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The newer single race mods redistribution approach


Best Answer fuggles, 24 May 2016 - 08:41 AM

If you say its better, then its better! Go to the full post


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#1 jONES1979

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Posted 24 May 2016 - 08:12 AM

To better support mods inheritance and reuse, I propose to implement the slightly different mod's files organisation: putting Art+Sound data folders into separate mod package (separate mod folder + the corresponding .module file), aside from Attributes, AI and minor files.

Truly, it is not the innovation, as it was already proposed by Zahaqiel from Tyranides mod, long ago.

This will allow to avoid attributes and AI files mess for other mods, like Ultimate Apoc, Eternal Confrontation, etc

Edited by jONES1979, 24 May 2016 - 08:17 AM.


#2 fuggles

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Posted 24 May 2016 - 08:41 AM   Best Answer

If you say its better, then its better!

#3 Roderick

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Posted 24 May 2016 - 10:10 AM

So basically is two modules per faction then? Wouldn't will be a burden to the engine to load the double of modules although the content it's the same in size? Just asking, no idea.



#4 jONES1979

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Posted 24 May 2016 - 11:15 AM

So basically is two modules per faction then? Wouldn't will be a burden to the engine to load the double of modules although the content it's the same in size? Just asking, no idea.

No real burden here, because those 2 modules have no shared files to load it double.
 
 
Burden of "double loads" is the current "problem" , where for example UA mod needs to override all yours attributes + define theirs own.
And the splitting of Attribs from Arts will solve it

Edited by jONES1979, 24 May 2016 - 12:17 PM.


#5 Roderick

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Posted 24 May 2016 - 11:33 AM

Do you suggest to sga pack arts and sounds and leave unpacked the code?



#6 jONES1979

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Posted 24 May 2016 - 11:36 AM

Do you suggest to sga pack arts and sounds and leave unpacked the code?

Strange question. No.

#7 fuggles

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Posted 24 May 2016 - 12:09 PM

1 sga for sound/art, 1 for attributes. Ua or whatnot then just points to the art.

I wonder if I can make a Dow3 mod for Dow1

#8 jONES1979

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Posted 24 May 2016 - 12:15 PM

I wonder if I can make a Dow3 mod for Dow1

Sure, you can!

#9 fuggles

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Posted 24 May 2016 - 12:18 PM

We have an imperial knight, controllable death laser and cover system already, right? Have an exclusive research to decide elites.... Wonder what else it brings.

#10 Roderick

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Posted 24 May 2016 - 12:56 PM

We have an imperial knight, controllable death laser and cover system already, right? Have an exclusive research to decide elites.... Wonder what else it brings.

 

Non-controllable allied "critters" spawning at a certain rate?



#11 fuggles

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Posted 24 May 2016 - 01:17 PM

Doable. You would have to set up an ally which gets taken over by scar, something like tower defense mod.



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