7/31/2023 0 Comments Simutrans pak helperNow talking about bad points: They are still an emergent project, with "only" 77 games on the platform. Being Simutrans such a niche game, I don't believe we will never have the need for more. Paid tiers increment those numbers, and add non interesting things (for us) such as metrics. The free tier offer 1 million requests per day and 10TB bandwith per month, which is much more than what we need for Simutrans. Now talking about costs, it's of course actually free (surprisingly to me). Also C++ version needed is 14 (static) or 17 (header), I don't know if this can be a problem for some developers:īut if/when that is done, this sounds like a good idea, specially since only an email is needed for authentication (or Steam, or GOG, or whatever) However, the SDK which we would need for integration has one apparent problem I see: support for Linux (Q4 2021) and Mac (2022) is still in the works. Mod.io is a cross-platform solution to mod management, including hosting and providing an REST API to make use of the service anywhere. However, when investigating about this, I stumbled upon a seemingly superior solution: On the other hand, this could be a side-effect of the current workshop uploader barely working, as this review points out: Since I uploaded the paksets a year ago, only 2 itemsmaps have been submitted. Of the 45 items uploaded over 5 years, 10 of them are old paksets uploaded by me and Hayden. * And it is specially bad considering how underused the current Workshop is among creators. (*What if they stop supporting anonymous login?) Probability of this is very, very low, but not impossible either. It's Valve platform, not ours, and they could change their mind about it.This left out any creator not willing to use Steam, which is a really bad thing.* It's mandatory the use of a Steam account and the Steam client to upload addons. We could *theoretically* implement a similar solution that works for any platform Simutrans runs on. Note that this still need SteamCMD to work - and I suspect that's how steamworkshopdownloader.io works: it's just a server running SteamCMD. For example, this webpage:Īnd I even found a software written in Python: * Expanding on this, I've found tools to do so. It's possible for non-steam users to browse and download workshop mods without the use of Steam* (specially for free-to-play games like Simutrans).Users will get disappointed if no workshop is implemented, as the experience with the game which must not be named demonstrates. It's usually the preferred way for Steam users to download mods, and when implemented it usually boost good reviews.It's free for us and hosted by Valve, so we can trust it will endure.One of the things that came to my mind is the possibility on integrating Steam Workshop support for non-Steam users. Not even the forum has been reliable enough to host addons, so I don't think yet another attempt at hosting them ourselves is a good idea.Īs the current Steam maintainer myself, I have been thinking on this issue extensively before, since a new Workshop client is in my TO-DO list (planned but not started). I am glad you bring this up, because it's sad to see the current state of the art, where previous community attempts have failed and many addons have been lost in the process, with the exception of some "third-party" websites like ENASSA or SNFOS. Setting up a tiny repository index server, the content could be loaded directly from the github of various users as well as from the steam workshop if the user runs a steam installation of simutrans. Picking up the grf aspect from the game wich must not be named,Īn ingame UI to remove or add paks and sticking it to the save might be desirable but might as well require too much work. What about integrating steam workshop support into simutrans? As far as I know, it's free of charge for us, so steam will pay the hosting.Įxperiences from commercial transport simulation games show that the workshop will attract significiantly more content creators than any self-hosted community service. Surely, such a hosting is yet another additional resource that someone has to pay. We could offer an addon repository where content creators can upload their content, so it's easier for content creators and users to use. Thirdly, content creators have to care about hosting their constents on their own. Secondly, if they know those exist, it's not quite simple to find addons that match your pakset. I suspect many players don't even know addons exist because it's not at all advertised in the game. As recently, the "no grf" point was raised, I was wondering if the simutrans addon support might be improved:
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