![]() |
Re: The Mod Compatibility Index
I think keeping it up to date would be easiest with the active participation of mod writers - it would be difficult for just one person to keep track of all the mod code available on the forum.
If this becomes a commonly used reference then upkeep may become simpler, especially if modders volunteer relevant data on their new mods within this thread. I've just had an interesting thought; could llamabeast's mod combiner script be modified to renumber monsters/weapons/whatever within a single mod? |
Re: The Mod Compatibility Index
Quote:
Oh... or do you mean you could ask it to change, say, Skaven so that the weapon numbers start from x, the unit numbers from y and so on? Yes, that would be easy. Would it be useful? |
Re: The Mod Compatibility Index
Yes, that's what I was wondering.
I was thinking ahead of myself a bit, basically. Hypothetically, if people decided to buy into the idea here and their mods clashed with something else, a bunch of renumbering of units etc. would need to be done. An automated process for doing that would make people's lives a lot easier. Edit: And of course third parties could possibly use it for their own convenience. I'm nut at all sure it would be ethical to arbitrarily renumber other people's mods and repost them for the sake of fitting with a compatibility scheme. |
Re: The Mod Compatibility Index
The only thing I'm unwilling to do is spend extra time unclashing with mods I don't really like/know about. I already spend time unclashing with mods I do like/know about/remember.
So an automated process for avoiding all clashes would be fine by me, provided it was easy. I think you'd almost certainly run out of potential slots pretty quickly though, with the number of mods on here. |
Re: The Mod Compatibility Index
Yes. A certain amount of crossover is going to be okay - EA and LA nations could presumably clash as much as they liked, because they aren't designed for simultaneous use.
In other news, I'm having trouble with lch's awk script because the two interpreters I've found so far for win32 both fail to recognise the asort command. Can anyone say what software I should be using? (NB: Answers such as 'unix' or 'linux', while technically both accurate and helpful, will not receive the appreciation they are due from me). |
Re: The Mod Compatibility Index
In further other news, I've been looking around for what the current caps on units etc. are, and I can't seem to find them. Can anyone tell me where I should be looking?
In further other more news, Michael Jackson is dead. This has had a predictable effect on mainstream music radio. |
Re: The Mod Compatibility Index
Gawk, I think.
Try the mod manual - it has the available slots largely plotted. There are other hidden limits such as the descriptions limit we used to run into a lot with combined mod games, the sprite limit and spell limit. I'm not sure the mod manual lists the nation slots either. |
Re: The Mod Compatibility Index
Gawk - cool. I'd tried mawk and awk95, I think.
|
Re: The Mod Compatibility Index
Quote:
|
Re: The Mod Compatibility Index
D'oh!
|
All times are GMT -4. The time now is 03:43 AM. |
Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2025, Shrapnel Games, Inc. - All Rights Reserved.