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central header file with switches?

hawkeye

Landlubber
Ahoy Mateys,

I was wondering if maybe we should decide early to have one additional file in the Program\ folder with defines to switch on and off different mod parts and fine tune others, just like buildsettings.h and internalsettings.h in the Build mod in POTC.
This post of course mainly adressed to Cyberops, as his mod compilation is the one everyone is talking about and using.
Would preserve "if you want that mod, rename that file" excesses, especially as the number of mods is likely to grow in future.
So, maybe a "supermod_settings.h" file would be a good idea, imho, since now the number of mods is still manageable.

Just my opinion, keep up the good work, Cyberops.
 
actually it sounds like time for a "Mod Manager"

any idea if the jsgme mod manager would do the trick until/unless
a more dedicated program is found??
Will put a version jsgme in the FTP in case people want to tinker with using it.
the included copyright notice clearly states that this is allowed.
 
Hmm, for enabling/disabling mods, the prog will be fine. Having the advantage, that one could even return to any previous state.
But what about tuning different mods?
I personally would prefer the header file variant, which was used in POTC, especially since I have no problems with code. Would save disk space too, for the users without x00 GBs of HDD space... <img src="style_emoticons/<#EMO_DIR#>/wink.gif" style="vertical-align:middle" emoid=";)" border="0" alt="wink.gif" />
But that's just my opinion and a general mod management with a mod manager would be okay too, since it is working fine with Freelancer for example.
Anyone else with an opinion about that isue?

Should we make a poll, how the others would like their mods distributed, as one way, overwrite all thing, or via mod manager?
 
I played a little with that mod manager tool you uploaded.
Hmm, all it does actually, is copying the files into the dirs, making backups of the original files. And that function can be used anyway, so no need to really change something on the modders side, aside from zipping the files in the correct paths, relative to the AOP main dir. One could recommend using the tool for its backup functionality, though.

Is there a tool, that is working on data level? I mean, that searches for given code parts and replaces them with the modified parts? That would need changes on the modders side. Like an automated WinMerge...

But I think, this would be overkill and generate more work than it would reduce.

A well documented central header file for settings and backups via that mod manager tool (or not, the user may decide) would be the best way, imho.

What bothers me, is that one must always make sure, that the different mods are installed in correct order, if distributed separately.
 
Having some kind of a mod manager would be very nice. Especially if it could be built with the kind of functionality that the manager for Freelancer has. The ability to have a set of switched come up allowing for certain mods made during installation of the mod.

Also showing if mods are compatible or not.

Stuff like that would be very handy in my opinion.

Cap'n Drow
 
<!--quoteo(post=167566:date=Oct 15 2006, 12:28 AM:name=Cap'n_Drow)--><div class='quotetop'>QUOTE(Cap'n_Drow @ Oct 15 2006, 12:28 AM) [snapback]167566[/snapback]</div><div class='quotemain'><!--quotec-->
Having some kind of a mod manager would be very nice. Especially if it could be built with the kind of functionality that the manager for Freelancer has. The ability to have a set of switched come up allowing for certain mods made during installation of the mod.

Also showing if mods are compatible or not.

Stuff like that would be very handy in my opinion.

Cap'n Drow
<!--QuoteEnd--></div><!--QuoteEEnd-->

Hmm, from what I know, the Freelancer MM is also just a better file manager with zip functionality.
The compatibility function just works by warning when an already modded file is to be overwritten by another mod.
And you have to take care of the right order of installation yourself too, when installing mods that depend on other mods.
So all in all, the only real advantage is the backup function for the basic installation. And that you can define certain settings at time of installation is nice too.
I don't know, is the FLMM free and open?
Maybe I check at lancersreactor but that'll be tomorrow... <img src="style_emoticons/<#EMO_DIR#>/wink.gif" style="vertical-align:middle" emoid=";)" border="0" alt="wink.gif" />

btw, has anyone checked sourceforge for some kind of "mod manager" or "version manager"? Also mañana for me...
 
Im currently working on that same as the music choice works but more options to turn on or off or choose will be in there, like enable jungles yes or no, and more and more.
 
<!--quoteo(post=167572:date=Oct 15 2006, 12:53 AM:name=Hawkeye)--><div class='quotetop'>QUOTE(Hawkeye @ Oct 15 2006, 12:53 AM) [snapback]167572[/snapback]</div><div class='quotemain'><!--quotec-->

Hmm, from what I know, the Freelancer MM is also just a better file manager with zip functionality.
The compatibility function just works by warning when an already modded file is to be overwritten by another mod.
And you have to take care of the right order of installation yourself too, when installing mods that depend on other mods.
So all in all, the only real advantage is the backup function for the basic installation. And that you can define certain settings at time of installation is nice too.
I don't know, is the FLMM free and open?
Maybe I check at lancersreactor but that'll be tomorrow... <img src="style_emoticons/<#EMO_DIR#>/wink.gif" style="vertical-align:middle" emoid=";)" border="0" alt="wink.gif" />

btw, has anyone checked sourceforge for some kind of "mod manager" or "version manager"? Also mañana for me...
<!--QuoteEnd--></div><!--QuoteEEnd-->

Okay, I was wrong.
Looked at one smaller FLMM script file and it seems the FLMM is basically the thing we're searching for. It loads the files, searches for code lines, changes them and backs up things before. And while changing code one can interactively set options. Hmm, very interesting.
Maybe I'll dig deeper into lancersreactor tomorrow and see, whether the mod manager can be used for other games as well. And whether it's allowed, not to forget.
Want to see one of the scripts? There you go:

Options section
<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->
<options default="1:1">
<option name="Intro Movies?" savesafe="true">
<item id="2" name="Yes">
</item>
<item id="1" name="No">
</item>
</option>
...
<!--c2--></div><!--ec2-->

search and replace section:
<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->
<data file="exe\freelancer.ini" method="sectionreplace" options="1:1">
<section>
[Startup]
</section>
<dest>
movie_file = movies\MGS_Logo_Final.wmv
movie_file = movies\DA_Logo_Final.wmv
movie_file = movies\FL_Intro.wmv
</dest>
<source>
;movie_file = movies\MGS_Logo_Final.wmv
;movie_file = movies\DA_Logo_Final.wmv
;movie_file = movies\FL_Intro.wmv
</source>
</data>
<!--c2--></div><!--ec2-->

As you can see, its pure xml and quite easy to read and understand. The options are interactively set during installation of the mod and the script is executed according to the options. Meaning, that the code replace in the example above will only be done, if the user selects "No" as the option (answer 1 in first option, so "option="1:1"").
 
I was thinking that FLMM was a bit more than you figured, Hawkeye. Been playing, modding and fooling about with FL for years. Awesome game, with a very dedicated community of modders and players. **grins** Just wish M$ would take note of the incredibly cool work thats been done without an ounce of help from them.

FLMM does a whole lot of cool stuff. Including capturing, compressing and such for new mods.

Another excellent FL tool we could take a look at for MP stuff would be the ION Cross Server Operator. Reboots crashed servers, tracks modified files, prevents cheating and other interesting bits.

Just some suggestions from ye olde Cap'n. **winks**

Cap'n Drow
 
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