If so, you probably can't join a server if you don't have the exact same mod.
    When hosting a server you have to select a game database (= series = car-track combo)? So it is not possible to create a sever with two mods, one for the car and one for the track?

    If above is correct, it will either limit the car-track combinations we will run online, or it will become a total mess if everybody starts creating mods for car-track combinations...

    Btw. what is a good place to look for mods?

    This is my first post and I really need to get this said: the physics of rFactor2 feel absolutely amazing, keep it up!
     
  2. Michael Juliano

    Michael Juliano Track Team

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    Yes, currently what you're saying is correct. We plan on expanding the system once we get the basics tested and run through, we just had to start somewhere :)
     
  3. flitzi

    flitzi Registered

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    ok, thanks for the reply
     
  4. DreamWeaver

    DreamWeaver Registered

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    flitzi,

    that is exactly what I would like to do. I just would like to have the full Malaysian GP available for the Megane. So I read the packaging tutorial and if I understand it correctly, for this I would have to make a virtual mod. Unfortunately I am stuck at
    I don't know if I am right, but I would assume the data for the "what car on what track / championchip" is in installed/rFm/Megane_RFM_10.mas
    I can open it with MAS Utility, but can not extract anything.

    Is it possible at all to make additional (allready installed) tracks available for (allready installed) cars with this beta from the existing content?
     
  5. Marek Lesniak

    Marek Lesniak Car Team Staff Member

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    Yes, I also noticed those mas files with rfm can't be extracted.

    What you can do, is to just create rfm based on that from trainer and apply class restrictions for classes defined in Megane veh files.
     
  6. Michael Juliano

    Michael Juliano Track Team

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    for a mod, the rfm is only used for the series rules. The vehicle filters and such don't matter. You can pick any car/team, track/layout when you package the mod based on whatever components you have installed...
     
  7. Slothman

    Slothman Registered

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    No you cant.

    Sorry Scott I just tried for HOURS to make that work. Did not happen, so I am trying again.

    The instructions for creating a Virtual Mod are a bit lean in the instructions. Its 3:30am here and I am trying again.

    Edit: I think I might have just stumbled on how........but as it is now 5:00am....screw it, off to bed....also, I just drafted a very frustrated post and felt...nope...tomorrow when the sun shines again :)
     
    Last edited by a moderator: Jan 14, 2012
  8. Slothman

    Slothman Registered

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    Okalie Dokalie.

    Can the PDF be changed to have some for the Vitual Mod where it states "Copy the MAS2.exe into the root directory of rFactor2".

    I struggled with this as the Virtual Mod info is limited in the PDF. I tried to go through the process of the Trainer, unsuccessfully mind you but I will be attemptin that again today, and during that I noticed that it started picking up components in the INSTALLED directory, so than copied the MAS2 to the folder before the INSTALLED on the main area, ran it from, components show up :)

    On another note. Scott, I am really struggling as to the need of the MODID in the situation it has been used. Couple of questions.

    - Is there going to be a future benifit added where a "synchronisation" effect will take place??
    - Why was the ID Verification placed at the end of the process instead of one step back to still allow your control of mismatches and cheating but give servers, leagues and just the general joe blow some flexibility in the system.

    Let me try to explain and you might be able to help me understand as the why it was decided this way.

    IF the ID level was taken back and you had a CARID and TRACKID dedicated servers could do "impromptu" servers purely as was done before.

    So lets say I run a league/LAN/server and we run the stock standard ISI content that was released. We are running a league event and it is semi serious. After the event we are all chatting having a laugh and someone says "Jeeeaazus, you know what would be fun, lets take the Formula Renault around Mills Inner Loop C". At this point in time we have 2 options.

    - Source the already constructed MOD of the net and than circulate it around the members.
    - Generate our own MOD and include the tracks etc and THAN circulate it around the members.

    But hang on a second, we all have the components already, why cant we just load a server with the options? Ah forget it, its late, that would have been fun, but oh well, see you guys...

    If it could be taken back to a CARID and TrackID (as it where) than theoritically it can still do its validity check (even if it generated its OWN MODID when the server was setup using the vehicles and selected) and we can actually just do what we want, when we want.

    By using the MODID system in its current form it is taking away that Spontaneous fun that I was so used to with rFactor and the emergence of new mods.

    Considering the need to change the Matchmaker extensively to accomodate this I am hoping you could refine the MODID system so it is LITERALLY a 2 step process.

    - Load MAS2.exe, start package.
    - Enter in info and select appropriate information, click package...DONE!!!

    In the background it can generate a Default RFM, Blank Logo and Icon.

