Humm... maybe can be code a "packageinstaller" for steam mods.
We suggest to use .tar.gz with a new extension, maybe ".smod"
This tool can unzip/untar the files, copy to the appropiate location
and generate desktop icons.

pros:
- windows will nicely accept to register .smod extension with
"packageinstaller.exe" tool
- tool is not terribly hard to write
- tool will be owned by community, not valve
- .tar.gz is a good compresion for lots of files and tga files
- .tar.gz is unix friendly

cos:
- .smod files will need a extra tool to install
- the community (or valve) need to write this tiny tool
- icon will be NOT blue
- my shirt is boring

As you see 50% of cos not have sense!  :D

What do you think?
That somewhat like unreal ".umod" files :D


Other option is a "custom for developers" mode or patch or whatever
for that is not usefull for players.

Other fix for "content in multiple folder" is to hash files (tga
files?) and subst files with the same hash in other folder. But engine
will need support for "links" (files with a text line with the real
path of the file). Prior of installing/uninstalling something, the
hash tool can run resorting and fixing stuff, unlinking some files,
etc.. Maybe files can be downloaded from repositorys with the hash
visible, this way players will not need to download files with a hash
value already exist in is computer. I have notice some mods
(Example: Counter-Strike) have repetitive content from HL
singleplayer. If 80MB from 100MB is already in your HardDisk, with
that technique you will only need to download 20MB.

Example:

/samengine/mymod1/textures/mapx/luzy.tga (2MB) hash dsfjlj354ggfdsgfg
/samengine/mymod1/textures/mapx32/luzy.tga (2MB) hash dsfjlj354ggfdsgfg
/samengine/nomymodbar/textures/luzy.tga (2MB) hash dsfjlj354ggfdsgfg
/samengine/nomymodfoo/textures/luzy.tga (1MB) hash gsfgj67686986dffg

That become:

/samengine/texturecache/lyzy_dsfjlj354ggfdsgfg.tga (2MB) hash dsfjlj354ggfdsgfg
/samengine/mymod1/textures/mapx/luzy.link ( 49 Bytes )
/samengine/mymod1/textures/mapx32/luzy.link ( 49 Bytes )
/samengine/nomymodbar/textures/luzy.link ( 49 Bytes )
/samengine/nomymodfoo/textures/luzy.tga (1MB) hash gsfgj67686986dffg


My english is crap.


P> Another consideration is whether mods for standalone HL2 would need to be
P> installed differently than mods for HL2 downloaded over Steam.

P> Presuter

P> At 01:00 PM 9/7/2003 -0400, you wrote:
>>This is a multi-part message in MIME format.
>>--
>>[ Picked text/plain from multipart/alternative ]
>>First off, I know this is the hl coding list; part of this concerns
>>that, but it is generally about steam and mod functionality. I don't
>>know of where else to ask this, where that anybody could respond to my
>>concerns without everyone asking the same things down the line. I also
>>know that several valve members are on this list still.
>>
>>I have some concerns regarding steam and mod functionality. Especially
>>from a coding/debugging standpoint.
>>I've experimented with steam (placing mod in it) and it's a pain. I
>>didn't bother trying to debug it, since I found no way of running it via
>>the command line, this poses somewhat of an issue as well. How will a
>>user run other mods? Will EVERYTHING go in the steam "available games"
>>menu? This itself is a concern for me the way that steam works; how that
>>everything is cached multiple times. CS + TFC + DMC + HL itself inside
>>steam use 600mb+ more than they do with standalone "old" non-steam hl!
>>Because content is duplicated, and there is a cache!
>>
[..]


_______________________________________________
To unsubscribe, edit your list preferences, or view the list archives, please visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders

Reply via email to