mod list / mod names

mod list / mod names

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raaar
Metal Factions Developer
Posts: 1095
Joined: 20 Feb 2010, 12:17

mod list / mod names

Post by raaar »

Greetings

is there any place where there is a list of all the mods available for spring? (even including some old ones that probably won't work)

i'm making a new mod, thinking about the name.....how do i know i picked an unique name if i don't know which names are taken?
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Licho
Zero-K Developer
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Joined: 19 May 2006, 19:13

Re: mod list / mod names

Post by Licho »

Most complete list should be
http://planet-wars.eu/PlasmaServer/
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knorke
Posts: 7971
Joined: 22 Feb 2006, 01:02

Re: mod list / mod names

Post by knorke »

A, B, C, E and S are taken :regret:

the real interessting mods like 0000MC TESTICLES that were actually hosted at some point in time can be find here:
http://springrts.com/phpbb/viewtopic.ph ... ps&start=0
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Wombat
Posts: 3379
Joined: 15 Dec 2008, 15:53

Re: mod list / mod names

Post by Wombat »

better change topic fast or some fgt will come and give u lesson of what is mod and what is game :D
raaar
Metal Factions Developer
Posts: 1095
Joined: 20 Feb 2010, 12:17

Re: mod list / mod names

Post by raaar »

Licho wrote:Most complete list should be
http://planet-wars.eu/PlasmaServer/
that is interesting, but it is also a mess, it mixes several games/mod versions, maps and possibly other stuff.

how about a list with the latest "official" versions of every mod/game.

something like what you have here:
http://springrts.com/wiki/Games

it makes sense to having a place to display the best-looking/most popular mods but there should also be a list with ALL of them.

imo, stuff that would make sense to have for each game/mod
- logo
- category
- short description
- wiki page link (if any)
- website link (if any)
- download link for latest version

why isn't there something like this?
Google_Frog
Moderator
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Joined: 12 Oct 2007, 09:24

Re: mod list / mod names

Post by Google_Frog »

that is interesting, but it is also a mess, it mixes several games/mod versions, maps and possibly other stuff.
If you click on the top of the type column you can see the mods.
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zwzsg
Kernel Panic Co-Developer
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Joined: 16 Nov 2004, 13:08

Re: mod list / mod names

Post by zwzsg »

why isn't there something like this?
Because whoever would manualy write such a list would ignore 90% of mods and would stop updating after 2 weeks.
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Licho
Zero-K Developer
Posts: 3803
Joined: 19 May 2006, 19:13

Re: mod list / mod names

Post by Licho »

It isn't so bad, only 7376 mods and 2657 maps.
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smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Re: mod list / mod names

Post by smoth »

raaar wrote: it makes sense to having a place to display the best-looking/most popular mods but there should also be a list with ALL of them.
The current best looking projects you can count on 1 hand and only 1 of them is out.
raaar wrote: imo, stuff that would make sense to have for each game/mod
- logo
- category
- short description
- wiki page link (if any)
- website link (if any)
- download link for latest version

why isn't there something like this?
Outside of the fact that several projects were broken last release? You are looking at it in the wiki.

Most of the mods are listed based on mod name. I can tell you that in that list there has to be something like 5-10 of them alone that are just me testing random stuff. Let alone all the variants of OTA shit. The amount of actual real projects is very small.
raaar
Metal Factions Developer
Posts: 1095
Joined: 20 Feb 2010, 12:17

Re: mod list / mod names

Post by raaar »

zwzsg wrote:
why isn't there something like this?
Because whoever would manualy write such a list would ignore 90% of mods and would stop updating after 2 weeks.
it doesn't have to be 1 person manually maintaining everything, maybe only for the wiki page (and then, who decides what mods are worth it?). Put the burden of updating stuff on mod devs, but give them a better set of tools to do so.

There should be a more targeted mod list system where the mod devs log in and update an entry corresponding to their mod instead of adding new ones. This would make it easier for the community to track how many different "official" mods there are and where they can get them.

