Re: [Warzone-dev] File Association For Mods
Am Sonntag, 30. November 2008 13:46:15 schrieb Kreuvf: > Gerard Krol wrote: > > Perhaps we should integrate the tiny mods in the game (and make them > > inter-operate well), and then only allow one external mod active at a > > time. > > I do not think that we should do this for several reasons: > 1. We would need to maintain those tiny mods. And there could be quite a > lot after some years. > 2. External tiny mods could not be used with other mods (similar to 3.4). > 3. We would deny people to build mods that depend on their favourite mod. > There are several reasons why one would like to build a mod that depends on > another: 3.1 The original mod-makers won't give permission to you for using > their stuff and publishing it under the licence of your choice, so you base > your changes on top of the other mod. > 3.2 You can test new features of an upcoming version of your mod by first > applying your ideas to a new mod that runs on top of the other one without > the need to touch the original mod (could be quite a big .wz file after > all). 3.3 You are a third party and found a specific mod to be a good basis > for your own idea. You do not want to change that mod, but build something > completely new around it, which has not much to do with the original mod. > 3.4 You find two really cool mods that would go together without problems, > but you just cannot have both active at the same time, because those > developers thought that this would be a bad idea. You are frustrated and > hang yourself! ;) 4. What's the definition of a tiny mod? You cannot ensure > that every tiny mod works with every possible non-tiny mod. E.g. a mod > mini_turrets.wz does not work with the tiny mod big_turrets.wz. More > interesting: What would be the result? Big or small turrets? I agree with Kreuvf here. It seems very interesting to be able to extend the game using small things. EnhancedDiplomacy, SuperPhasers, EggHeads, BetterBodies, QreuvfsTexturePack, MarsianTechnology, ... Maintaining all those in mainline seems overkill, and would require us to watch over dozens or hundreds of mods, ensure they are all compatible to each other, etc. And you would still need a dependency mechanism (to exclude obvious incompats like tiny/big-turrets), mod-switching, etc. IMO we should just say: "We do not support modded games. If you experience a bug while having a mod loaded, complain to the specific author of that mod." --DevU signature.asc Description: This is a digitally signed message part. ___ Warzone-dev mailing list Warzone-dev@gna.org https://mail.gna.org/listinfo/warzone-dev
Re: [Warzone-dev] File Association For Mods
Gerard Krol wrote: > Perhaps we should integrate the tiny mods in the game (and make them > inter-operate well), and then only allow one external mod active at a time. I do not think that we should do this for several reasons: 1. We would need to maintain those tiny mods. And there could be quite a lot after some years. 2. External tiny mods could not be used with other mods (similar to 3.4). 3. We would deny people to build mods that depend on their favourite mod. There are several reasons why one would like to build a mod that depends on another: 3.1 The original mod-makers won't give permission to you for using their stuff and publishing it under the licence of your choice, so you base your changes on top of the other mod. 3.2 You can test new features of an upcoming version of your mod by first applying your ideas to a new mod that runs on top of the other one without the need to touch the original mod (could be quite a big .wz file after all). 3.3 You are a third party and found a specific mod to be a good basis for your own idea. You do not want to change that mod, but build something completely new around it, which has not much to do with the original mod. 3.4 You find two really cool mods that would go together without problems, but you just cannot have both active at the same time, because those developers thought that this would be a bad idea. You are frustrated and hang yourself! ;) 4. What's the definition of a tiny mod? You cannot ensure that every tiny mod works with every possible non-tiny mod. E.g. a mod mini_turrets.wz does not work with the tiny mod big_turrets.wz. More interesting: What would be the result? Big or small turrets? Regards, - Kreuvf ___ Warzone-dev mailing list Warzone-dev@gna.org https://mail.gna.org/listinfo/warzone-dev
Re: [Warzone-dev] File Association For Mods
On Sun, Nov 30, 2008 at 1:17 PM, Gerard Krol <[EMAIL PROTECTED]> wrote: > Perhaps we should integrate the tiny mods in the game (and make them > inter-operate well), and then only allow one external mod active at a time. That is a really good idea. - Per ___ Warzone-dev mailing list Warzone-dev@gna.org https://mail.gna.org/listinfo/warzone-dev
Re: [Warzone-dev] File Association For Mods
