ED Team c0ff Posted April 19, 2016 ED Team Share Posted April 19, 2016 There are no plans to disallow mods. However, there will be some changes in modding methods, to make them more refined and structured than the current "just change the game files" fashion. Old method of IC just can't reliably work, because its underlying assumptions were wrong. Dmitry S. Baikov @ Eagle Dynamics LockOn FC2 Soundtrack Remastered out NOW everywhere - https://band.link/LockOnFC2. Link to comment Share on other sites More sharing options...
ED Team NineLine Posted April 19, 2016 ED Team Share Posted April 19, 2016 There are no plans to disallow mods. However, there will be some changes in modding methods, to make them more refined and structured than the current "just change the game files" fashion. Old method of IC just can't reliably work, because its underlying assumptions were wrong. :thumbup: Forum Rules • My YouTube • My Discord - NineLine#0440• **How to Report a Bug** Link to comment Share on other sites More sharing options...
HiJack Posted April 19, 2016 Share Posted April 19, 2016 :thumbup: Link to comment Share on other sites More sharing options...
Shahdoh Posted April 20, 2016 Author Share Posted April 20, 2016 Good news, back the to the question, will the new IC eventually allow a mod to be checked as well? Link to comment Share on other sites More sharing options...
Farlander Posted April 20, 2016 Share Posted April 20, 2016 There are no plans to disallow mods. However, there will be some changes in modding methods, to make them more refined and structured than the current "just change the game files" fashion. Old method of IC just can't reliably work, because its underlying assumptions were wrong. Great to hear. Im not against such changes :thumbup: Link to comment Share on other sites More sharing options...
OldE24 Posted April 21, 2016 Share Posted April 21, 2016 there are GOOD mods and Bad mods. and there needs to be a integ check to filter out the "BAD" mods. 8700k@4.7 32GB ram, 1080TI hybrid SC2 Link to comment Share on other sites More sharing options...
FlightControl Posted April 21, 2016 Share Posted April 21, 2016 What I want to be able to integrity check is a player in one of my missions joining an su-25T slot, and arming the plane with 8 kh-41p missiles... [TABLE][sIGPIC][/sIGPIC]| Join MOOSE community on: DISCORD :thumbup: Website of the MOOSE LUA Framework. MOOSE framework Downloads. Check out Example Missions to try out and learn. MOOSE YouTube Channel for live demonstrations and tutorials. [/TABLE] Link to comment Share on other sites More sharing options...
billeinstein Posted April 22, 2016 Share Posted April 22, 2016 Good to know about the new modding method. Why must run a modded client in a IC enabled server? Clean client check is very important for those online competitions. A cheater can use AIM-54 on Su-27 and make everyone know he is cheating. But he may also just modified his aircraft's weight a little lighter or gun round a little more powerful, getting some advantage without knowing by others. I think the pure client checking is a must have function. [sIGPIC][/sIGPIC] Link to comment Share on other sites More sharing options...
Shahdoh Posted April 22, 2016 Author Share Posted April 22, 2016 It would be for the server owners to decide what mods he wants to allow for his missions, whether it be a texture/sound mod, additional objects within the massion. Then the clients need to be able to match what that server/mission allows. Yes, clients should always be IC checked versus what the server owners choose to run. Not every mod is designed as a cheat. In fact the MAJORITY of mods expand what DCS has given us. Those of us that run servers, particularly competitive ones, want the IC system, but it needs the flexibility of desirable mods. Link to comment Share on other sites More sharing options...
ED Team c0ff Posted April 22, 2016 ED Team Share Posted April 22, 2016 The old IC method will not return because it was trivial to hack it around. May be it was not a common knowledge, but the method was fundamentally flawed. Not that the new method completely replaces the old one as of now. There's still much work to do. But this will be work in the right direction. Dmitry S. Baikov @ Eagle Dynamics LockOn FC2 Soundtrack Remastered out NOW everywhere - https://band.link/LockOnFC2. Link to comment Share on other sites More sharing options...
