Author Topic: Using Launcher 5.3 Fully.  (Read 2775 times)

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Offline karajorma

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Using Launcher 5.3 Fully.
Okay so all the early adopters have downloaded launcher 5.3 but it looks like I'm the only person who has noticed the potential in RT's work on this.

I'm guessing that maybe it's my fault for not explaining in detail what the new version can do for us that 5.2 couldn't. Time to explain then...

Mod.Ini Files

If you haven't played with these you won't have seen what they can do. The end plan is for them to help the user setup the command line differently for each mod and avoid using the registry (allowing you to swap between retail, Tom's Old Build and SCP with a couple of mouse clicks).

What they can do at the moment though is fairly useful tool. The mod.ini is what sets up the mod tab of the launcher. The first thing it does is give you a nice piece of eye candy. For each mod a 255x112 BMP can be loaded to save you from having to squint at the mod's name in order to figure out what you set the launcher up for last time.

The box below contains a short description of the campaign and below that are two links that can be used to link the user to the campaign website and their forum.

The mod.ini file can also be used to allow you to use Multimod without the hassle of having to type in all the mod names yourself. Why is that useful? Let me give you a demonstration of how I have things set up on my system.

I have my folders set up like this.

Freespace 2
-Data
-FS1Port
-Inferno
-Media_VPs
-SCP_Multiplayer
-ShroudingTheLight
-SolAHistory

I've set up the mod.ini files so that STL uses multimod to look in the FS1Port folder and the -Media_VPs folder (For the nebulae as well as the media.vp files). SaH is set up to look in Inferno and media.vps and all the others (apart from data) also look in the media vp folder.

This was very little hassle to set up and for you it's next to no hassle cause you can download my files from here so all you'll have to do is put the mods in the folders provided.

Now to show you why I went to all this trouble.

Suppose I want to play multiplayer using Tom's Old Build. No need to move media VP files. I simply choose no mod and run it. My media VPs aren't in my Freespace2 folder any more so it won't ever see them.

Suppose I want to play Inferno, SaH or STL or the port. I simply choose them. No need to waste space duplicating the port VPs to the STL folder. No chance of the custom tables in any campaign meaning I need to remove it or disable it before I can play Inferno or the port. This means that other campaigns can easily base themselves on the big hosted campaigns and use custom tables. In fact if they're sensible enough to use modular tables they get the effect of any upgrades to the main campaign instantly.

Now lets say I've noticed a crash in the main campaign. I suspect one of the media VP files is to blame. I simply click no mod and they're all turned off and I can try the mission without them.

 If you're developing a campaign and have the same problem removing the media_VPs section in the mod.ini has the same effect but doesn't make you have to turn them all back on again if you decide to play a quck game on Transcend.

Quite frankly I'm f**king mystified why people are ignoring this feature. It's so useful that I'd hate to have to go back to 5.2. The only way to do what I've posted above is to manually type in the -mod < names > manually or to spend a lot of time pissing about with moving folders around. Wasn't that supposed to be what the -mod option was designed to end? :)

The Future

Even if nothing else is changed with the launcher I still think that it's being criminally underused. The features are there to make mod delivery much less painful for newbies.
 Here's my idea for how we could do it. When you download the launcher you get a set of mod.ini files like mine for every campaign there is. When you click on one you get something like this.



Clicking on the website button takes you to the website where the mod is available for download as a rar or zip file. The zip contains a folder with the same name as the one from the mod.ini pack. In the folder is the mod along with a new mod.ini that removes the "this mod is not installed" warning.  

No more questions from newbies asking where to get mods from. The launcher would provide links to everything we've done. We'd get less problems with people asking where to install mods too. We simply tell them to extract to the Freespace 2 folder and everything else is handled automatically.

Maybe we could even automate the delivery so that in addition the website button we get a download one that automatically downloads and unzips the file to the correct place. That sort of thing sounded like a fantasy before because it sounded like a centralised server for mods would be needed but in this way all that needs to be updated is the mod.ini file and that would only need updating when the website the mod was hosted on was changed.

Even without automated delivery I still think this would be one of the best things to happen to the easy of use for mods since the -mod switch was intoduced.
Karajorma's Freespace FAQ. It's almost like asking me yourself.

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Offline Prophet

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Using Launcher 5.3 Fully.
He has vision...
I like that :yes:
I'm not saying anything. I did not say anything then and I'm not saying anything now. -Dukath
I am not breaking radio silence just cos' you lot got spooked by a dead flying ****ing cow. -Sergeant Harry Wells/Dog Soldiers


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Offline RandomTiger

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Using Launcher 5.3 Fully.
Thanks for documenting that karajorma.

