Posted: Mon Dec 22, 2003 12:52 am Post subject:
Making more efficient mods
I guess this belongs here. I dunno if this is possible, or even if it will make much sense, but if it is and does, then methinks it's a good idea.
In regular TS, you just had rules.ini and the normal startup. FS threw in firestorm.ini and the new startup system, with the two logos.
Technically, could we not have something similar, so that with 1 mod "installed" you could switch just like switching expansions? Or would that be too...unobtainable?
-Syco QUICK_EDIT
Joined: 01 Jan 2003 Location: You dont want to know.... Trust me.
Posted: Mon Dec 22, 2003 7:02 pm Post subject:
Possibly you could make your own little program that can execut other probgrames. Deezires mod had something like that for there RA2 mod. Only there programe let you turn sertin features off. Dont ask me how though I know nothing about actual programming.(thought I would love to learn) _________________ No power is ever inherently good or evil. It is how that power is used that determines if it is good or evil.
you want it so you can switch between mods? If so there are mod managers out there (Even one by me, which imo is the best one out there.... tho i don't think there on any website, since my latest one was killed by the host) _________________ Free Map Editor - Game Requirements - Stucuk.Net QUICK_EDIT
I meant like a mod manager, except built into the mod. Like in BF1942 where it's a different executable (technically a command line add-in). I guess a mod manager would work for these purposes... QUICK_EDIT
Or you can use .bat files like I did. Make them run TS after enabling/disabling the mod and your done. You can steal the .bat files for my mod and modify them if you want. _________________ QUICK_EDIT
bat files are ok, but they don't remove installed mods (other than your own) or detect mod files.....
this is where mod managers has the advantage (tho i don't know any that can do this except for mine..... ill upload them here if anyone wants one...) _________________ Free Map Editor - Game Requirements - Stucuk.Net QUICK_EDIT
Stu, if you really want somewhere to host your mod manager, I'll upload it to my site. But since my host is a bit of a bandwidth nazi, I'd want something in return.
As far as using .bat files, so long as it had a name unique to your mod it'd work, right? So long as you blatantly instructed the expectedly ignorant user to uninstall any other mods first (as it might seriously criple your own).
-Syco QUICK_EDIT
Good idea, but id only upload it there if ppl were interested(it was hosted on Stusword MK III, or Mark 3, which died when the host went to collage). SMM 3 which can do TS, RA2 and YR (note: it doesn't do the fancy XCC stuff with RA2 or YR) and SMM4 which can only do TS but is better built and more reliable(SMM3 works, it was tested by me alot and i even use it to this day)
I did start a mod launcher, until ppl started wanting fancy RA2 stuff. Basic idea behind it was to work like my mod managers, where it could detect n backup mods then install the oen you want, i even had the idea of doing it like winzip, where you could launch the mod manager(and install the mod to it) if it was installed on the users pc. _________________ Free Map Editor - Game Requirements - Stucuk.Net QUICK_EDIT
yeah with RA2/YR mods if you add sounds you need a mod launcher that can add your new sounds to the audio.bag and audio.idx client-side so that you don't have to transfer 30 mb worth of sound files that the user alread has. _________________ Check out my FAQ and Modding Info Page.
Community Links Page http://www.dynamicsitesolutions.com/ QUICK_EDIT
The link in my profile is my personal web site. I would be really interested in a TS mod manager, atm I use clickteam installers and have to install, and uninstall when I move to new mods. _________________
All hail me
QUICK_EDIT
The link in my profile is my personal web site. I would be really interested in a TS mod manager, atm I use clickteam installers and have to install, and uninstall when I move to new mods.
Does that mean you would like to test it?
Only feature that was planed and was never compleated was the backup option, when it finds mod files in the ts dir it can only delete or add them to its self as a mod. (tho this feature would b added if ppl were interested in the mod manager) _________________ Free Map Editor - Game Requirements - Stucuk.Net QUICK_EDIT
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