Shahdoh Posted April 22, 2016 Author Share Posted April 22, 2016 (edited) Thanks Coff, but I am still not seeing an answer to my question. Are they going to allow mods to be incorporated into the new IC system at servers discretion(at any point in the future) ? Edited April 22, 2016 by Shahdoh Link to comment Share on other sites More sharing options...
ED Team c0ff Posted April 22, 2016 ED Team Share Posted April 22, 2016 Thanks Coff, but I am still not seeing an answer to my question. Are they going to allow mods to be incorporated into the new IC system at servers discretion(at any point in the future) ? Don't know about "they", but we are. It will require some means to identify the user mods, though - this is not implemented yet. Dmitry S. Baikov @ Eagle Dynamics LockOn FC2 Soundtrack Remastered out NOW everywhere - https://band.link/LockOnFC2. Link to comment Share on other sites More sharing options...
Shahdoh Posted April 22, 2016 Author Share Posted April 22, 2016 (They being ED) Ok, thanks for the answer, that's all I was wondering. Link to comment Share on other sites More sharing options...
Wolf Rider Posted April 24, 2016 Share Posted April 24, 2016 The old IC method will not return because it was trivial to hack it around. May be it was not a common knowledge, but the method was fundamentally flawed. Not that the new method completely replaces the old one as of now. There's still much work to do. But this will be work in the right direction. :thumbup: City Hall is easier to fight, than a boys' club - an observation :P "Resort is had to ridicule only when reason is against us." - Jefferson "Give a group of potheads a bunch of weed and nothing to smoke out of, and they'll quickly turn into engineers... its simply amazing." EVGA X99 FTW, EVGA GTX980Ti FTW, i7 5930K, 16Gb Corsair Dominator 2666Hz, Windows 7 Ultimate 64Bit, Intel 520 SSD x 2, Samsung PX2370 monitor and all the other toys - "I am a leaf on the wind, watch how I soar" Link to comment Share on other sites More sharing options...
Solty Posted April 25, 2016 Share Posted April 25, 2016 (They being ED) Ok, thanks for the answer, that's all I was wondering. So, I understand it is already tested on 2.0? [sIGPIC][/sIGPIC]In 21st century there is only war and ponies. My experience: Jane's attack squadron, IL2 for couple of years, War Thunder and DCS. My channel: https://www.youtube.com/channel/UCyAXX9rAX_Sqdc0IKJuv6dA Link to comment Share on other sites More sharing options...
Shahdoh Posted April 25, 2016 Author Share Posted April 25, 2016 Limited testing, yes. I have a mission that uses 1 added object to the DCS files, a custom race cone. No DCS files were changed. I was able to start a MP session with IC turned on and then had friends try to connect. Whether they had the mod or running clean installs, they were unable to join. Once I removed the mod back to a completely clean install, then others with clean installs could join the IC enabled session. So far, that's the limit of my testing. Link to comment Share on other sites More sharing options...
ED Team c0ff Posted April 25, 2016 ED Team Share Posted April 25, 2016 Limited testing, yes. I have a mission that uses 1 added object to the DCS files, a custom race cone. No DCS files were changed. I was able to start a MP session with IC turned on and then had friends try to connect. Whether they had the mod or running clean installs, they were unable to join. Once I removed the mod back to a completely clean install, then others with clean installs could join the IC enabled session. . Can you, please, reproduce the situation with at least 1 client and send me the dcs.log from the server? Dmitry S. Baikov @ Eagle Dynamics LockOn FC2 Soundtrack Remastered out NOW everywhere - https://band.link/LockOnFC2. Link to comment Share on other sites More sharing options...
Shahdoh Posted April 25, 2016 Author Share Posted April 25, 2016 Can do, will be later today though. Link to comment Share on other sites More sharing options...
ED Team USSR_Rik Posted April 25, 2016 ED Team Share Posted April 25, 2016 Limited testing, yes. I have a mission that uses 1 added object to the DCS files, a custom race cone. Please attach your 'cone' script file and short instructions for this mod installation. Men may keep a sort of level of good, but no man has ever been able to keep on one level of evil. That road goes down and down. Можно держаться на одном уровне добра, но никому и никогда не удавалось удержаться на одном уровне зла. Эта дорога ведёт вниз и вниз. G.K. Chesterton DCS World 2.5: Часто задаваемые вопросы Link to comment Share on other sites More sharing options...
