Just brainstorming here. As more mods are made, how should they be presented?
As I have added to my PTO work, I have been posting a link to the campaign that contains the bits. As they get larger and separate, the older ones don't have the newer stuff. Someone may not want to download a whole campaign and try to figure out what they need for just one thing.
I'm thinking a zip with a folder, named with the designer and contents. In the folder
text#.txt (what range of numbers within the 0-63?)
Squads.csv (with only that unit, again what unit number range? I started using 200+ and now the expansion is 200+)
graphics folders (should they be nested inside the appropriate main folder?)(should the folder be named properly or descriptively?)
For objects, can the txt file be numbered like the text#.txt?
For new sounds, can any sfx number be used?
Packaging Mods
Moderators: Slitherine Core, BA Moderators
-
junk2drive
- BA Moderator

- Posts: 1478
- Joined: Sun May 23, 2010 4:47 pm
- Location: Arizona USA -7GMT
-
pipfromslitherine
- Site Admin

- Posts: 9937
- Joined: Wed Mar 23, 2005 10:35 pm
-
junk2drive
- BA Moderator

- Posts: 1478
- Joined: Sun May 23, 2010 4:47 pm
- Location: Arizona USA -7GMT
-
pipfromslitherine
- Site Admin

- Posts: 9937
- Joined: Wed Mar 23, 2005 10:35 pm
I like the concept. I don't know that there is a clean way to have all this stuff modular, especially if people have special cased scripts etc, which require certain setups and so on. But for assets or self-contained chunks which people can use it's a great idea.
I'd suggest a dir with all the files in - I would suggest that if you are dealing with a small number of files which don't really do anything on their own, they would all just be in a flat structure with a readme, so someone browsing could immediately see what they were getting. Something with more parts could be set up in the appropriate structure to show how it should be used.
It would be fairly easy to add a grab-bag of these kinds of things to updates for people to use. Or have a sticky in the forums - it's not really something which could work ingame I don't think.
Cheers
Pip
I'd suggest a dir with all the files in - I would suggest that if you are dealing with a small number of files which don't really do anything on their own, they would all just be in a flat structure with a readme, so someone browsing could immediately see what they were getting. Something with more parts could be set up in the appropriate structure to show how it should be used.
It would be fairly easy to add a grab-bag of these kinds of things to updates for people to use. Or have a sticky in the forums - it's not really something which could work ingame I don't think.
Cheers
Pip
-
junk2drive
- BA Moderator

- Posts: 1478
- Joined: Sun May 23, 2010 4:47 pm
- Location: Arizona USA -7GMT
The Corsair for instance needs these folders/files
amin - files
cards - cards.txt ?
bonus - .bsf
UI\Textures - dds
UI\Textures\Icons - dds
Sounds - wav
sfx0.txt - ?
text#.txt
The ? marks are the text files that need text added to existing txt files unless I can create a xxx#.txt
I didn't make a new sound but I could have.
A unit needs similar the above and lines added to the csv.
A action needs the bsf plus a line added to default.bsf and a text#.txt plus any graphics.
While a full theatre mod would be nice, an official expansion would be better for large changes.
I'm just trying to stay ahead of this for you. If the game does well, it's going to get messy. You will spend a lot of time trying to fix problems because of mod mixups.
amin - files
cards - cards.txt ?
bonus - .bsf
UI\Textures - dds
UI\Textures\Icons - dds
Sounds - wav
sfx0.txt - ?
text#.txt
The ? marks are the text files that need text added to existing txt files unless I can create a xxx#.txt
I didn't make a new sound but I could have.
A unit needs similar the above and lines added to the csv.
A action needs the bsf plus a line added to default.bsf and a text#.txt plus any graphics.
While a full theatre mod would be nice, an official expansion would be better for large changes.
I'm just trying to stay ahead of this for you. If the game does well, it's going to get messy. You will spend a lot of time trying to fix problems because of mod mixups.
-
pipfromslitherine
- Site Admin

- Posts: 9937
- Joined: Wed Mar 23, 2005 10:35 pm
It's a fair point. Adding new content is pretty complex. I'm not sure there is a way we can fix this at this point - we'd need to entirely retool the game data flow. It's more set up for either just using existing stuff, or doing a complete reskin. Just grabbing (e.g.) the Corsair does require some fair amount of data wrangling.
I'll add trying to make this at least somewhat more flexible to the todo list. Thanks for point it out.
Cheers
Pip
I'll add trying to make this at least somewhat more flexible to the todo list. Thanks for point it out.
Cheers
Pip