MOD Management System

MOD Management System

Various things about Spring that do not fit in any of the other forums listed below, including forum rules.

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maylander
Posts: 10
Joined: 21 Aug 2004, 15:01

MOD Management System

Post by maylander »

After spring was released we saw new maps and new mods coming up quiickly. Its already a Problem to get a few players with the same units. So i have an idea how to solve this Problems.

1 The will be a new column which says which MOD is played. The host has to chose a MOD before creating a battle room. There is a MOD directory for every MOD. Every mod must have an unique name, versionnumber and date.

2 Its only possible to join a battleroom if the mod and map are available. If not Dialog pops up ask the player to download the Mod or map. Downloading can be using torrents. Also it would be nice to just download the difference when a new version of a mod apperas.

3. A torrent client will be included in the spring client just to dl spring stuff. The trick is that when starting a game the torrent will stop downloading and uploading stuff. While chatting or idling in the Battleroom it helps to seed the files.

4. To improve performance it would be nice if Mods have different Packages, like lvl1,lcl2,air,sea,tank,kbots. So it will be easy to reduce the number of units when playing on a small map or with weak pc.
Doomweaver
Posts: 704
Joined: 30 Oct 2004, 14:14

Post by Doomweaver »

that's exactly what we need, but this has beem discussed before.
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[K.B.] Napalm Cobra
Posts: 1222
Joined: 16 Aug 2004, 06:15

Post by [K.B.] Napalm Cobra »

Pheonix works currently has limited mod support, I couldn't see this being removed if/when its ported to spring.
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zwzsg
Kernel Panic Co-Developer
Posts: 7052
Joined: 16 Nov 2004, 13:08

Post by zwzsg »

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