Per Inge Mathisen wrote: > On Sat, Nov 29, 2008 at 6:13 PM, Dennis Schridde <[EMAIL PROTECTED]> wrote: > >>> Mixing and matching mods is never a good idea. If we encouraged it >>> then it would just lead to more useless bug reports. >>> >> That's all the fun. ;) Multiple mods. Of course there'd be incompatibilities, >> but that should not concern us, as long as we are not causing them. >> > > Do you really think users will understand that what the cause of the > bug is? It sure will not be obvious, eg they could play a long time > before the effect becomes apparent, perhaps forget that they used > mods, and it may show itself in really strange glitches. > > If multiple mods is made easy, we will spend a lot of time going over > vague bug reports due to it. Sure we can just close them when (if) we > realize that the cause behind the bug report is conflicting mods, but > wasting time on *bogus* bug reports is far more annoying than spending > time tracking real bugs. > > I think multiple small mods would be a cool feature. You know the unreal tournament options like "large heads" etc.? I think it would be really cool to be able to have both a "extended research" mod and a "large turrets" mod for example. Perhaps we should integrate the tiny mods in the game (and make them inter-operate well), and then only allow one external mod active at a time. - Gerard ___ Warzone-dev mailing list Warzone-dev@gna.org https://mail.gna.org/listinfo/warzone-dev
Re: [Warzone-dev] File Association For Mods
On Sat, Nov 29, 2008 at 6:13 PM, Dennis Schridde <[EMAIL PROTECTED]> wrote: >> Mixing and matching mods is never a good idea. If we encouraged it >> then it would just lead to more useless bug reports. > That's all the fun. ;) Multiple mods. Of course there'd be incompatibilities, > but that should not concern us, as long as we are not causing them. Do you really think users will understand that what the cause of the bug is? It sure will not be obvious, eg they could play a long time before the effect becomes apparent, perhaps forget that they used mods, and it may show itself in really strange glitches. If multiple mods is made easy, we will spend a lot of time going over vague bug reports due to it. Sure we can just close them when (if) we realize that the cause behind the bug report is conflicting mods, but wasting time on *bogus* bug reports is far more annoying than spending time tracking real bugs. *Please* drop this idea already. - Per ___ Warzone-dev mailing list Warzone-dev@gna.org https://mail.gna.org/listinfo/warzone-dev
Re: [Warzone-dev] File Association For Mods
Am Samstag, 29. November 2008 17:27:15 schrieb Freddie Witherden: > Hi, > > > While it's better than the current way, the problem with such a scheme > > is that it only allows one mod at a time. I much prefer the old > > Warzone way of simply renaming the mod to enable/disable it. > > Double-clicking it could even toggle its enable/disable state. > > Mixing and matching mods is never a good idea. If we encouraged it > then it would just lead to more useless bug reports. That's all the fun. ;) Multiple mods. Of course there'd be incompatibilities, but that should not concern us, as long as we are not causing them. > > Other suggestions include simply bundling a separate mod manager (like > > the old Warzone Launcher), or including a mod manager in-game. The > > game should at least report in the main menu which mods are active. > > Can do. > > >> And another request, is it possible to register additional protocols > >> on linux/max, like "warzone://:" so that we can fire up > >> warzone from a server-list inside the browser, for example? > > Not really. It is possible on Windows but that's about it. Doesn't XDG define a way for that to work? signature.asc Description: This is a digitally signed message part. ___ Warzone-dev mailing list Warzone-dev@gna.org https://mail.gna.org/listinfo/warzone-dev
Re: [Warzone-dev] File Association For Mods
Hi, > While it's better than the current way, the problem with such a scheme > is that it only allows one mod at a time. I much prefer the old > Warzone way of simply renaming the mod to enable/disable it. > Double-clicking it could even toggle its enable/disable state. Mixing and matching mods is never a good idea. If we encouraged it then it would just lead to more useless bug reports. > Other suggestions include simply bundling a separate mod manager (like > the old Warzone Launcher), or including a mod manager in-game. The > game should at least report in the main menu which mods are active. Can do. >> And another request, is it possible to register additional protocols >> on linux/max, like "warzone://:" so that we can fire up >> warzone from a server-list inside the browser, for example? Not really. It is possible on Windows but that's about it. Regards, Freddie. ___ Warzone-dev mailing list Warzone-dev@gna.org https://mail.gna.org/listinfo/warzone-dev
Re: [Warzone-dev] File Association For Mods
