#Steam workshop is a bad place for custom levels
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put the levels themselves on the workshop and then develop an extension for custom reviews and other wacky stuff and host that separately themselves
would save storage space too
i hope they will at least have an ingame level browser much like tmodloader has an ingame mod browser
cuz restarting your game after installing workshop content would be extremely inconvenient
there is also the issue of copy protection
if the entire level file is downloaded to the pc then it basically becomes free real estate lol
even if the devs put some sort of protection in place, unity games aren’t exactly known for being difficult to decompile
but that’s an entirely different issue
maybe we’ll just have to count on our fellow players not being assholes
These are valid concerns! We haven't prototyped the steam workshop to a point where it's usable in-game yet, but that is absolutely our intention. We want to browse and play levels easily in-game like you can in several other titles that have Workshop support. However, even if we encrypt level saves there is always a way around it. It's something we'll continue looking into, but we don't have any news to share on it right now.
As for custom servers, it's something we can't solely maintain and financially support, so Steam Workshop is what we're fully reliant on.
i guess you can’t really truly protect the levels
best you can do is make it as difficult as possible, but anyone with the know-how and enough motivation will eventually get past it
but idk if i see anyone actually doing it
lbp didn’t have any issues back in the day afaik
do game devs have any control over their steam workshop? if you do you could moderate it i guess
difficult problem to solve, but who knows.. hopefully it won’t even be a problem at all 🤣
i don’t see this community as the kind that is riddled with malicious cheaters
Servers are expensive and outside of the teams budget currently maybe in the future though
if there are enough people, some of them will be bad
here's my take: just about any other creation that you put on the internet can be copied without your consent. no matter how many hoops a malicious individual has to go through to take your stuff, it's not unlikely that someone will still do it
cloud gaming entered the chat
Workshop is fine for indie games
Hat in time has it, octodad had it
It works great for them, this isn't a AAA product that can afford its own servers
it's generous of valve to provide services like this in the first place
most other companies would just tell you to deal with it
valve is pretty based tho 💪
as someone in the HIT community, yeah it's great for indie games :3
the community for mods is amazing, i actually did voice work for it OH OH YOU THINK WE'LL HAVE VOICE INTEGRATION???
cause i 100% will find voice actors to join the restitched community >:3c
Hat in time is sooo good
ye, OH you ever played Hat Kid Steals the Declaration of Independence level?
Nah
Gmod is the most notable workshop game
And that's fine
Although it allows content from other sites if you manually download it and drag it on in
i mean, there is supposed to be some kind of narrative
well yes, but some games don't use actual voice lines/very few [hat in time as an example] and even lbp1 had sounds instead of voices just text.
so i thought Voiced line mods or custom levels with voices added [like what i as in] could be a cool thing
sorry if i worded it weird, i am not the best at words sometimes ^^
Gmod is annoying because you often have to restart for things to load properly. That would be terrible for levels.
It works for portal 2 levels pretty well
games actually CAN read workshop items in real-time
well, atleast with a refresh
Yeah, but from my experience, 2/3 games can't. Steam workshop is also terrible for knowing if an item is outdated from an update.
Levels are a bit different in this case I think. It’s not something you keep in your game or subscribe to, unlike Garry’s Mod or Portal 2 content. You’d download it to play the level, then when it’s finished/left I imagine it gets removed from your game
Workshop is used for a wide range of stuff in games, and if it allows you to delete the subscription from in-game UI then it could be as simple as unsubscribing for the player once the level is closed.
It's something we'll prototype in the near future, but for now we're getting through some other stuff first :)
In any case, we'll figure something out!
That would be terrible for data caps and slow internet. Some amount of cache would be required.
I have slow internet, and on top of that, if I download too much, it just cuts out completely. So, limiting downloads as much as possible would be really nice.
mobile data providers 🤣
Restitched levels are currently not even 1 MB, so I can't imagine they'll be very big at all
It's not injecting your game with new content like a lot of titles do. Instead, we're just telling your game how to arrange the content you've already downloaded from the base game.
