Mod switcher

Mod switcher

Discuss game development here, from a distinct game project to an accessible third-party mutator, down to the interaction and design of individual units if you like.

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Fnordia
Former Engine Dev
Posts: 425
Joined: 13 Aug 2004, 16:11

Mod switcher

Post by Fnordia »

I have posted a text in the wiki about a possible way to define mods for spring to be used with the built-in mod switcher that is under development. So it would be nice if mod developers could take a look and see if it needs any changes or if it should be thrown out completely. :)

The main benefit of a more complex mod definition system instead of just letting the using switch manually between a bunch of files in a mod folder is probably that it allows dependencies to be specified nicely. This will allow the selection interface to only show relevant choices. The loading order will also be deterministic.

So anyway, take a look here: http://taspring.clan-sy.com/wiki/Mod_specification
Gnomre
Imperial Winter Developer
Posts: 1754
Joined: 06 Feb 2005, 13:42

Post by Gnomre »

Fucking awesome. I love the potential for redirects as well :)
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zwzsg
Kernel Panic Co-Developer
Posts: 7049
Joined: 16 Nov 2004, 13:08

Post by zwzsg »

Err, the default should be OTA, not XTA. Image

Otherwise I'm very happy to see a mod switcher is finally coming!

And I've done some repacking, in case you need the files like OTA_Textures.hpi and such.
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[K.B.] Napalm Cobra
Posts: 1222
Joined: 16 Aug 2004, 06:15

Post by [K.B.] Napalm Cobra »

Oh sure, under cut me why don't you. :evil:
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AF
AI Developer
Posts: 20687
Joined: 14 Sep 2004, 11:32

Post by AF »

Dont worry napalm, your time has come and gone, now you must work your socks off to make a bigger and better switcher thats so good people will sue it instead of the SY's built in switcher.
Gnomre
Imperial Winter Developer
Posts: 1754
Joined: 06 Feb 2005, 13:42

Post by Gnomre »

OH, I thought of a good suggestion! Let mods have the ability to enable/disable "features" of the engine, such as always-on-auto-radar-targetting and that ghost-buildings-stay-on-map-when-you-scout thing. Maybe other things like terrain deformation, but the first two alone would definitely be appreciated!
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[K.B.] Napalm Cobra
Posts: 1222
Joined: 16 Aug 2004, 06:15

Post by [K.B.] Napalm Cobra »

Onward ho!
Doomweaver
Posts: 704
Joined: 30 Oct 2004, 14:14

Post by Doomweaver »

What if there is some addon unit for say, XTA, which is a rediculously powerful level 2 tank, and its added on to OTA? Wouldn't that wreck the balance?
Gnomre
Imperial Winter Developer
Posts: 1754
Joined: 06 Feb 2005, 13:42

Post by Gnomre »

...That's why the modder would make it only work with XTA. Did you even read the page?
Doomweaver
Posts: 704
Joined: 30 Oct 2004, 14:14

Post by Doomweaver »

I've read it and reread it... where does it speak of what you say?
Gnomre
Imperial Winter Developer
Posts: 1754
Joined: 06 Feb 2005, 13:42

Post by Gnomre »

Read the part about Dependencies and put two and two together...
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