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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#1 |
Grey Wolf
![]() Join Date: Sep 2007
Posts: 921
Downloads: 75
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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.
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"There are only two types of ships- submarines...... and targets" Unknown "you wouldn't catch me on a ship that deliberately sinks itself"- comment to me from a surface sailor. ![]() System: AMD 6300 3.5 GHz | 32GB DDR3 | SATA 300 320GB HD, SATA III 1TB HD, SATA III 1.TB HD | ASUS Sonar DS sound card NVIDIA 1660 Super OC | Windows 10 |
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#2 |
Gunner
![]() Join Date: Mar 2007
Location: Suffolk, UK
Posts: 96
Downloads: 6
Uploads: 0
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![]() ![]() WB. |
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#3 |
Ace of the Deep
![]() Join Date: Apr 2005
Posts: 1,227
Downloads: 19
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I aggree to this Swdw
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#4 |
Grey Wolf
![]() Join Date: Nov 2002
Posts: 997
Downloads: 0
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Full Agreement.
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#5 |
The Old Man
![]() Join Date: Apr 2007
Location: Netherlands
Posts: 1,549
Downloads: 26
Uploads: 3
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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 ![]()
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#6 | |
Sonar Guy
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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. |
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#7 |
Watch Officer
![]() Join Date: Apr 2007
Posts: 333
Downloads: 225
Uploads: 0
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I agree!
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#8 | ||
The Old Man
![]() Join Date: Apr 2007
Location: Netherlands
Posts: 1,549
Downloads: 26
Uploads: 3
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__________________
![]() SH5 mods: Speech Recognition for SH5 | Digital UI Clock Tutorials: [TEC] Import/export 3D models to/from game using S3D [TEC] How to work with the model viewer in S3D - VIDEO |
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