LowSize Moddemos

LowSize Moddemos

Requests for features in the spring code.

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PicassoCT
Journeywar Developer & Mapper
Posts: 10454
Joined: 24 Jan 2006, 21:12

LowSize Moddemos

Post by PicassoCT »

Hi, i just thought about a new Way of People to get into other Mods. The Biggest Problem is that they have to dl something big to try it...

So to avoid that..

How about a Demo - consisting only of the Mods-GameplayMechanics - using AA Units as Placeholder for the ModsBuildings (nearly Every NewToSpringGuy installs it) and showing beautifull Advertising Screenshots of the "Full-Version" as Loading-Screen + Link

Example - Replacing the NB SpireRook through a Sumo.

This should shrink the Size so much, the Mods could be "all" included in the InstallerDls
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Min3mat
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Joined: 17 Nov 2004, 20:19

Post by Min3mat »

o.o
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Argh
Posts: 10920
Joined: 21 Feb 2005, 03:38

Post by Argh »

How's about... no. If people have trouble downloading a 9MB mod, when nobody shows any problems downloading hundreds of MBs of new maps, then I don't care about them.
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PicassoCT
Journeywar Developer & Mapper
Posts: 10454
Joined: 24 Jan 2006, 21:12

Post by PicassoCT »

Sorry ARGH,
don`t take that offensive. The Units of NBs are great - and they are worth a 90 Mb dl. I just thought it would be another good Chance to get Peoplz into exploring the Mods. And you have to confess that a 500 Kb Nbs Version that comes along with Spring and is there on startup would get you playerz.
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Argh
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Joined: 21 Feb 2005, 03:38

Post by Argh »

Sorry, didn't mean that to be rude. I'm saying that d/l size is not the problem.
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Snipawolf
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Joined: 12 Dec 2005, 01:49

Post by Snipawolf »

It ain't size, its a matter of mind, people are too lazy to download something til their friend goes

"Hey, new version of AA [link here]"
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OOmiz
Posts: 46
Joined: 06 Sep 2006, 12:47

Re: LowSize Moddemos

Post by OOmiz »

PicassoCT wrote:The Biggest Problem is that they have to dl something big to try it...
Come on it's 2006. With the bandwidth and hdd space people have nowadays a couple of MB's should be no problem. Very few mods (if any) take more than 10 minutes to download on a less than decent connection.

I however agree on one thing: The installer should contain more mods. I would love to see a OTA free installer with original content mods like Nanoblobs and E&E. In their full shiny glory of course.
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Masse
Damned Developer
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Joined: 15 Sep 2004, 18:56

Post by Masse »

its not the size or anything... its just the "simpliness" most ppl dont know how easy it is to mod spring or how easy it is to look how things are done in mods

id say a simple "effect mod" where unit name and description says more info abaut the effect and points to a file where it all is described and stuff like that :)
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Pxtl
Posts: 6112
Joined: 23 Oct 2004, 01:43

Post by Pxtl »

Half the maps are over 20 megs. Downloading substantially sized mods seems silly to worry about.
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zwzsg
Kernel Panic Co-Developer
Posts: 7052
Joined: 16 Nov 2004, 13:08

Re: LowSize Moddemos

Post by zwzsg »

How about a Demo - consisting only of the Mods-GameplayMechanics - using AA Units as Placeholder for the ModsBuildings (nearly Every NewToSpringGuy installs it) and showing beautifull Advertising Screenshots of the "Full-Version" as Loading-Screen + Link

Example - Replacing the NB SpireRook through a Sumo.
LoL, so sadly wrong on so many levels.

Hey wait, you're the dude that make the concept map, so you know how to tamper with Spring files, so you can't be a clueless idiot n00b, so how comes you could came up with such an absurd idea?

I'll try to refrain from simple insults and explain why it can't work with arguments like if it needed some:
- AA is just one mod amongst many, not even the best looking, nor the most OTAish, nor the most technically impressing, nor anything, and some people like me are fed up with it being overly promoted already enough.
- The look is a very important part of mods. Gameplay is what makes you keep playing, but the look is what get you start playing in the first time. With your idea all the mod would be the exact same thing, with just the numbers shuffled around. It would be a major downer. I never liked rebalancing pack (that keep the look but changes the figure), and I really don't think anyone else would bear playing, let's say, a Star War mods which would only consist of renaming TA hawk into X-Wing, or a World Domination mod which would only consist of renaming the TA brawler into apache.
- Unlike some other game, in TA and Spring, the 3D model actually affect gameplay. For instance unit with smaller model have smaller hitsphere, (at least vertically), so are harder to hit. Hey, I even read up that E&E used that extensively, for instance to make it so the fast laser tank are small enough that units behind can fire over them. The 3d model also define how is the unit articulated and what bits can emit shot and etc.. Then each animation is closely linked to its 3d model, and the animation define many other things such as the number and position of weapon, how fast the unit aim, the speed at which it must walk to not look like moonwalking, etc... So we'll be even more forced to stay close to how AA units play.
- Many unit just don't have any equivalent in AA. Like AFAIK there's not factory hubs in AA. Or some mods may dedice to developp more a certain aspect, like have a hundreds plane which so would be forced to all reuse the same AA models.
- Pretty loading screens increase the filesize more than the actual models/scripts/etc.. of the actual units.
- Basically you're telling modders all they work is worth nothing, and only AA is worth being used.

So:
- The mechanic is not only contained in the FBIs. Scripts and models also affect the gameplay mechanic.
- Mods are not just array of numbers. They aim at feeling like a whole new experience, using the visual, the sounds, and everything else to create a refreshing sensation.

No really, psrfff.


Some people argue than having to download 70Mb maps isn't an issue, and you're arguing that 5Mb is too much for a mod? The filesize is clearly not the problem.
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NOiZE
Balanced Annihilation Developer
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Joined: 28 Apr 2005, 19:29

Post by NOiZE »

make all AA units, cubes.
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rattle
Damned Developer
Posts: 8278
Joined: 01 Jun 2006, 13:15

Post by rattle »

Cubes with pointy sticks which poke each other to death. Yeah that'd be fun.

On a side note I'd never do such a thing to the dune mod, even though it will be pretty large in the end because of lots of textures (~300kb each). That's just like using default WarCraft 3 models in a W40K themed (tower defense) map which I just played some days ago.
Also ruining the look of a mod, and you do that when using AA "placeholder" models, ruins the entire athmosphere and takes a lot from the feeling. Also you apparently have no idea how much effort and time making these units take, roughly about the same you need for one of your maps. Also, what if there is no comparable unit in AA? This applies for my mod more than once...

Lastly, would you like to find replacements for the 200-300 units E&E got or, Spring44 or... that's a lot of effort which isn't worth it.


Have you seen mods for other games for instance? Taking the average Generals (or Zero Hour) mod I haven't found one yet which is smaller than 50 megs, most are 100+ megs and more, some are even more than 300 megs.

We should be glad that Spring reads compressed zip or even more compressed 7zip files to keep the filesize down. A lot of games barely or don't compress their datafiles at all (or keep their files loose, wasting lots of space and partition chunks).

Okay long story short: bad idea.
Demo version of a mod? Yeah why not, a sneak preview doesn't hurt. Borrowing placeholders from any other mod? NO! :P

edit:
PS: I don't give a flying duck on people who won't download my mod because it's "too large". They'll never know what they're missing. Besides, AA isn't particularly small.
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