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View Full Version : Modders- compatibility cooperation


swdw
03-29-08, 02:31 PM
This is primarily going out to people making mods centered around a certain aspect of the game, i.e. environmental mods, sub operation mods, campaign mods, etc.

In a way, TMO is a supermod so it doesn't really interfere with other mods, but other mods will definitely screw with it.

Can we try to work together and not create the huge headaches that were starting to occur around December with "which order do I install the mods"/ There were starting to beso many overlapping changes that activating one mod would break a part of another one.

Here's an example . When the final version of Dave's ROW came out, it caused a bunch of headaches because the pitch and roll portion included files that changed the operational characteristics of the subs which Ducimus had worked hard to put into TM and RFB had worked on also.

CapnScurvy was going to automatically include some "extras" in SCAF, but he mentioned it to the community first and the response he got back was a definite- make it an option not an integral part. I think this is starting to be the opinion of the community because of all the conflicts that had started to occur (but I may be wrong here).


The next problem this has caused is conflicting install orders because one person my not be aware of what his changes are doing to break features in another mod he doesn't use. The end user gets "install mine first" from one guy and "no, install mine first" from another modder. THis becomes prevalent when one mod post dates earlier release of another mod.

It may just be me, but I think users are getting a little tired of downloading a mod and have it affect something they weren't expecting.

At the least, can we put the stuff that's "outside" of the original intended scope of the mod in separate folders, warn the users what will happen and what may be affected if they install the "extras".

Doing so will make life much easier for everyone.

WhiskeyBravo
03-29-08, 03:36 PM
:up:

WB.

kriller2
03-29-08, 04:16 PM
I aggree to this Swdw :yep:

MONOLITH
03-29-08, 05:11 PM
Full Agreement.

skwasjer
03-29-08, 06:11 PM
To be honest, I think when adding NEW content to the game we must stop modifying the existing game files, if possible. Instead, we should start distributing new files and only if really necessary distribute original (modified) game files. This is a legacy from the days without S3D (self pimp, I know) in my opinion.

Now, say I want to make a new particle? Don't modify particles.dat, instead make a new file with your new particle(s). "But I need to link it to a hull object!" Modify the submarine file? No, again you don't have to in alot of cases. Add sounds to a sub interior, modify the original DSD? No, a seperate new file will do... It all depends on what specifically you have to change of course, but can be done for alot of mods. Just remember most of the naming semantics used by the original game are not required in most cases.

If everybody does that, there will still be conflicts but alot less, and using a good naming scheme (like <modname/description>_<version>_<optional stock filename>: MyParticles_1.0_particles.dat) can improve understanding of what does what. And mods can coexist without explicit need for version A or version B of another mod.

Obviously, this won't work for things like cfg's and campaigns etc, but it will help...

PS: I think you may even be able to overrule original content in a different file but I will verify this before I write down how. It may not work, and I don't want to be responsible for CTD drama's ;)

jimimadrid
03-30-08, 01:35 AM
To be honest, I think when adding NEW content to the game we must stop modifying the existing game files, if possible. Instead, we should start distributing new files and only if really necessary distribute original (modified) game files. This is a legacy from the days without S3D (self pimp, I know) in my opinion.
;)

This is the idea behind JTxE. I've made several Mods where i insert new graphics and with JTxE i change the lines in the menu_1024_786.ini pointing to the new images.
This make sense if because in the most graphic there a a lot of different used images. So the original graphics still can remain in the game.

nautilus42
03-30-08, 02:04 AM
I agree! :up: :up: :up: :up: :up:

skwasjer
03-30-08, 04:47 AM
To be honest, I think when adding NEW content to the game we must stop modifying the existing game files, if possible. Instead, we should start distributing new files and only if really necessary distribute original (modified) game files. This is a legacy from the days without S3D (self pimp, I know) in my opinion.
;)

This is the idea behind JTxE. I've made several Mods where i insert new graphics and with JTxE i change the lines in the menu_1024_786.ini pointing to the new images.
This make sense if because in the most graphic there a a lot of different used images. So the original graphics still can remain in the game.

lol, yea, I forgot about JTxE :up: