Mods to Be Made Available in the Spring Installer - Page 9

Mods to Be Made Available in the Spring Installer

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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Fanger
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Post by Fanger »

In the case of the last 2 slots.. assuming they are even neccessary.. Id suggest whichever mods put out first.. just fill those up first come first serve.. the mods with enough interest will fill their way in.. other than that.. Did we really need a thread to come up with XTA, BA, Gundam, KP, and S44..?
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LordMatt
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Post by LordMatt »

Peet has requested Simbase to be added to the installer. Because I haven't seen much discussion of that mod here I will ask for people's opinions. If I have already spoken to you privately, no need to say the same thing here again unless you want to.
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KDR_11k
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Post by KDR_11k »

It's quite fun. In a25.1 some units were really UP though, in EDIT 3 I tried to make everything useful. I think Peet has his own plans for a26 though which should fix that issue.
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rattle
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Post by rattle »

Needs more base crawling mods. Go simbaes! Besides it seemed to be pretty stable and well playable.
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lurker
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Post by lurker »

Yeah I've just never used light tanks, and I've found it to be nicely balanced and fun, and Edit 3 is also very good, albeit a bit different. Alternatively, if Peet can manage to get a26 out I think getting it hammered into balance could be done very quickly because of its simplicity.
+1 SimBase
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AF
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Post by AF »

All mods to be included in the installer must add the following tags and the relevant values added by myself and trepan for svn spring:

example:

Code: Select all

[MOD]
{
  Name=Complete Annihilation r666 (Deployment);
  ShortName=ca;
  Version=r666;
  Mutator=deployment;
  Description=Complete Annihilation Deployment;

  ModType=1;

  game=Total Annihilation;
  shortgame=TA;

  NumDependencies=1;
  Depend0=ca-r666.sdz;
}
If the content is not a mutator, leave the mutator tag blank. If your mod is original content then your game/shortgame tags will have the same value as your name/shortname tags. This does not apply to mods such as XTA/BA/CA, as theyre TA based and must specify Total Annihilation and TA for their game/shortgame tags respectively.

Even if your mod is not going to be in the installer, it's recommended you do this to prevent your content looking wierd as the lobbies start showing things based on the new data. Do you want your mod to show up as "" or (shortname not found)?
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LordMatt
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Post by LordMatt »

I'll take care of this for BA, but other mods to be included, please follow AF's instructions. This will help with displaying of the mods in the lobby or something.
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Peet
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Post by Peet »

AF wrote:stuff
Alrighty. Nice that these categories that have been added :)
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LordMatt
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Post by LordMatt »

Peet, I have decided to include Simbase in the installer, provided you get the new version done before the deadline, it is tested by some of your simbase players, and it is working.
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Peet
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Post by Peet »

Hooray :-)
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KDR_11k
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Post by KDR_11k »

Mutators should be a thing of the past since we have mod options now.
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TradeMark
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Post by TradeMark »

AF wrote: ShortName=ca;
I suggest those are written in big letters, like CA.

Case sensitive, because some mods might have lowercase letters among the big ones.
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AF
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Post by AF »

I agree but that was a simple copy paste from trepans example.
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smoth
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Post by smoth »

AF wrote:All mods to be included in the installer must add the following tags and the relevant values added by myself and trepan for svn spring:

example:

Code: Select all

[MOD]
{
  Name=Complete Annihilation r666 (Deployment);
  ShortName=ca;
  Version=r666;
  Mutator=deployment;
  Description=Complete Annihilation Deployment;

  ModType=1;

  game=Total Annihilation;
  shortgame=TA;

  NumDependencies=1;
  Depend0=ca-r666.sdz;
}
If the content is not a mutator, leave the mutator tag blank. If your mod is original content then your game/shortgame tags will have the same value as your name/shortname tags. This does not apply to mods such as XTA/BA/CA, as theyre TA based and must specify Total Annihilation and TA for their game/shortgame tags respectively.

Even if your mod is not going to be in the installer, it's recommended you do this to prevent your content looking wierd as the lobbies start showing things based on the new data. Do you want your mod to show up as "" or (shortname not found)?
thanks for poping this out on me with about 1/2 of my shit in boxes and getting ready to move. I tool care of every thing requested of me and it is nice to see you guys adding requirements onto what was suposed to be an already set list of reqs.

