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.
signature.asc
Description: This is a digitally signed message part.
_______________________________________________ Warzone-dev mailing list [email protected] https://mail.gna.org/listinfo/warzone-dev
