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-   -   MMM - MyMegaMod (https://www.subsim.com/radioroom/showthread.php?t=192236)

pedrobas 03-07-12 12:07 PM

Quote:

Originally Posted by chun (Post 1851204)
Hello pedrobas has risen to its download page the latest version? I see only 0.3
Thanks

No, i don´t know what happens with gamefront but it continues giving me "IO server error" when trying to upload tthe files.
p1 and p2 are uploaded
trying once more with p3.
Someday it will finish, patience.:-?

Ducimus 03-07-12 05:59 PM

Wow, so someone has finally attempted a supermod/mega mod. I applaud your effort.

I can't help but notice the poll, and the multiple parts for the install. Having worked on a supermod myself for a number of years, here is my unsolicited advice:


1. Keep the published install simple. Mainly because it will save you headaches in terms of number of files to upload, and answering the same questions over and over again. Also minimizes the chances that someone screws up the install, which also saves you headaches.

2.) Having said keep the published install simple, if your at a stage where your doing rapid fire updates, or updating on a regular basis, break the published mod down into two parts.

- Part one being anything code like. Cfg, eqp, dat, dsd, upc, etc etc etc etc. This is the guts of the mod anyway, and really the stuff you update the most. It also happens to be the smallest part in terms of file size, which makes uploading easier.

- Part two being all the stuff you don't normally update. Primarly Graphics, and sounds. This tends to be the bulk of the file size, and the longest to upload. Also Granted there will be some dependency between part one and part two. (IE, UI mod in part 1 that will require some graphical file you've put in part 2) But if their installing your megamod, they should have both parts installed for it to work correctly anyway right?

3.) Keep your working copy of the mod, Your way.
Install the published mod, but for the changes your making, keep everything in separate JSGME modlets, and use naming conventions. For example, my JSGME mod list might look like:

MY_SUPERMODPart1
MY_SUPERMODPart2
WIP_SUB_Dats
WIP_SUB_EQP_UPC
WIP_SUB_ConningTowers
WIP_INT_ControlRoom
WIP_INT_RadioRoom
WIP_INT_ConningTower
WIP_UNITS_AIR
WIP_UNITS_Sea_Merchants
WIP_UNITS_Sea_warships
WIP_CAMP_Flotilla
WIP_CAMP_Layers
z_TEST_SomeCrazyIdea

etc etc etc.

Going about it this way gives you more scalabilty, gives you more direct access to individual parts, and MOST IMPORTANTLY, reduces trashing of your hard drive. Its much easier to enable/renable an individual part, then half a mod. Much quicker too.

Once your done making changes, deactivate and compile all those smaller Works In Progress into a patch for your reference. Just so you know what all the changes are being made. Save that somewhere (i never did, but i should have), and then copy that patch's data directory, straight into the data directory of your Part1, increment the version count, and off it goes onto gamefront or where ever.

pedrobas 03-08-12 02:59 AM

After a whole day trying to upload v0.4 to Gamefront with no luck, i´ve changed the server and uploaded to Mediafire.

Both Lite and Medium versions ready, also "No magic Skills MMM v0.4 compatible"

DOWNLOAD: http://www.mediafire.com/?dzyhz25mlg4px

:salute:

pedrobas 03-08-12 03:03 AM

Quote:

Originally Posted by Ducimus (Post 1851430)
Wow, so someone has finally attempted a supermod/mega mod. I applaud your effort.

I can't help but notice the poll, and the multiple parts for the install. Having worked on a supermod myself for a number of years, here is my unsolicited advice:


1. Keep the published install simple. Mainly because it will save you headaches in terms of number of files to upload, and answering the same questions over and over again. Also minimizes the chances that someone screws up the install, which also saves you headaches.

2.) Having said keep the published install simple, if your at a stage where your doing rapid fire updates, or updating on a regular basis, break the published mod down into two parts.

- Part one being anything code like. Cfg, eqp, dat, dsd, upc, etc etc etc etc. This is the guts of the mod anyway, and really the stuff you update the most. It also happens to be the smallest part in terms of file size, which makes uploading easier.

- Part two being all the stuff you don't normally update. Primarly Graphics, and sounds. This tends to be the bulk of the file size, and the longest to upload. Also Granted there will be some dependency between part one and part two. (IE, UI mod in part 1 that will require some graphical file you've put in part 2) But if their installing your megamod, they should have both parts installed for it to work correctly anyway right?

