Well the user experience would have to be seamless..

thus I would imagine it would be something bolted into your mod DLL somewhere!?

As I had stated in my original (badly written) email, an extra
application to "update" is OK for beta testers, however not really an
acceptable user experience for the player base.

the real key would be, how to have the game restart itself on a fresh
set of DLLs once downloaded.

"unreal tournament" handled this really nicely + was available to the
modder :D  -> steam do have a mechanism, except its a walled garden :/

+ damn you Jonas!, you got me grammar and spell checking EVERY email now! ;o)

S.

2009/6/1 Paul Peloski <paulpelo...@gmail.com>:
> Nothing wrong with compressed files hosted on a website or torrent. I don't
> want another piece of software just to keep one (or even a few) mods up to
> date. If you give people the option I'm sure most will not want to install
> another "mod toaster". You're just making work for yourself trying to find
> or develop a solution to a problem that people don't have.
>
> No offense, I've thought about this issue myself and even contributed code
> to some early "mod distribution platforms". My experience has been that it
> was a waste of time.
>
> Paul
>
> On Mon, Jun 1, 2009 at 8:28 AM, Sykes <sy...@ladnet.org> wrote:
>
>> So I know steam-works is the official solution to distributing your
>> mod DLL's/content. This seems great if you are a major MOD or $$$$
>> game publisher.
>>
>> however for the small outfit MOD maker.. has anyone come up any
>> solutions for keeping your mod player's dlls uptodate (hotfixes etc..)
>> OR have i missed something and we can get hooked up to steamworks?!
>>
>> We use SVN for the betatesters + a small SVN enabled app which they
>> run before starting the game to sync them up to our BETATEST build..
>> however this isnt the experience we want for normal players..
>>
>> so any suggestions welcome : cuz quit frankly releasing zip
>> files/website download links is soooooooooooo 90's :o)
>> regards
>> s.
>>
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