multiple mods[message #100716]
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Wed, 17 March 2004 01:51
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FireMissiles |
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Messages:31
Registered:February 2003 Location: UK |
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one of the things i've been thinking about is the ability to install multiple mods independant of each other, which is not possible with the current system. In UB the only real difference is in the maps because that is all that is in the campaigns folder (i believe correct me if i am wrong).
what we need to do is to put all the files for the mod, weapons, mercs, maps, speech etc etc etc in one place and get the program to load up the correct mod with the correct data.
I might be thinking ahead of myself at the moment but just wanted to bring this up now ehile i'm thinking about it (ie before i forget it again, darn brain).
F.
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Private 1st Class
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Re: multiple mods[message #100718]
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Wed, 17 March 2004 12:38
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FireMissiles |
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Messages:31
Registered:February 2003 Location: UK |
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don't we just want one exe and be able to put all these mods into it, instead of having a new exe for each mod, hey you might as well have a new install path and everything, we're trying to make it mod friendly, ie for people to just mod and not play about with the code and then be able to run whatever mod they feel like just by saying "that one please" and it have all the new guns, the new mercs, the new maps etc. but still being able to play another mod with it's data later without any unwanted data crossover.
as for the changes to the exe, if we can externalise all of the things that might be modded then we will only ever need the one.
F.
PS sorry for the bad grammar, lack of paragraphs no capital letters etc. i'm still in coding mode and my shift key tends to get ignored unless i'm using keywords, and there aren't any in this post.
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Private 1st Class
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Re: multiple mods[message #100727]
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Sun, 18 April 2004 22:11
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Kurt |
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Messages:420
Registered:March 2004 |
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Why? Since external files override the existing ones, you can use several mods, chained, with ascending priority concerning redundant data:
If I load two meapon mods, the first containing weapons from 1 to 100, and the second only weapons from 1 to 10, the result would be that in the game, the first ten weapons of weaponmod1 would be replaced by those of weaponmod2.
Of course if I load weaponmod2 first, it will get completely overwritten by weaponmod1.
Make a nice litle GUI, with a list of all available mods (inside your "mods" directory), and the player will just have to drag & drop them into a window, to form the mixture he'd like to play.
A nice feature would be if that GUI tell the player what exactly is changed in each mod (maps, mercs, NPCs, weapons, graphics, dialogues, and so on): Just make the editor create a small list inside the modfile's header. The game launcher would quickly parse them on startup, while checking available mods.
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Master Sergeant
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