 

Offline Fenrir

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Using Launcher 5.3 Fully.
I wouldn't be surprised if many are with me in not knowing what the mod.ini file is or much less how to manipulate it.

 

Offline karajorma

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Using Launcher 5.3 Fully.
The point is that you don't really need to know. If the devs can get their act together the idea is for mod.ini files to handle setting up a mod without the average user needing to know how they work. :)

All you have to do is download the file I linked to and make sure your mods are in the folders I provided rather than ones with the names you may have given them.

It really is that simple. Once you've done that you can instantly use the features I described without ever needing to understand anything about what a mod.ini file is. I've included a bunch of useful ones already and it's really easy for me to make more.
Karajorma's Freespace FAQ. It's almost like asking me yourself.

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Offline Mongoose

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Using Launcher 5.3 Fully.
That is a really cool system.  I'm going to have to play around with this new launcher when I get some free time. :)

 

Offline WMCoolmon

  • Purveyor of space crack
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Using Launcher 5.3 Fully.
Launcher 5.3 is out?

Ahh, there's the thread. It looks like it was never posted in the news or anything.
-C

 

Offline karajorma

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Using Launcher 5.3 Fully.
Maybe I should sticky it for a while :)

Until I posted this thread most people probably just thought. Okay a new version of the launcher. What's so special about it. :)
Karajorma's Freespace FAQ. It's almost like asking me yourself.

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Offline phreak

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Using Launcher 5.3 Fully.
Or perhaps we can add a regularly updated mod.ini stub on the SCP website and if a new version is detected, then download it.  Its like steam, but better.  perhaps also have it check for updated official and unofficial builds along with a list of bugfixes each build has.
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Offline karajorma

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Using Launcher 5.3 Fully.
I love the idea of having new mod.ini files uploaded to the SCP site and automatically announcing to all users that a new campaign is available but I didn't want to put too much work on RTs plate.

I was thinking along simpler lines.

What you do is make the launcher look for mod.ini (Included with every campaign and therefore proof that the campaign has been downloaded). If it can't find it it goes and looks for Default.ini. The default ini file is basically a copy of mod.ini with the extra text saying that the mod hasn't been downloaded yet.

We could then simply bundle a package of default.ini files with the launcher and every official build. That means we have a manual way of doing the above. Whenever you download a new default.ini pack any new campaigns would now appear in your list of mods. Plus cause we're not touching the actual mod.ini file you don't risk suddenly having a campaign you downloaded already suddenly being marked as not present.

That said a full download system that checked against a stub on the SCP website and checked to see if all the files were present, upto date and not corrupted would be an absolute godsend when it came to troubleshooting :D
Karajorma's Freespace FAQ. It's almost like asking me yourself.

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Offline phreak

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Using Launcher 5.3 Fully.
well i don't really like the idea of my FS2 folder getting cluttered with mod folders for mods i don't plan on downloading.  Perhaps default.ini should just be a bunch of the mod info stuff strung together into a single file.  Perhaps give the ability for the picture to be downloaded from the project website and be cached for futher use - freespace2/launcher/cache

Code: [Select]

# PLEASE NOTE ALL INI SETTINGS ARE *OPTIONAL*

# modname:       Display name only, so you can have spaces instead of underscores for multi word MOD's
# image255x112:  Location of a 255x112 bmp you wish to display in the launcher
# infotext:      Text that will appear in the launcher
# website:       Link to your website
# forum:         Link to your forum
[launcher]
modname      = mod name
image255x112 = [url]http://www.3dap.com/hlp/hosted/mod/launcher_image.bmp[/url]
infotext     = Some information on this mod.
website      = [url]http://www.3dap.com/hlp/hosted/mod[/url]
forum        = [url]http://dynamic.gamespy.com/~freespace/forums/forumdisplay.php?s=&forumid=50[/url]
« Last Edit: August 28, 2005, 04:51:17 pm by 31 »
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Offline karajorma

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Using Launcher 5.3 Fully.
That sounds good to me :) I'd probably want to include all the mod images I could in a single optional download too for the sake of eye-candy and making things looking more professional on the first startup though.

Since we're dealing with only one file now we could start out by having that as a single file bundled with the launcher but later on turn it into a file cached on the SCP website and checked at whatever period you've set for the launcher to check for updates.  

That would have the advantage of announcing new campaigns to people who don't visit HLP that often :)
Karajorma's Freespace FAQ. It's almost like asking me yourself.

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