It could also have extra fields, like the latest update date, and the latest spring version to which it was found to be compatible.
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FLOZi
MC: Legacy & Spring 1944 Developer
Posts: 6242
Joined: 29 Apr 2005, 01:14

Re: mod list / mod names

Post by FLOZi »

Non-commercial:
  • GRTS,
  • EvoRTS,
  • S44,
  • KP,
  • CT,
  • The Cursed,
  • THIS
Coming in the future:
  • SWIW,
  • Evolvere,
  • ZK,
  • Damned
Commercial:
  • PURE
OTA based:
  • BA,
  • CA,
  • SA,
  • NOTA,
  • BOTA,
  • XTA,
  • EA
Plus about a million and one cool mini mods from KDR_11k.
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zwzsg
Kernel Panic Co-Developer
Posts: 7052
Joined: 16 Nov 2004, 13:08

Re: mod list / mod names

Post by zwzsg »

it doesn't have to be 1 person manually maintaining everything
Nothing happen until you personnaly do it. Counting on others to help and carry on your ideas does not work.
Put the burden of updating stuff on mod devs
No thanks they are burdened enough.
There should be a more targeted mod list system where the mod devs log in and update an entry corresponding to their mod instead of adding new ones. This would make it easier for the community to track how many different "official" mods there are and where they can get them.
What if the "official" maintainer goes missing in action without a designated heir? I think it's more important to design a system where non official variants can be easy placed, showing which mod they derive from without replacing it.
like the latest update date, and the latest spring version to which it was found to be compatible.
Two very important fields! Thanks for remembering them.
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PicassoCT
Journeywar Developer & Mapper
Posts: 10454
Joined: 24 Jan 2006, 21:12

Re: mod list / mod names

Post by PicassoCT »

Wish we could autoharvest some of this posts into the wiki, so its always up to date, because as long as somebody asks, somebody usually replys, boards dont fall into this cobwebstate that specialized wikis usually asume.
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zwzsg
Kernel Panic Co-Developer
Posts: 7052
Joined: 16 Nov 2004, 13:08

Re: mod list / mod names

Post by zwzsg »

Maybe my previous posts were too harsh.

The underlying issue is that "mod" can mean two very different thing. Or rather, can be any point between those two extreme:
- Large, fully playable, still maintained, polished projects, like S44, EvoRTS, GRTS, etc...
- A quick test demo, with minimal additional content, made once to showcase something, then forgotten.

Both are .sd7/sdd that goes into /mods/, both are listed in Licho's Plasma Server, but, from a player point of view and level of expectation, they mean very different thing.

It would make very little sense to have an entry the same size for P.U.R.E. and for my XTA-Jaibreak mutator for instance.

For the "big" mods, we have:
http://springrts.com/wiki/Games

For the "small" mods, maintaining a list is hard, because their release can be as quiet as an attachment in the 7th page of a boring discussion. Yes, I've done that, and no, I wouldn't have updated a wiki modlist because it's often the kind of mod that makes no sense outside the surrounding talk. To find those small mods, you either need to be there and then and curious, or, to find them back later, a good memory, and a talent at forum search queries. So indeed, all those small mods are super hard to find, which is a shame because there are some real gem in them (KDR_11k ones spring to mind).

So, it could seem a good idea to maintain a list of all those mods that are small, incomplete, but still useful if only as a reference to what's possible in Spring. But then you run into another issue: Any mod that isn't actively maitained quickly breaks. The last two Spring release were particularly unforgivable, but it happens everytime the Spring engine update, each release bring small changes, often inconsequential, until you hit one modifying a particular behavior the mod was relying upon. So any mod more than a couple engine version odd is likely to be broken, sometimes something little like misaligned text, sometimes something crucial like a Lua gadget implementing the core gameplay erroring, unit not moving or building for various reason, etc... And even if engine dev will explain that "it's just a small fix", it nonetheless requires modding skills and knowledge of what's going wrong to fix the mod. It would be harmful to present regular players and newcomers a long list of mod, with half of them not working. And to keep fixing every mod at every Spring release would require a tremendous sustained effort.
raaar
Metal Factions Developer
Posts: 1095
Joined: 20 Feb 2010, 12:17

Re: mod list / mod names

Post by raaar »

They could allow people to submit non-official mod sub-entries associated with an entry of a given "official" mod/game.

And there could be a set of rules allowing for another person/group with community support to take over the official mod entry if the previous owner becomes inactive for more than 6 months or so.
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Wombat
Posts: 3379
Joined: 15 Dec 2008, 15:53

Re: mod list / mod names

Post by Wombat »

Mooooomm! Flozi forgot about EoW :<
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