I'm really not sure how we'll go about it. I'm not a programmer haha
Is this an American thing
idk i am not american
Ah, that's good, then.
i imagine all materials are just a bunch of vertex positions, indices and some configurations per object (uv offset, physics and whatnot)
as for pre-made models, if you value small file sizes you could just store those as an object id, location and scale etc
Too computery for moi
That’s what we do :)
The save just references all the existing assets as an ID and tells you how to load it I think
It serializes things like stamps, texture choice, location, scale, rotation, layer range, ornaments, settings, props, etc. etc.
and ofc the player save remembers your UI color and cosmetic choices
now that i think about this, it probably wouldn't be a very good idea to do it this way cuz it opens a door for modders to load in custom models
unless you force the depth position on a layer index i guess
well, i'm sure y'all got it covered lol
what if an asset's ID changes in an update for some reason?
i'd say use enumerations so that doesn't happen
magic number ids are terrible
the little bit of extra space a string will take over a number is negligible
unless you live in the 90s i guess
how so?
Asset IDs should never be changed. Also if duplicate IDs are used then it will fail to import
I've not personally tested what happens if you swap asset IDs in a saved level, then try to load it again
That could be interesting to try
Asset IDs are something we enter manually on every new asset the player can use, so the game has almost no chance of mixing them up as it's not generated or anything like that
well, everything that you save for the game to interpet can be modded 🤔
ahhhh
yeah that sounds like a good idea
I was assuming you meant Unity asset IDs
lol hell nah
tbh anything can be modded, even if we don't want that
modding can be fun, but it can also easily get out of hand
yeah
which is why i imagine you'd want to limit shenanigans on an unmodded client as much as possible
it's always a shame when leakers dive into encrypted files and show things that aren't ready yet
if people want to mod their own game for personal reasons, then that's one thing. If they start distributing mods that are harmful then it could be problematic
though if you mod restitched you'd be replacing an existing asset ID probably. Also if you publish a level with an asset ID that you've somehow added then other players can't load your level
or maybe they can load it, but it gets swapped with an error placeholder I think
in the end, anything that happens when someone installs a sussy mod is their responsibility imo
that's true, but it depends what the game allows unknowingly
yes
like what if someone mods the game and messes with the asset IDs that the level reads, then tries to save it and publish it on the official workshop page
what will happen to players that unknowingly load a modded level?
I don't know of any way they can inject things into the file, though nothing is impossible
in the case of levels on the workshop, i'd say that is your responsibility cuz ur the ones who provide that 🤣
ugc tough nut to crack, huh
We can moderate, but it's impossible to see every published thing
just test your level loader as much as you can
hell, put unit tests in place and test for all kinds of wacky scenarios
I have a feeling we'll devote some time at the end of development to put safety measures in place, but they will only hold for so long tbh
to be honest, if you're modding
you aren't gonna mess around with trying to make it work on the workshop
that doesn't mean we should allow for modded content to be put there
people will do it for sure if they can mod the game
if there's no way to filter out the modded content, then normal players might run into bad experiences by loading things that are modded
we'll discuss it more eventually, explore ways to combat it, then deal with it through moderation.
outside of that we can't do much else anyway
other than issue takedowns to problematic content or ban people from posting on the workshop
I think the best way to make people aware of the issues is just to give a warning in game if something doesn't match the base game files for example
"We have detected that you have changed stuffies stitches we advise against making any alterations to stuffy or his world as this can cause problems that can hurt not only stuffy but the whole (insert name of in-game universe here) for the safest and most optimised experience please restore all files to their original state"
You could of course make it sound more serious
If we could detect modified game stuff like that then we could make it unplayable until fixed, but ahaha idk how that would work
Hmmm true but unless you find a way to stop people sharing modded content (frankly that's impossible) there's nothing you can really do
I imagine within like a month or two people will be swapping audio files and other stuff
But as long as Trixel doesn't openly support the use of copyright material you are completely fine
I realized this afterwards, but being able to play offline would be really nice.
As for aggressively preventing any sort of mods to be installed, here's one of the many reasons why you shouldn't do that:
don't let this distract you from the fact that vrchat's community has a bad side that likes crashing people's games for fun and shit
Yeah, and EAC made that worse by removing anti-crash mods.
i never said that
i never implied that
i just said
modders are gonna ignore the workshop
because they'll know that you cant post content on there due to the way the levels work
can't wait for the Restitched gamebanana page
Cloud gaming is cringe for many other reasons
Something similar to DZSA for DayZ could be the cheapest option. Still expensive
Why can't people just play the game that was made?? I don't get it
Because it heavily lacked QoL features. Almost immediately after that review bomb, the devs added more features than they ever have.
