@NabsterHax:
I must say I’m not happy with the progress of the SDK. Pushing for workshop support is nice and will definitely help with adoption of custom content, but I really don’t think it should have been a priority.
Certainly. This makes even more sense when you’ve easier, cheaper and faster alternatives.
I’ve implemented more complex auto-downloading mechanisms (not in a game though) with C only in less than a day. It’s simply not acceptable that they can’t implement an alternative in a fully developed engine and with access to its C++ structure.
Not everyone can/want to upload/download their content to/from the Steam Workshop. Forcing me to distribute my content in the way you see fit isn’t the proper way to do it.
@NabsterHax:
At the moment mods will not run on dedicated servers and although several people have expressed interest in hosting servers and playing custom content, I must tell them to wait for a fix.
You can run your mod as a native package on serverside. Clients can connect to it as long as they have said content in CookedSDK (they don’t need to change their config).
If you can make enough people download/install your stuff, you should probably do that. Bear in mind that this is a Steam game though, 90% won’t even know about your mod, much less manually install them.
@NabsterHax:
I know you have to quality control live releases but seriously, it’s mods and maps, people EXPECT some bugs and weird stuff (plus, it’s not even working at the moment anyway). Having runnable (although somewhat difficult to install) content in live should have been a priority, and could have been achieved a while ago. For those people desperate for new stuff, following some small install guide isn’t a big deal. Workshop could have come later and tied everything together for everyone else.
It’s a big deal when every server must compile and cook their combined modset.
Which, as I’ve already said in the past, is not fitted for Workshop.
Moreover, smaller mods like mine are intended to run over vanilla aswell as with any other mod around. Making each player download said smaller mods just to play isn’t viable either.
As of now I’m also boycotting Steam Workshop for Chivalry.
Even if at some point they add code-dependant mod support to the Workshop, I’ll not be uploading my stuff to it.
I would recommend all the other modders and mappers to also do the same until we are given alternatives to the distribution of our content.