WiZPER
Registered
One idea we had is to have the dedicated server create a mod on the fly based on what was installed and selected...
That's pretty much a no-brainer - I've suggested this before.
One idea we had is to have the dedicated server create a mod on the fly based on what was installed and selected...
What is not completly clear to me is wether you have to download a 'Mod' in order to join a server??? What I mean is, if you have all the needed components, can you join a server, or do you have to download a mod file pointing to those components?
PS: I hope my question is clear, I was struggling a bit to find the right words![]()
SO there is essentiallay a shift in terminoligy, rather than refering to mods, we will be refering to components, and there will be an unlimited number of 'mods' from every joe bloe who feels they want to put out some combination together.
As of this point forward, anyone who considered themselves a 'modder', is now a 'componentor'.
I think the new system will allow components weather tracks, cars, etc to be easily loaded and playable.
tbh i dont see how it will be easier...as i understand it you might have all the cars and tracks required to enter a room but without the correct "id" you cant join...so then you have to go searching the net for the correct one (as there are no downloads thru matchmaker)...
Probably a bit premature but out of curiosity will there be an rF2 Lite at all? If so, would one still be able to redirect the installations to use a separate locations directory?
it should be much much faster than rF1 was.
Notes:
By default, the packages directory is located at /My Documents/rFactor2/Packages/ and you may wish to include the /My Documents/rFactor2/ directory in your regular backup schedule.
can this be changed manually to somewhere not on c: drive?
The text you quoted does say "By default", which means it is not a forced option. "By design" would have been a different storycan this be changed manually to somewhere not on c: drive?
No, you have one install. The thing is, you don't need lite installs like with rF1 - you won't have a league-modified version of a track that needs to be in a separate install from the original for them to both work, for example. You'd have the original, plus a 'modifier', and a couple of small .rfmod files that identify each. You can join a room with the original, or join a room with the modified, and the game will just use the appropriate content (and .rfmod) automatically.
The only question mark left in this area is how it will perform with literally thousands of mods and tracks - but because it works from single-file content packages, it should be much much faster than rF1 was.
what about permitting custom CAM files or liveries or sounds online ?
Please consider opening up some generic textures.We had to "lock" everything down to conform to the new packaging system, and then we'll go through and see what we can open up and how.