Mod directory structure redefinition

Mod directory structure redefinition

Requests for features in the spring code.

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Gnomre
Imperial Winter Developer
Posts: 1754
Joined: 06 Feb 2005, 13:42

Mod directory structure redefinition

Post by Gnomre »

Title pretty much says it all. Some things already allow this to an extent:

- objectname (FBI), model (weapon TDF), and object (corpse TDF) allow arbitrary subdirectories within the objects3d folder
- Sound tags in various files also allow subdirectories within ./sounds/
- resources.tdf also allows arbitrary paths within ./bitmaps/
- icontypes.tdf is completely arbitrary

However, I'd personally like to organize things even further:
- ./unitpics/ and ./sidepics/ should be sorted into ./bitmaps/
- ./anims/ should be renamed to ./cursors/ and moved into ./bitmaps/
- ./LuaCob/, ./LuaGaia/, ./LuaRules/, and ./LuaUI/ should be in Lua/Cob/, Lua/Gaia, etc
- Armor.txt should be renamed to Armor.tdf and moved into ./gamedata/
- I'd personally like an FBI tag like objectname, except for the script file, which would also allow arbitrary paths.

I know a lot of these would break current stuff though, so just let each directory be defined in modinfo.tdf (or a new tdf file, whatever) with the values defaulting to the current structure. Something simple like:

Code: Select all

[MOD]
{
	Name=My organized mod;
	Description=Blah;
	URL=http://www.google.com;

	[DIRECTORIES]
	{
		cursors=bitmaps/cursors; //default: anims
		luacob=lua/cob; //default: luacob
		luagaia=lua/gaia;
		luarules=lua/rules;
		luaui=lua/ui;
		sidepics=bitmaps/sidepics;
		unitpics=bitmaps/unitpics;
		units=gamedata/unitdefs; //just an example for the hell of it
	}
}
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Maelstrom
Posts: 1950
Joined: 23 Jul 2005, 14:52

Post by Maelstrom »

+1, mods can get quite unorganized and cluttered at times.
Ralith
Posts: 22
Joined: 06 Aug 2007, 04:43

Post by Ralith »

Sounds like an improvement to me.
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