Re: [warzone2100-dev] Mod List Patch
On Sun, Jan 31, 2010 at 4:59 PM, Stephen Swaney sswa...@centurytel.net wrote: That's one way to look at it. Another is that you created a feature that is broken as implemented and once people use it there is no easy way to turn it off. Perhaps. But technically, I didn't create the feature. ;) I merely noticed how many people liked the feature, how many people complained when it was removed, and so I improved its UI a bit, fixed a few of its problems, and rereleased it. It may still have problems, but its benefits clearly outweigh its drawbacks, otherwise users simply wouldn't use it. :) And rest assured, as mentioned earlier, I'm planning on improving it further, with an in-game mod selector and all that that entails. -Zarel ___ Warzone-dev mailing list Warzone-dev@gna.org https://mail.gna.org/listinfo/warzone-dev
Re: [warzone2100-dev] Mod List Patch
I notice on the forums, there is a request for a command line switch to turn autoload off. Obviously a necessary and desirable feature, but now we are back to command line switches again. (renaming the autoload dir is a workaround, but lame) A cross-platform WZ launcher sounds like the real solution to the problem. -- Stephen Swaney sswa...@centurytel.net ___ Warzone-dev mailing list Warzone-dev@gna.org https://mail.gna.org/listinfo/warzone-dev
Re: [warzone2100-dev] Mod List Patch
On Sat, Jan 30, 2010 at 2:02 PM, Stephen Swaney sswa...@centurytel.net wrote: I notice on the forums, there is a request for a command line switch to turn autoload off. Hilarious. A cross-platform WZ launcher sounds like the real solution to the problem. There should be a dialog to turn mods on/off for each game, like in supcom. And possibly another to turn them on/off for campaign, but I am still unsure whether campaign mods are really worth supporting (I rather like the concept that a _is_ a mod much better; and modding a mod gets recursively crazy). - Per ___ Warzone-dev mailing list Warzone-dev@gna.org https://mail.gna.org/listinfo/warzone-dev
Re: [warzone2100-dev] Mod List Patch
Am Samstag, 30. Januar 2010 15:09:07 schrieb Per Inge Mathisen: I rather like the concept that a _is_ a mod much better Supporting that. This was the initial idea when creating base.wz, but sadly it was never finished entirely. --devu signature.asc Description: This is a digitally signed message part. ___ Warzone-dev mailing list Warzone-dev@gna.org https://mail.gna.org/listinfo/warzone-dev
Re: [warzone2100-dev] Mod List Patch
On Sat, Jan 30, 2010 at 7:02 AM, Stephen Swaney sswa...@centurytel.net wrote: I notice on the forums, there is a request for a command line switch to turn autoload off. I notice that such a command line switch would be unnecessary, if people didn't find autoload folders so useful. ;) I haven't even announced the feature outside of a single changelog, and it's already popular enough to merit a feature request! :D A cross-platform WZ launcher sounds like the real solution to the problem. I don't know, I think building this kind of functionality into directly Warzone would be easier. Like Per said, being able to select mods in-game would be pretty useful. I'm thinking we move the eye button for see map next to the map chooser, and we'll have space for another row in the game setup screen for a mod chooser. For campaign mods, how's about a New Modded Campaign option next to New Campaign, if any campaign mods are detected? -Zarel ___ Warzone-dev mailing list Warzone-dev@gna.org https://mail.gna.org/listinfo/warzone-dev
Re: [warzone2100-dev] Mod List Patch
On Fri, Jan 29, 2010 at 9:14 PM, buginator buginato...@gmail.com wrote: Yeah, I know this is obviously too late now, and I don't see any replies here on the ML, but I assume that the replies about this patch was requested here and not the ticket? Here goes my (late) comments. Well, they were supposed to go on the ticket, but now that the ticket's closed, here is fine. I am glad this didn't make it into the patch, and I agree with cybersphinx's comment about this. We shouldn't do this. Can you be more specific? Why not? Why did you make a new ticket of this, since we talked about it here? http://developer.wz2100.net/ticket/688 There were major changes - I basically scrapped everything in that patch, so I thought it was better off in a new ticket. Autoloading anything is still is a bad idea if not done correctly. Users need to keep track of what is in the autoload directory, remember to remove everything from that directory when they need to, and of course, check to see if the mod is the same version as what the host has (_before_ they enter the game), and possibly the most important thing, what happens if the mods conflict with each other? Anything less, and it leads to frustration for everyone, annoying host restarts, and possibly more bug tickets which were pretty much all alleviated with the removal of the autoload directory in the first place. Well, now that Warzone lists all the loaded mods in several prominent places, users will often be reminded of what's in their autoload directory. Comparing versions will indeed be an issue - do you suppose you could adapt the data checking code for that? I don't remember any users reporting confusion over autoload folders before they were removed, and I got the impression many users found it quite convenient. I don't remember any bug reports over conflicting mods - only a few forum threads that were easily resolved. We could also only load the first mod in the autoload directory, if conflicting mods is the only issue. Don't get me wrong, this is a good start, but it is only half done, and I would have preferred to hold off on this patch for a better version for a 2.3.1 release. I still believe this is enough of a start for the benefits of an autoload folder to outweigh the drawbacks. I also noticed that you didn't add the mod information to the crash report file? Any reason why not? I don't know how to. :( Point me to the loc, and I'll do it. The community itself has stepped up to the task of not having a 'autoload' directory and made frontends for warzone which is pretty cool. Some of those appear to be cross-platform as well, so we could have bundled one of their programs until we fix this mod mess. Yes, but they are relatively unnecessary, and I find them difficult to use... and they suffer the many of the same problems the autoload folders suffered. The fact that even those are preferable to the command-line system should illustrate the necessity of autoload folders. -Zarel ___ Warzone-dev mailing list Warzone-dev@gna.org https://mail.gna.org/listinfo/warzone-dev