On Sat, 13 Jun 2015 15:05:27 +0200 Fenyo <feny...@gmail.com> wrote: > Ok, i have made my adjustments.
They are mostly committed. The last one is the mods patch, which is under test right now. > And i have discovered a MAJOR problem what we should resolve somehow. > When we have all four season mods (4seasons,months,weeks,days) in the mods > directory, the game reads in ALL of them (FreeColMessages.properties file), > regardless that we have enabled the certain mod or not. Yes this is a problem, and a new one with this group of mods. > And this problem is not just season-related! > The plantForest mod also defines custom names, > and they are in the game, regardless that the player enabled them or not. > "markovoss" mod also defines custom names, same problem. > And any mod which is just want to overwrite names, had this problem! Actually plantForest is not a problem, as it does not define any names that collide with any others. The fact that they are present in the game but unused is a waste, but very minor. And they are not totally unused: mod.<modName>.{name,shortDescription} *are* used, even when their mod is not enabled, because they are part of the mod selector drop-down menu. Those two messages must be present, which is probably why when mods were implemented the reading of the properties file was made mandatory. I vaguely remember some such discussion at the time, but I was only tangentially involved. I fear the seasons-mod-group is doing something we did not think of. > Hmm, maybe if the game would read only the messages (from the > FreeColMessages.properties file) > with the mod id specified in mod.xml, and read the complete file only if the > mod is actually enabled. > Or maybe the game should just read-in the messages started with "mod." and > the rest when enabled. Partial reading of property files sounds messy. Probably the easiest option is to just split the FreeColMessages.properties file into the "always-read" part containing the two messages mentioned above, and a "read-when-enabled" part called something like <modName>Messages.properties, which would be read in Specification.loadMods. Cheers, Mike Pope
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