BeamMP / BeamMP

Bringing multiplayer to BeamNG.drive
https://beammp.com
GNU Affero General Public License v3.0
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[Feature Request] Add Paid Mods support in a simple way #288

Open OfficialLambdax opened 1 year ago

OfficialLambdax commented 1 year ago

Is your feature request related to a problem? Please describe. The problem we currently have in BeamMP is that no one can use Paid mods on their Server. But yet players are wishing for them all over the place. As Players say, those who are honest have less fun then those that ignore the rules. Id like to Propose a feature that could make it possible to run paid mods on public servers.

Describe the solution you'd like The server should get a new setting in the .toml for mods to activate on the client. The server would not have the mod present, but just say, hey client activate that mod if you have it. Otherwise dont. This will cause black balls for those that dont have the mod, but generally the ability to then "host" these paid mods overweights the blackball issue in my mind.

Describe alternatives you've considered Reenable mod sideloading

OfficialLambdax commented 1 year ago

a related thread on the beamng forum https://www.beamng.com/threads/paid-mods-beammp-kissmp.89571/

20dka commented 1 year ago

Thanks for bringing this up, I agree with the proposed solution

OfficialLambdax commented 1 year ago

@lionkor - ping cause this is server related

Starystars67 commented 1 year ago

Bumping this thread a little.

I too would like to see a means of supporting paid mods / content creators but there are complexities around this.

A possible idea I had would be to do something similar to what you are suggesting but to adjust the way that this works.

Instead the idea would be that if the mod starts with a _ then it would be expected that the client has that mod. This would allow for the launcher to still conduct file size and hashsum checking to ensure you are using the same mods as the server but ensure that the server will not allow the downloading of it.