3.) Keep your working copy of the mod, Your way.
Install the published mod, but for the changes your making, keep everything in separate JSGME modlets, and use naming conventions. For example, my JSGME mod list might look like:

MY_SUPERMODPart1
MY_SUPERMODPart2
WIP_SUB_Dats
WIP_SUB_EQP_UPC
WIP_SUB_ConningTowers
WIP_INT_ControlRoom
WIP_INT_RadioRoom
WIP_INT_ConningTower
WIP_UNITS_AIR
WIP_UNITS_Sea_Merchants
WIP_UNITS_Sea_warships
WIP_CAMP_Flotilla
WIP_CAMP_Layers
z_TEST_SomeCrazyIdea

etc etc etc.

Going about it this way gives you more scalabilty, gives you more direct access to individual parts, and MOST IMPORTANTLY, reduces trashing of your hard drive. Its much easier to enable/renable an individual part, then half a mod. Much quicker too.

Once your done making changes, deactivate and compile all those smaller Works In Progress into a patch for your reference. Just so you know what all the changes are being made. Save that somewhere (i never did, but i should have), and then copy that patch's data directory, straight into the data directory of your Part1, increment the version count, and off it goes onto gamefront or where ever.

Thank you very much Ducimus, for your usefull advices (i´ve already learnt with "pain" some of the tips you give me). I´m open to any other suggestion you want to tell me.
Thanks again for your time.
:salute:

SH5 Fan 03-08-12 05:59 AM

Can I use the Deutschmod to make the OH Missions german?
I want the text of the Equipment Upgrades and the missions in german language please.

pedrobas 03-08-12 06:48 AM

Quote:

Originally Posted by SH5 Fan (Post 1851670)
Can I use the Deutschmod to make the OH Missions german?
I want the text of the Equipment Upgrades and the missions in german language please.

You can do it. See page 11 of this thread.:up:

pedrobas 03-08-12 07:00 AM

:sunny: UPLOADING NOW the first version of MMM in just one big (huge) mod.

"MMM v0.4 AIO" (all in one)

:woot:

When finish it will be available in the same link of my signature.

I hope you enjoy.

:salute:

nonpollolike 03-08-12 07:52 AM

Thank you very much for this Pedrobas.

Saludos desde Málaga. :up:

Swat 03-08-12 08:52 AM

Seems that something similar to SH3 GWX is just getting born here. Thank you and keep going pedrobas.

TheDarkWraith 03-08-12 09:32 AM

Quote:

Originally Posted by Swat (Post 1851722)
Seems that something similar to SH3 GWX is just getting born here. Thank you and keep going pedrobas.

Please don't associate any of my work with anything dealing with GWX. I will not tolerate it :shifty: It's best if that name is never brought up again in this forum.

Sepp von Ch. 03-08-12 09:47 AM

Quote:

Originally Posted by pedrobas (Post 1851678)
:sunny: UPLOADING NOW the first version of MMM in just one big (huge) mod.

"MMM v0.4 AIO" (all in one)

:woot:

When finish it will be available in the same link of my signature.

I hope you enjoy.

:salute:

Hello pedrobas, firstly many thanks! And in AIO is the full version (no little nor medium version) of uekel´s MTNS?

muhomor1971 03-08-12 10:05 AM

***1086;***1075;***1086;

muhomor1971 03-08-12 10:24 AM

I cannot dive to periscope depth included the periscope

gap 03-08-12 10:25 AM

Quote:

Originally Posted by pedrobas (Post 1851648)
After a whole day trying to upload v0.4 to Gamefront with no luck, i´ve changed the server and uploaded to Mediafire.

Both Lite and Medium versions ready, also "No magic Skills MMM v0.4 compatible"

DOWNLOAD: http://www.mediafire.com/?dzyhz25mlg4px

:salute:

Well done Pedro!
Together with the Gamefront issue, I think I am in moral debt with you for delaying the release of your v0.4 :D

pedrobas 03-08-12 11:42 AM

Quote:

Originally Posted by Josef von Posorschitz (Post 1851748)
Hello pedrobas, firstly many thanks! And in AIO is the full version (no little nor medium version) of uekel´s MTNS?

Not yet, Josef , but it´s getting closer !!


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