Am Mittwoch, 30. Januar 2008 12:16:47 schrieb Per Inge Mathisen:
> On Jan 30, 2008 10:03 AM, Dennis Schridde <[EMAIL PROTECTED]> wrote:
> > I'd list all mods found in any directory, just like we currently list
> > maps.
>
> Where? In the MP dialog? Or in menu->Options->Mods?
>
> > Then have a checkbox to enable or disable it. (I think lib/widgets/
> > doesnt support checkboxes, that would have to be written.)
>
> The widget library does not need support for checkboxes to implement
> this, and I am sure nobody wants to implement that anyway. We can just
> make a toggle like in the MP dialog.
>
> However, I am unsure if that is a wise approach. We have discussed
> this before. I think being able to load one mod is enough. At least it
> is a start, and then we can check the demand for more. If people want
> to combine mods, they can use a separate tool, which can do the merger
> in a controlled and more easily user-queried environment than the
> current game UI.
Ok, agreed for now. Some day I want it at least like Oblivion's game starter 
though. ;)

> I think we are opening a Pandora's box that we do not quite see the
> extent of if we allow multiple simultaneous mods. Just see the
> previous discussion thread for how the required features list just
> kept on growing as the discussion unfolded.
>
> Let's discuss why we want mods. I suspect some people want them so
> that veteran players can "tweak" their own setup exactly the way they
> want it. If that is someone's primary goal, then I want to hear it
> because I am very much against making that a priority. I want to
> enable total conversions / new campaigns, as that is what will bring
> this game forward and make it better for everyone.
Total conversions, like SmackMod. :)

> > Then have a line in the config file listing the enabled mods, comma
> > seperated.
>
> Put those in the debug dump file, too, then.
>
> > > Can someone clue me in on the difference between
> > > "global" and not "global" mods, BTW?
> >
> > global/ - for mp and sp
> > mp/ - for mp only
> > sp/ - for sp (campaign) only
>
> I think mods against the campaign is pretty pointless, and these
> categories just serve to confuse users.
They were used as patches before, that is what <whoever, Rod?> remodeled with 
the global/,mp/,sp/ directories.

> How will mods work with networked games? We need to ensure that all
> players are running the same mod(s).
>
> In any case, I am pretty sure we want to wait with all of this until
> after 2.1 is out.

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