Shahdoh Posted April 26, 2016 Author Share Posted April 26, 2016 (edited) Issue corrected, thank you. Edited April 28, 2016 by Shahdoh Link to comment Share on other sites More sharing options...
ED Team USSR_Rik Posted April 26, 2016 ED Team Share Posted April 26, 2016 That's right. Adding mods in 'DCS World\mods' folder is not allowed. Mods can be added only to home folder ('Saved Games\DCS\Mods.....') Men may keep a sort of level of good, but no man has ever been able to keep on one level of evil. That road goes down and down. Можно держаться на одном уровне добра, но никому и никогда не удавалось удержаться на одном уровне зла. Эта дорога ведёт вниз и вниз. G.K. Chesterton DCS World 2.5: Часто задаваемые вопросы Link to comment Share on other sites More sharing options...
Gliptal Posted April 26, 2016 Share Posted April 26, 2016 Does this affect single player as well or is it only an issue when trying to join multiplayer servers? Link to comment Share on other sites More sharing options...
Shahdoh Posted April 26, 2016 Author Share Posted April 26, 2016 Ah, ok, I was unaware that MOD folder would work in saved games. Thank you very much. Link to comment Share on other sites More sharing options...
ED Team c0ff Posted April 26, 2016 ED Team Share Posted April 26, 2016 (edited) Could you explain what is the difference ? How is the new IC actually working ? Can the servers have mods or not ? Can we have textures and sounds mods ? (As I understand this hasn't been implemented yet, has it ?) P.S. Players can't join servers which have mods and IC on, no matter if they have mods or not ? DCS includes manifests, which contain hash/size information about core game files. Modules, located in the game install folder are required to have manifests. If case of any manifest check failure, the client is marked as non-IC-compliant and he can't enter servers requiring the IC. Currently, only a selection of files is checked. Sound/texture modifications are not checked yet. Modules, located in the 'Saved Games' folder are not expected to have manifests, yet. The big plan is that: 1) the installed game files are not allowed to be modified. 2) all modification to the game can only be done via user-created 'modules'. Be it sound, texture, model, or unit modfication or a mix of such. 3) each user module will be required to have a manifest, created by an official tool (most likely, the tool will be shipped with the game). This will make the modifications to the game identifiable and controllable - that is, server owners will be able to control which exact versions of user-mods are allowed to be used by their clients. And of course, all this implies a published documentation on how to use all this features. Edited April 26, 2016 by c0ff corrected info about the manifest tool. Dmitry S. Baikov @ Eagle Dynamics LockOn FC2 Soundtrack Remastered out NOW everywhere - https://band.link/LockOnFC2. Link to comment Share on other sites More sharing options...
Gliptal Posted April 26, 2016 Share Posted April 26, 2016 DCS includes manifests, which contain hash/size information about core game files. Modules, located in the game install folder are required to have manifests. If case of any manifest check failure, the client is marked as non-IC-compliant and he can't enter servers requiring the IC. Currently, only a selection of files is checked. Sound/texture modifications are not checked yet. Modules, located in the 'Saved Games' folder are not expected to have manifests, yet. The big plan is that: 1) the installed game files are not allowed to be modified. 2) all modification to the game can only be done via user-created 'modules'. Be it sound, texture, model, or unit modfication or a mix of such. 3) each user module will be required to have a manifest, created by the publicly available official tool (most likely, shipped with the game). This will make the modifications to the game identifiable and controllable - that is, server owners will be able to control which exact versions of user-mods are allowed to be used by their clients. And of course, all this implies a published documentation on how to use all this features.Nice, seems like a reasonable protocol. That said, let's assume I'm a Single Player user and I use a bunch of SP modules, that either edit .lua files or add textures. Will this integrity check prevent me from running the game althogether, forcing even SP mods to have a manifest, or is it only a check that happens when connecting to MP servers? Link to comment Share on other sites More sharing options...
Recommended Posts