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Workbench Uploadsize not enought
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Description

Dear Guys,

After spending 3000 hours in Workbech, it is time to release my Mod in the first version. After setting all up i received an error: Maximum upload size is 5 GB.

i have over 50 Assets in my mod with custom sounds, textures.. i also reduced the most textures from 4k to 2k but im still to big to publish. Can you please increase the upload size for mods?

If you check other Games, there are many mods they are much larger. Also, if RHS will put more stuff in upcoming version, they will also reach this limit.

i will be verry happy if you can increase the size, so i can upload soon as possible.

thank you verry much.

Details

Severity
Major
Resolution
Open
Reproducibility
Always
Operating System
Windows 10 x64
Category
General

Event Timeline

R34P3R created this task.Jun 28 2024, 1:58 PM
R34P3R updated the task description. (Show Details)
Geez changed the task status from New to Feedback.Jun 28 2024, 4:11 PM

I second this point from RHS perspective. Splitting mods into multiple mods is NOT the right solution to the problem. Please up this limit accordingly. We are living in the 21st century, my browser eats 5 GB of RAM in a single session.

Furthermore, workbench publishing should do more for fragmenting the mod internally (like we used to have pbo's in previous Arma) when packing so that updates can be done efficiently for downstream users. All this can be done automatically without putting the overhead burden on volunteer modders who will sooner rather than later become so frustrated with weird limitations that modding will become more chore than fun. It is already very very frustrating that we could do more and larger and faster 10 years ago with Arma 3.

R34P3R added a comment.Jul 8 2024, 5:52 PM

Maybe we can also compare all Files with the CRC Checksum and only uploading the updated files. If you just like to make a small Hotfix, you have to upload the whole 4,8 GB

dedmen added a subscriber: dedmen.EditedJul 9 2024, 1:32 PM

Furthermore, workbench publishing should do more for fragmenting the mod internally

This is also a major concern for me. Installing an update for me means waiting 10 seconds for the download. And then waiting 10 minutes for it to re-write the files to incorporate the patches.
In Arma 3 that would rewrite one or two small PBO's with a few hundred MB. With 3rd party launchers that can do smart patching, it can even do it without rewriting by just plugging new data onto the end.
In Reforger I wait for it to rewrite gigabytes data.
That's even more terrible on consoles that are more write speed limited.

192 byte update? Sure one sec, let me rewrite 17GB of data.


This is just a example of the game itself, but same thing happens to mods alike.

Furthermore, workbench publishing should do more for fragmenting the mod internally

This is also a major concern for me. Installing an update for me means waiting 10 seconds for the download. And then waiting 10 minutes for it to re-write the files to incorporate the patches.
In Arma 3 that would rewrite one or two small PBO's with a few hundred MB. With 3rd party launchers that can do smart patching, it can even do it without rewriting by just plugging new data onto the end.
In Reforger I wait for it to rewrite gigabytes data.
That's even more terrible on consoles that are more write speed limited.

192 byte update? Sure one sec, let me rewrite 17GB of data.


This is just a example of the game itself, but same thing happens to mods alike.

The problem is miles worse for xbox where mod drive write speed is extremely throttled.

Limiting stuff for XBOX... i think over 90% playing Arma on PC?

I think most players for Arma Reforger are actually on xbox, or maybe by now its 50/50.

Wow, I didn't expect that. That makes fragmentation all the more important.

Just an update from today: Need to make a small HotFix... Prefab Update with 4kb size but had to upload 3,8GB... makes no fun