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Re: Adding your mod to sprigndownloader rapid packages

Posted: 08 Feb 2010, 22:18
by Licho
It can get any dependencies, and rapid package can depend on non-rapid stuff - like maps etc.

If your SoundModule and LUPSModule and WoldBuilder consist of packages that are mods/maps, it will work.

Yes, map can depend on mod too.

Re: Adding your mod to sprigndownloader rapid packages

Posted: 08 Feb 2010, 22:18
by Licho
This is property of SD system in general not just rapid package - if you make map that depends on mod and keep SD running, it will register it in server including dependency.

Server will then scan sites like springfiles for given map and mod and if it finds it, download will work fine including dependencies.

Re: Adding your mod to sprigndownloader rapid packages

Posted: 08 Feb 2010, 22:19
by Pxtl
Any plans to get SpringDownloader playing in userland? I think it's the last Spring app to still be working in c:\program files\spring

Re: Adding your mod to sprigndownloader rapid packages

Posted: 08 Feb 2010, 22:21
by Licho
It uses documents and settings location if program files is not available.
It checks spring data directories and picks first writable.

Re: Adding your mod to sprigndownloader rapid packages

Posted: 08 Feb 2010, 22:22
by Pxtl
Oh? Then why does it demand admin privileges when it boots up? Is there a manifest file I need to delete or something?

Re: Adding your mod to sprigndownloader rapid packages

Posted: 08 Feb 2010, 22:24
by Licho
Manifest is embedded into exe so it can be removed only with special tool. It still demands admin rights for compatibility, I guess it could be removed now that people realize maps are also located there.

Re: Adding your mod to sprigndownloader rapid packages

Posted: 09 Feb 2010, 00:03
by Forboding Angel
SD isn't using userland by default? Fail. Fix that please, that is a serious bug. A program like SD should NEVER be asking for admin.

Edit: I apologize for the tone, wasn't trying to be mean.

Re: Adding your mod to sprigndownloader rapid packages

Posted: 10 Feb 2010, 15:38
by imbaczek
don't forget you'll still need to elevate for autoupdates, as springlobby does.

Re: Adding your mod to sprigndownloader rapid packages

Posted: 10 Feb 2010, 18:06
by CarRepairer
imbaczek wrote:don't forget you'll still need to elevate for autoupdates, as springlobby does.
What's this mean?

Re: Adding your mod to sprigndownloader rapid packages

Posted: 10 Feb 2010, 18:08
by Pxtl
When SpringLobby auto-updates itself the user still gets the UAC Confirmation notification because SL needs to do an admin-level action at this point (altering files in the Programs folder).

Re: Adding your mod to sprigndownloader rapid packages

Posted: 10 Feb 2010, 18:20
by Forboding Angel
CarRepairer wrote:
imbaczek wrote:don't forget you'll still need to elevate for autoupdates, as springlobby does.
What's this mean?
Basically that SD shouldn't elevate itself unless an automatic update is occurring. Most new users won't care much for SD always asking for elevation upon start. It's not exactly a good way to make friends.

Moreover, I really don't care for it because it's putting maps and mods into the wrong place.

Re: Adding your mod to sprigndownloader rapid packages

Posted: 25 Feb 2010, 10:19
by Saktoth
Forboding Angel wrote:
CarRepairer wrote:
imbaczek wrote:don't forget you'll still need to elevate for autoupdates, as springlobby does.
What's this mean?
Basically that SD shouldn't elevate itself unless an automatic update is occurring. Most new users won't care much for SD always asking for elevation upon start. It's not exactly a good way to make friends.

Moreover, I really don't care for it because it's putting maps and mods into the wrong place.
Which is the wrong place, exploded all over your computer in obscure little folders (Which are obsolete with vista + because 'its my games' in documents instead of a folder on the same level as the documents folder), or in the program files folder that cant even be accessed if you have the windows hand-holding BS enabled.

Both sounds like the wrong place to me though...

Re: Adding your mod to sprigndownloader rapid packages

Posted: 25 Feb 2010, 10:49
by Forboding Angel
You're not understanding the point of userland fully...

Settings and files are stored in userland, meaning that if you need to make a backup for example, all you have to do is copy userland. That's just one example, but suffice it to say that you can even move masses of content from one comp to another and the new content will be recognized. I apologize for not explaining this well, but long story short, userland = good, program files = not good.

Re: Adding your mod to sprigndownloader rapid packages

Posted: 13 Apr 2015, 13:35
by 8611