[multimod]
primarylist= Esarai Fleetpack;
secondarylist = Next Gen Render 2010,MediaVP_3.6.12_August_2010;
I think that now that Inferno builds are the standard, FSPort should get back to having it's modpack "linked" with FS2.FSPort is supposed to be Retail-compatible.
Qent, how does the game slow down if it loads an asset present in a mod folder? What's the difference between using 3 mod folders instead of 2?Like I said, I don't know. It's just a hunch that loading a bunch of models and, textures, etc. that are not being used wastes memory. Does it?
Like I said, I don't know. It's just a hunch that loading a bunch of models and, textures, etc. that are not being used wastes memory. Does it?
FSPort models, music packs, alternate shockwave effects, new nebulae, different interfaces...
Guys, did Lightspeed's pack frighten people back when it wasn't part of the MVPs?
It shouldn't be that hard, though. If the mod folder has a fixed name and the mod.ini is well written, all the instructions are reduced to a mere "be sure to have folder X in your main FreeSpace 2 folder" before running the campaign on the launcher.
The FSPort is just an example, let's not mention that project all the time and make it look like the cause of a problem.It is exactly that, an example. It is also the best example to give. It is also not cause of the problem, the problem is that FSO still hasn't reached a point of modularity where the situation I described would be possible.
How would you handle the situation? Would you simply allow each campaign design to add all those files to their own modpacks and release them?Exactly.
It shouldn't be that hard, though.There's no if's or but's about it. It is.
The former solution is incompatible with your repository idea, while the second needs a certain amount of infrastructure work in place before it can be used.
I believe my post actually covers that part.
I believe my post actually covers that part.
Your post calls for half a dozen dependencies, which is not the case IMO. I expect one, two at best (bitmaps + music), and if a developer decides to go beyond that limit, that'd be pure exaggeration. Not even a TC would need 6+ additional folders, each one containing 40+ mbs of files.
Don't forget the role of common sense on this.But you already forgot it when you posted this topic. :p Unless we're talking about hundreds of megabytes, like 500MB or more, dependencies are evil. The only reason why BP2 depends on BP1, is that there are about 500MB of assets shared with BP2. If it had been 50 MB, then if you ask me, BP2 wouldn't have used BP1 as dependency. The support trouble from managing dependencies simply isn't worth it.
most users don't read tutorials or instructions
of those that do, most of them are confused
the instructions we have for installing FSO are too confusing
desura will help fix this
mod.inis should never have to be touched by the end user
Mod.inis are touched because AFAIK people tend to give MVP folders the names they prefer, thus increasing the odds. Packs with fixed names will hopefully be different.:wtf:
Mod.inis are touched becauseAFAIK people tend to give MVP folders the names they prefer, thus increasing the odds. Packs with fixed names will hopefully be different.
We've actually been having a discussion on IRC about why even the MVPs should not be a dependency for mods- the only dependency should be the core system which is unchanging and can thus be relied upon.doublefacepalm.png
people tend to give MVP folders the names they preferIf you're reading this, please never ever do that! :shaking:
If users don't read anything, what's the point in even writing tutorials and instructions? :nervous:
mod.inis should never have to be touched by the end user
The zip (and 7z) have been set up to extract to a numbered folder called "mediavps_3612" as part of a concept for being able to retain compatibility going forward, rather than always directly over-writing the previous version.
This means that you will need to be sure about your mod.ini's and Launcher Mod selection to accomodate this change. We feel it is a good way to allow for existing mods to have a better amount of time in which to keep up.
As an example of this, while the MediaVPs make enhancements to the presentation of FS2 Campaign and provide updated assets, many times portions of assets get used in other areas. An example of this is Blue Planet. One of the warp gates uses maps (some, but not all) from the Hatshepsut. Because that model has now changed, Blue Planet must now include the maps that it sourced, which it should have done in the first place. But by providing the MediaVPs with the changes to it's own versioned directory, we spare users the headache of older mods breaking while the mod get's updated to working with the newer set (since not every mod can update and release at the same time as the MediaVPs) by letting them still continue to play with the older set since that's what the mods mod.ini will by default be pointing to.