Am Samstag, 29. November 2008 16:54:57 schrieb Zarel: > On Sat, Nov 29, 2008 at 5:48 AM, Freddie Witherden > > <[EMAIL PROTECTED]> wrote: > > Hi all, > > > > I am interested in knowing what everyone things about the idea of > > associating .wz files with Warzone in the shell. This would mean that > > to start the game with a mod foo.wz all the user would need to do is > > double click it. > > While it's better than the current way, the problem with such a scheme > is that it only allows one mod at a time. I much prefer the old > Warzone way of simply renaming the mod to enable/disable it. > Double-clicking it could even toggle its enable/disable state. > > Other suggestions include simply bundling a separate mod manager (like > the old Warzone Launcher), or including a mod manager in-game. The > game should at least report in the main menu which mods are active. Similar to this, I'd like: Clicking the mod starts "Warzone 2100 Mod Manager", which adds the new mod to the correct directories and thus enables it. Played Morrowind? The Morrowind Starter program (not external, the one by Bethesda) seems like a good solution to the issue. With a list of available mods and checkboxes to enable/disable. The 3rd party "Oblivion Mod Manager" (obmm) does it in a similar way. We could do this in a small external starter app (Qt? ;) ) or from within the game if desired. --DevU signature.asc Description: This is a digitally signed message part. ___ Warzone-dev mailing list Warzone-dev@gna.org https://mail.gna.org/listinfo/warzone-dev
Re: [Warzone-dev] File Association For Mods
On Sat, Nov 29, 2008 at 5:48 AM, Freddie Witherden <[EMAIL PROTECTED]> wrote: > > Hi all, > > I am interested in knowing what everyone things about the idea of > associating .wz files with Warzone in the shell. This would mean that > to start the game with a mod foo.wz all the user would need to do is > double click it. While it's better than the current way, the problem with such a scheme is that it only allows one mod at a time. I much prefer the old Warzone way of simply renaming the mod to enable/disable it. Double-clicking it could even toggle its enable/disable state. Other suggestions include simply bundling a separate mod manager (like the old Warzone Launcher), or including a mod manager in-game. The game should at least report in the main menu which mods are active. Kamaze: > And another request, is it possible to register additional protocols > on linux/max, like "warzone://:" so that we can fire up > warzone from a server-list inside the browser, for example? I like this idea. -Zarel ___ Warzone-dev mailing list Warzone-dev@gna.org https://mail.gna.org/listinfo/warzone-dev
Re: [Warzone-dev] File Association For Mods
I would like to have two more file extensions. *.wzmod for mods and *.wzmap for maps, for a better distinguishably, *.wz only for ou"official" base files. And another request, is it possible to register additional protocols on linux/max, like "warzone://:" so that we can fire up warzone from a server-list inside the browser, for example? - Regards, Kamaze Freddie Witherden schrieb: > Hi all, > > I am interested in knowing what everyone things about the idea of > associating .wz files with Warzone in the shell. This would mean that > to start the game with a mod foo.wz all the user would need to do is > double click it. > > While it might not be a big deal for Linux users, who are usually > familiar with the shell, it is much more of a problem on Windows > (where you need to create a shortcut file) and on OS X (where you need > to first open up a shell and then find the executable inside of the > bundle and then add the parameter). > > Adding a file association could be done quite easily on all operating > systems. This could be done by the installer on Windows, make install > on Linux and a special file in the bundle on OS X. > > While it would be a little bit more work to do on OS X, on account > that OS X uses Apple Events as opposed to command-line parameters. > > This will make it easier to use and runs mods without needing to touch > the command line or make short-cuts. > > What does everyone think of this? > > Regards, Freddie. > > ___ > Warzone-dev mailing list > Warzone-dev@gna.org > https://mail.gna.org/listinfo/warzone-dev > ___ Warzone-dev mailing list Warzone-dev@gna.org https://mail.gna.org/listinfo/warzone-dev
Re: [Warzone-dev] File Association For Mods
sounds very good, i like this idea afaik on linux there are different ways to register a file type (gnome / kde), aren't there? in the end i'd like to have an ingame mod switcher *wink* betawidget *wink* and ingame mod downloader regards elio Am Samstag, den 29.11.2008, 11:48 + schrieb Freddie Witherden: > Hi all, > > I am interested in knowing what everyone things about the idea of > associating .wz files with Warzone in the shell. This would mean that > to start the game with a mod foo.wz all the user would need to do is > double click it. > > While it might not be a big deal for Linux users, who are usually > familiar with the shell, it is much more of a problem on Windows > (where you need to create a shortcut file) and on OS X (where you need > to first open up a shell and then find the executable inside of the > bundle and then add the parameter). > > Adding a file association could be done quite easily on all operating > systems. This could be done by the installer on Windows, make install > on Linux and a special file in the bundle on OS X. > > While it would be a little bit more work to do on OS X, on account > that OS X uses Apple Events as opposed to command-line parameters. > > This will make it easier to use and runs mods without needing to touch > the command line or make short-cuts. > > What does everyone think of this? > > Regards, Freddie. > > ___ > Warzone-dev mailing list > Warzone-dev@gna.org > https://mail.gna.org/listinfo/warzone-dev ___ Warzone-dev mailing list Warzone-dev@gna.org https://mail.gna.org/listinfo/warzone-dev