![]() ![]() If you see the Origins main menu, click on "Multiplayer", and now "Remote".Īdd the IP of your Origins server where you want to play, below the port and OK. Now you can click on "Advanced", press the "LAUNCH" button and the DayZ Launcher will start ArmA automatically with Origins 1.8, because you entered the line ArmA will start, and you can close the DayZ Launcher. If you downloadet the mod via originslauncher, your folder is called you open the DayZ Launcher, klick on "Settings" and in the line "Additional parameters" you paste this: click on "Save".Ībove you can see "Servers", "Mods" (where you can download nearly every DayZ Mod, but not 1.8 Origins yet) and "Advanced". ![]() Don´t worry, the 1.8 origins mod isn´t downloadable yet. I'm not saying "Roll back the changes! This is awful!", but perhaps a different system could be implemented which saves space while also making it easy for people to do the things mentioned above.Download the "DayZ Launcher". I understand the benefits of this new system for people who exclusively use the workshop for their mods, and I do appreciate the saved space, but it's also causing quite a few problems. Now, since workshop mods are moved out of the root folder, many repositories are going to create duplicate files, again making the "saved space" point moot. Again, people running dedicated servers are now having to scramble and find their mods in the workshop folder (which is very confusing) and manually move them back to a manageable location.Īnother point is that many community groups use programs like Arma3Sync, which both manage mods and run the game without using the standard launcher. The removal of workshop mods from the root folder, and especially the implications of that change, weren't well emphasized. I believe the reason it didn't garner much attention was because it was presented as an improvement and only that. You also said that this update was discussed in a SITREP, which I did read. People who run dedicated servers are also having to copy their mods to different locations to be able to run their servers, so this "saved space" is a moot point for them. I know you've said that this saves on disk space and that it's basically a workaround for Steam issues, but please hear me out:Ī lot of mods have included manuals, and this update has made it much harder to find them. Like I said above, I have done this for ALL my steam subscribed workshop 'addons'. but once you set up all the required junction links from your arma root directory to your workshop directories, you won't have to touch it again (steam workshop updates happen as per usual, and you will NOT need to touch anything regarding the directory junctions). Therefore "\Steam\steamapps\common\Arma 3 junctions directly to "\Steam\steamapps\workshop\content\107410\497660133", so it is able to access the files as needed, but is named appropriately, not just a bunch of numbers.Īt first it is a bit of a hassle to set up (for some). I have done exactly this when it comes to subscribed steam workshop mods, and when loading the mods in arma3 (or arma3server), you choose the directory junction (named appropriately) that resides in the root folder of the executable.įor example, create a directory junction at "\Steam\steamapps\common\Arma 3 Server" named (or that links (junctions) to "\Steam\steamapps\workshop\content\107410\497660133", then when loading in your launch parameters or via tadst, you choose the folder named and not the actual steam workshop link. Why can you not create 'directory junctions' to the "\Steam\steamapps\workshop\content\107410" folders from the 'root' of your arma3server? It needs to be a junction and not a sym-link! (run cmd.exe in windows and type 'mklink' for more information, use the /J option when linking). I love Arma, I love how flexible, how versatile it is, but why do you ALWAYS have to mess something up so badly each and every time you do an update?! Arma 2, Arma 3, DayZ SA, they all take 1 step forward and 2 steps back each time, only for a subsequent patch to come in and fix the mess but also breaking something else.! Seriously, BI, these kind of things shouldn't happen. ![]() Now it's a case of going through each and every installed mod and manually moving them with that button which is just tedious with the large number of mods some servers run.ĮDIT: And now doing it this way I have each mod listed twice in my launcher. I know there is a button hidden away to copy the folders back to how they used to be, but the whole thing is just so stupidly backwards considering how many people will need easy access to those files for dedicated server updates. If an option like this is introduced, it should be optional, not forced. This forced location of Mods is just stupid. Every Arma update has it's *facepalm* moment. ![]()
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