Mods released in a unified, regularly-updated package - Page 2

Mods released in a unified, regularly-updated package

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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Tobi
Spring Developer
Posts: 4598
Joined: 01 Jun 2005, 11:36

Post by Tobi »

I don't think including (and hence downloading) everything by default is a very good idea. It's isn't scalable in any way: causes much concentrated traffic on FU/spring/your servers when lots of noobs start using the game, many players don't play all mods (I for one only play XTA seriously, just don't feel like learning another mod [but I did download quite some!]).

Some tool equal to linux package management software, but for mods/maps would be ubercool tho: start tool, click mods, select AA+xect vs. mynn, click install et voilà, another set of mods downloaded.

Obviously when this is set up and properly working, it's zero work to link it to the lobby. Then just make the "More maps" and "more mods" buttons somewhat bigger and you're done.

As for the technical implementation, if you want to do it quick 'n dirty 'n easy to setup, just design a server side directory tree layout which is fully downloadable through http or ftp protocols (possibly by just storing files somewhere and hosting a 'packages' file, which is a list of all mods/maps available [name, description, version, url to screenshot, url to file]), then hack a client together which essentially just is a ftp/http client (browser), but with an uber simplified interface: can only download, can't go to different servers, etc.

Also add an update button which compares 'version' field of installed stuff with 'version' field in 'packages' files fresh from server, and redownloads plus installs updates. To get even closer to your original post, add a standalone cmdline app which can optionally be run on windows logon and download all updates.

^^ This is essentially how apt-get et al. for debian linux (derivatives) works.

If you want to save bandwidth, rsync could be an idea, but rsyncing 7zipped files won't be useful in any way because if one thing changes the whole file probably differs. In that case you may want to host all mods in extracted form plus 7zipped form on the server (which, in this case, is an http/ftp and rsync server), and implement some auto-re7zipping tool in your client. New installs of mods/maps could then be downloaded plainly over http/ftp, but updates could like: un7zip mod to a tmp folder, rsync tmp folder with new version of mod, 7zip tmp folder, install newly created 7z archive.

^^ This is sort-of what is being worked on for future versions of apt-get et al.
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FizWizz
Posts: 1998
Joined: 17 Aug 2005, 11:42

Post by FizWizz »

smoth wrote:
RightField wrote:Big units are easy eyecandy and fun toys which attracts newbies more easily than something "unimporant" like gameplay.
It is nice that caydr has it, I like the range of scale It is just that most people online need giant units like chris farley needed a diet.
but he doesn't, he's six feet under :P.
p2p file acquisition sounds cool, btw.
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smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Post by smoth »

jcnossen wrote:What's wrong with giant units?!?
Nothing.. but I do not like the way spring handles my giant whitebase model
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Min3mat
Posts: 3455
Joined: 17 Nov 2004, 20:19

Post by Min3mat »

@opty
my map folder is almost a gig
however if we got a wonderfully retarded 'you must DL all maps coz i said so' integrated into spring it would be a lot bigger. or 'i want to play greenhaven' 'sorry mate only allowed to DL all maps at once' 'bummer, how long?' 'oh only 3 odd hours, not bad eh?' 'to play one fudging game?' 'but...don't you want all the maps ;'<' 'no you dumbasshat...go die in a hole'
or maybe 'i want to play greenhaven 1 because it is radically different from the remake' 'you can't only updated maps allowed' 'wewt... >.<'
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Candleman
Posts: 433
Joined: 08 Sep 2005, 07:30

Post by Candleman »

This is about mods, not maps.

Unless I am mistaken, in which case you are correct. Map DLing should not be automatic, and neither should mod DLing for that matter.

You should only have the mods you WANT to be DLed, DLed
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Min3mat
Posts: 3455
Joined: 17 Nov 2004, 20:19

Post by Min3mat »

well as long as it is not replacing the individual mods i'm fine with it
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Candleman
Posts: 433
Joined: 08 Sep 2005, 07:30

Post by Candleman »

I agree. I don't mind automatically getting the new FF (or whatever) as long as it doesn't overwrite anything.
Leaderz0rz
Posts: 100
Joined: 07 Feb 2006, 21:35

Post by Leaderz0rz »

why not have a program that searchs for mods installed and auto updates them at the launch of the taclient? If you don't have the mod it lets you download from the program.
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Das Bruce
Posts: 3544
Joined: 23 Nov 2005, 06:16

Post by Das Bruce »

I don't want those mods so I'll be damned if I'm going to download them, Just intergrate it like the map thing and post an announcement when an update is uploaded.
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Decimator
Posts: 1118
Joined: 24 Jul 2005, 04:15

Post by Decimator »

Yes, just a place integrated into the lobby where you can click on a mod you want to try and the lobby downloads it for you. Perhaps include some screenshots and such with it as well, or some youtube or google video links.
Theotherguy
Posts: 79
Joined: 11 Jul 2005, 02:01

Post by Theotherguy »

I play AA because it is like TA with many units, let alone the fact that there are big ones. I just like to have more variety. I also play it because XTA and OTA have the rediculous star-wars style lasers.

I don't really like EE because I am a porcer, and gundam annihilation is just....too...japanese?
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Caydr
Omnidouche
Posts: 7179
Joined: 16 Oct 2004, 19:40

Post by Caydr »

I'm trying to encourage people to diversify away from AA if at all possible. I'm glad that it's popular, but there are many other quality works out there.

I'd use my own servers, not clog up FU or the Spring site, don't worry.
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smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Post by smoth »

Theotherguy wrote:gundam annihilation is just....too...japanese?
I'd love hear this explanation. You didn't even try it.
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diggz2k
Posts: 208
Joined: 04 Mar 2005, 06:34

Post by diggz2k »

I really like the idea!

Downloading a new aa all the time is a hassle.

There should be a list of mods with checkboxes.

When you start up the client it automatically updates or downloads the mods you have checked.

We could have an option to keep the old mod files.
Checkbox saying "Do you want to update or add this modfile?"
For those who want to play the relic mod versions.

That is that.
I think all the rest is up to Caydr to code/organize, so go for it.
Any further resistance to this idea is hampering progress and I don't want to hear any of it.
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FizWizz
Posts: 1998
Joined: 17 Aug 2005, 11:42

Post by FizWizz »

smoth wrote:
Theotherguy wrote:gundam annihilation is just....too...japanese?
I'd love hear this explanation. You didn't even try it.
It's anime, that's as far as the explanation goes.
maestro
Posts: 352
Joined: 08 Jun 2005, 11:10

Post by maestro »

Bah! stop act as my boss...
Ill do whatever I want at my own pace and my own schedule...
Silliest idea ever....
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Felix the Cat
Posts: 2383
Joined: 15 Jun 2005, 17:30

Post by Felix the Cat »

No thank you.

If some nubbie isn't smart or proactive enough to click three links and download a mod file, I don't want to play with him anyways.

On the technical side, Flozi and I discovered that updating single files inside an sd7 or sdz breaks sync for some reason. We both freshly downloaded the latest version of A&AS and the updated .fbi or whatever file, joined a game to ensure we had sync, exited, then opened the A&AS zip, put the .fbi file in the correct place, and rezipped the A&AS zip at the same settings, and joined the game again and did not have sync. No idea why.
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Forboding Angel
Evolution RTS Developer
Posts: 14673
Joined: 17 Nov 2005, 02:43

Post by Forboding Angel »

hash is why
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smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Post by smoth »

*Nuked*
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Forboding Angel
Evolution RTS Developer
Posts: 14673
Joined: 17 Nov 2005, 02:43

Post by Forboding Angel »

*Nuked*
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