Instead of raging about ba you could have mentioned this because you all knew I would be moving. Thanks.

Good thing I decided to read the forums while eating lunch today. I hope I have time to do this in between moving. Again, stupid ba drama < the requirements.
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KDR_11k
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Post by KDR_11k »

I don't think AF has veto rights on this.
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AF
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Post by AF »

Lordmatt agve the thumbs up.

And smoth, trepans original thread with all this is at least a month old. And your not the onyl one whose ever used a text editor, surely someone can do it for you.
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smoth
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Post by smoth »

AF wrote:Lordmatt agve the thumbs up.
And yet those files do not have those tags.
AF wrote:And smoth, trepans original thread with all this is at least a month old. And your not the only one whose ever used a text editor, surely someone can do it for you.
As far as I knew they were optional. Sure, they are on the version I am working on over here but not in the release version. The only person I have given permission to modify gundam is KDR. I don't want to keep him from what he is currently busy with. I am off to pack some more stuff and maybe I'll get to it tonight.

In case you missed the bajillion times I have written this, my computer was down for >1 & 1/2 month. When I did get it up I couldn't test shit in spring because windows was so fucked up I was getting lower fps then my dell. I now get 60-30 base fps, still low for what I have but testable. However, I am more concerned with getting my apartment packed so I can move as soon as possible. Other then that nothing else should be a priority.

I am more mad that you guys went through days of drama, so much drama that I tl;dr-ed it. All over BA and what does or does not get included. When all lordmatt needed was a download and a description. In that entire time someone could have said something and I could have tossed those tags in easily. However, now it is going to take up time I should be doing other things. Last night I packed and sorted until I went to bed, today I am doing the same thing. IF I get it done early enough I can update the file but there is also a chance that I might not have time to update it or the internet to upload it.
Last edited by smoth on 10 Dec 2007, 17:37, edited 1 time in total.
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AF
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Post by AF »

That doesn't stop someone else doing them for you and KDR glancing over them and copy pasting?

The post you just made took longer to write than the new tags, and is 20x as long. In fact, I even use gundam in examples of how to use the tags.

But I must admit, when I suggested to lordmatt we enforce these tags in installer mods, and he agreed with me, you and your PC and your boxes didn't come into it at all. You yourself don't have to do it. And its a sorry affair when only you and KDR have any interest in gundam at all. I doubt lordmatt and tobi are going to delay springs release so you can type out 4 tags,

BUT because you made a big deal out of a tiny bit of work:

Code: Select all

  ShortName=Gundam;
  Mutator=;

  game=Gundam Annihilation;
  shortgame=Gundam;
4 tags!!! And you wrote god knows how many lines complaining about 4 tags? Some of them even have the same values!

And you did realize that lordmatts copy of the installer might be newer than svn?
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KDR_11k
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Joined: 25 Jun 2006, 08:44

Post by KDR_11k »

In a worst case scenario it should be possible to upload the current version now and just include the tags later. Considering the tags would break sync in the lobby without changing the function of the mod at all I don't think it's very useful to force a new version just for some helper tags.
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smoth
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Joined: 13 Jan 2005, 00:46

Post by smoth »

AF wrote:And its a sorry affair when only you and KDR have any interest in gundam at all. I doubt lordmatt and tobi are going to delay springs release so you can type out 4 tags,

BUT because you made a big deal out of a tiny bit of work:

Code: Select all

  ShortName=Gundam;
  Mutator=;

  game=Gundam Annihilation;
  shortgame=Gundam;
4 tags!!! And you wrote god knows how many lines complaining about 4 tags? Some of them even have the same values!
Af, I bothered to give you a nice long reply and you still ignore the fact that you were up till now more concerned with other drama. Sure, push the rage off on me, whatever. I could have not replied at all but NO, putting the file on uf isn't as simple as doing 3/4 lines, I have to redownload the file, the extract them into a folder then update the text files, repack them. Check them to make sure they work(which means downloading one of the test builds and starting a game with each mutator) then I get to upload the files and then I have to update all the file links across various sites.

do that in a few minutes is unpossible. It only took a few minutes to write out that reply. with all the downloading and uploading etc it would take at least 10-20 esp with the site updates.
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