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September 4th, 2007, 05:27 PM
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Shrapnel Fanatic
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Join Date: Jul 2001
Location: Southern CA, USA
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Re: DevnullMod for SEV
The scripts and the data files have exactly 0 correlation with each other (besides AI building facilities and such by name). It is not possible to define new functions for use in the data files (other than planet temp type formulas that have explicitly hard-coded hooks in Formulas.txt).
Its unfortunate that you are building this now, just before Kwok has his new 1.10 version ready.
Any plans to make use of the extra comps and such in the Multimedia Pack? There are a bunch of extra ones Agent Zero made for SE5, but that never got used in the game.
Any plan to update the FQM integrated into the mod? Whats in BM 1.09 is horribly out-dated. Of course, there is a new beta 12 build just about finished, which can be seen on the Dev page.
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September 4th, 2007, 05:59 PM
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Sergeant
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Join Date: Feb 2001
Location: Belmont, CA USA
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Re: DevnullMod for SEV
As new versions of BM Mod come out, I will try to keep DevnullMod updated with relevant changes (assuming I have time...and we all know how my schedule goes  ). I know that the FQM stuff that's in 1.09 was a straight port to DevnullMod from BM Mod as I made no edits to those files. What will be harder to integrate are future changes to Tech Areas, Components, Component Enhancements, and Facilities. However, I've added some enhancements to the editor to make comparing two mods much easier, so hopefully that will make slurping in future changes from other mods into DevnullMod relatively easy.
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September 4th, 2007, 06:03 PM
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Sergeant
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Join Date: Feb 2001
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Re: DevnullMod for SEV
As for the multimedia pack, I hadn't seen that before now. I would indeed be very interested in utilizing some of that and will have to consider how much work it would take to integrate it. I don't want to have to require users to download multiple files and do multiple installs to get my mod working, so I'd probably want to integrate the files into DevnullMod. However, I'd also like to avoid having a really HUGE mod download file, though, so we'll see how much extra filesize it adds.
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September 4th, 2007, 08:08 PM
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Shrapnel Fanatic
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Join Date: Jul 2001
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Re: DevnullMod for SEV
Integrating the multimedia pack files into your mod download defeats the whole purpose of it. Please do not do that; it will set a bad precedent. Just like the image mod for SE4, the whole point is an install once type deal, and all mods have access to the images automatically without requiring a ton of excessive downloading for all.
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September 4th, 2007, 08:11 PM
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Shrapnel Fanatic
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Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
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Re: DevnullMod for SEV
It is just like the Imagemod packs for SE4; just use it and then post a link to the mirrors/torrent along with your mod files.
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September 4th, 2007, 08:40 PM
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Sergeant
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Join Date: Feb 2001
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Re: DevnullMod for SEV
Requiring users to download adjunct packages for a mod requires the users to have some technical savvy, though. It's far easier to just provide a .exe installer and have it do all the work (like I do with the editor).
What I might do, though, is have the installer do an optional install of the multimedia pack that I'll bundle in the .exe. That way, if you already have it, you don't need to install it and it will still keep it a separate mod.
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September 4th, 2007, 09:06 PM
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Shrapnel Fanatic
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Join Date: Jul 2001
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Re: DevnullMod for SEV
Personally, I find mod installers somewhat annoying when the game has a well-defined structure. Hopefully a nice rar version (sans MMP) will be available as well.
What if the installer checked for the presence of the proper MMP version, then downloaded the pack(s) if they were missing? That could potentially waste less bandwidth..
Each pack of the MMP comes with a "_credits.txt" file, though it doesn't list any sort of version numbering... It would probably help your installer if it had such things in it. 
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