Chat boxes, avatar searching, teleporting to other players (invaluable in massive worlds), finer audio adjustments, performance improvements, anti-crash mods, colourblind assist and colour filtering were all modded in.
I doubt any of that will be an issue here
of course performance stuff can always be improved, but not via mods
But they disabled all of that, because people found a way to favourite unlimited avatars, and the VRChat devs wanted you to pay a subscription for that.
People can mod in FSR and some other things.
Teardown is another game where people have added performance improvements via mods. There's a whole performance optimizer tool that's a Steam Workshop mod. Though, FSR and DXVK can't be added via Workshop.
I think the game will run fine, and if it has any hiccups, they'll fix them
The game's running on Unity, right?
sometimes people want to change or add stuff that the provided tool does not allow or cannot do
why did it tag the wrong message
yeah
Well then it isn't the game that was intended anymore to me. I might offline mod old games but not new titles that I haven't even played or that are very new
Yeah, GEO will depend heavily on the Unity version.
It only received support for high core count CPUs semi-recently.
then don’t lol
2 of the games I play the most are only as popular as they are because of mods. And they're not even released yet. The mods work as a way to add more content while the devs work on more important things.
That's.... what I said. lol. But the point of Restitched is to play the game the dev team worked hard to make, not mod in what I already know many will try to mod in
yeah I very very highly doubt there's a chance in the universe subscriptions would ever happen. like, Restitched is made by people who feel usually the same way as players. That's why indie games are sometimes the best. Plus, it won't release broken and need to be patched for a year to be playable like AAA games have for the past 5 years or so
AAA Games try not to break on release challenge (impossible)
how are you playing if it isn't out?
They're early-access games.
oh lord lol
the best of the worst can be found in that steam section
early access to me is a dev's way of just getting it "out" until its actually done
which is sloppy jane
Well, in at least one of the dev's came, they're a really small team who are making the most advanced vehicle sim ever, so they need the financial support.
Plus, it's nice to be able to actually enjoy the game, lol.
2,800+ HOURSSSSS
Yup, sandbox games are fun, lol.
Idk if i've even lived that long LOL
I would almost say that many hours qualifies as an addiction lol
That's over the course of many years.
I've been playing it for at least 4 years, which is about 750 hours a year. Or 14 hours a week.
OHHHH. how is it still in early access then?
that's a part time job LOL
a fun one tho
There's like 30 devs working on it, and it's the most advanced vehicle physics sim that normal people can buy.
They'd hire more people to make the game, but that requires money, which they only get by selling the game.
I think I know which game it is now!
I used to see people crashing cars in videos or something
they could pick up a publisher
i'm blanking out. i hope that's the correct word
Yup, that's the game.
i've always wanted to crash one in it lol
From what I've heard, they don't want to have anything that could negatively interfere with development. They don't even sell the game in China because otherwise they'd have to sell part of the company to a Chinese company.
Yeah, it's pretty fun. That's why I'm nearing 3,000 hours, lol.
I don't blame them on that
do they just add new cars as updates?
it's soooo super accurate its scary lol
Yup. It's still in alpha, so a bunch of stuff is added each update. They're working on cars, maps, career mode, etc.
There's a bunch of different paths you can take. Delivery jobs, racing, movie stunts, police chases, etc.
oh wow. that sounds nice
Ye.
that could be said for practically every game out there. yet people will mod, so who cares
The Devs can't be sued for what modders do so
personally i have no issues with steam workshop, although i'd prefer for level downloading to be handled in game as well if possible, since searching for particular content in the workshop is difficult sometimes, plus having it in game opens up new options not restricted to the workshop, such as better search settings, like counters, and other things not supported by the workshop lol.
I’m sure they’ll figure out the best solution for everyone. They (formerly we) always do.
PS - I almost typed we but had to correct myself lol.
Yeah, just like windows can't be sued for having viruses being made on the Operating System
if the game is a smash hit i think you guys will be able to financially support the game
maybe its a stretch but what if there was a unique ID in the level and no two levels of the same ID could be uploaded at the same time?
or something of the sort
depending on the size of the id the chance of any 2 ids being identical is so small you might as well say it's impossible
you'd probably be more likely to get struck by lightning 3 times in a row and then winning the lottery
That would be a good thing, no? Nobody can copy your levels
that's called: art theft