    This process needs to be soooooo easy or not there at all as personally, I have the components, why the hell cant I use them, comes into effect.

    However if you guys can tell us the "pot at the end of the rainbow" for this particular system it might go a long way to my understanding and than hopefully I can get over this "what a waste of fricking time" I am going through at the moment, especially when I start seeing Components being released that require me or someone to MOD them to each individual Car etc etc etc.
     
  9. BasJon

    BasJon Registered

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    I would like to add, I know this is all new scott, but surely you have to realise the success of rFactor was the ease of editing files in the game or the modding of tracks and cars, surely the only sensible solution is if I create a mod and then run a public multiplayer server, is to let people join my server and download the files why they are waiting, the call of duty games have been doing this for many many years now without any hitch, please tell me your input to this, thanks Jon
     
  10. Michael Juliano

    Michael Juliano Track Team

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    As I've stated, yes we understand the ModID system, and the requirement of only being able to run content online that is contained in a Mod, is a bit restrictive at the moment. Again we do plan on expanding this, but we can't do that until the base system is stable and "bug free". This will take some time during the beta period, and in Gjon's mind is probably the biggest reason for us to do the Modder's/Open beta, so it's very high priority for us :)

    One of rF1's biggest strengths was being able to alter just about any file you wanted. It was also one of the biggest complaints (mismatches). So we had to set about finding a middle ground, which admittedly isn't quite in the middle yet :)

    Yes, the mas2 thing can be added to the packing tutorial. That document is far from final--it will need to be expanded and altered as bugs are found and fixed and features are added. When I wrote it it was under the assumption that people would follow my lead of working in a separate directory from their rF2 install (which I think is a good idea considering the beta state of the packaging system). But, yes, you're correct, if you work from your game install you need mas2 in the main game folder...

    Finally, yes, we have talked about more impromptu ways to set up car/track combinations on the fly. Again, that has to wait until the base system is stable. Honestly, if we tried to add it now it would just compound and confuse the bugs we're seeing. It's going to be a bit frustrating, we know, which is why we really wanted modders' feedback early on. So we do appreciate the effort you guys are putting in to try and learn the system, and pointing out the flaws/bottlenecks along the way...
     
  11. Slothman

    Slothman Registered

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    Sweetness Scott.

    Like I said, I am sure there was something I wasnt seeing. I still dont see it, but at least I now know...it is there :)

    The tone of the above was a bit annoyed due to no sleep, hours of frustration and a bit of alcohol :)

    As for the PDF. Yeh the Virtual Mod makes it sound like you can only create from content already installed. Where is it installed to? Main directory.

    Yes I could have copied the installed folder to the working folder....but for a Virtual mod that seemed a bit...I dont know...backward.

    Totally understand on the creation of a new content mod and agreed with the methods.

    Bt the way I saw notation relating to MODS and vMODS...something I have to get used to :)
     
  12. IT-Trader

    IT-Trader Registered

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    Just my 2c...
    Hopefully ISI recognise that its really rather important to split cars from tracks. Yes I know its a beta, I'm not slamming what we have, just providing feedback.
    vMods was a term I used just to distinguish between what we think of as 'mods' in rF1 and the 'playlist' (i.e. virtual mod) we need to create in rF2 using existing installed content.
    I should point out I'm a car mod builder and a league admin at F1Elites, so I see me offering both a 'car component' as well as creating vMods for the league.

    As stated above, I think we all really want to see cars split from tracks. Its not uncommon to have last minute track changes due to unforseen problems or even just to have a spontanius gathering. Forcing cars & tracks to be tied in advance via the vMod procees will choke off that flexibility and one of the very things that makes rF so much fun.

    In the meantime, I've managed to create vMods for the Meganes & 1960s WSR with all the current tracks as you may have seen on the server lists. I've also got Joesville in game as a component but I'm still working on a package that will offer Joesville and the rFtrainer in a form that can be raced online. Hopefully I can find time to do that this weekend along with the Forumla Renault 'all tracks'.

    I feel your frustration Scott and I've no doubt you can feel ours! As you say, this IS beta and sorting out these things is what this this process is for.
     
  13. cooldude11

    cooldude11 Registered

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    I second this

    I totally agree about keeping tracks separate from mods. I am a developer who's had commercial software on the shelves, so I do understand where you are coming from. However forcing mods to use only certain tracks is completely nuts imo and goes against one of the three core elements of the rFactor experience, CUSTOMISATION!!

    loads of people will be put off if they find that they need to 'mess around' under the hood to be able to race their mates in Escorts, for example, on any one of 300+ tracks. That's what made online casual racing so much fun....
     

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