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Author Topic: Please start self packaging mods.  (Read 2854 times)

slink

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Re: Please start self packaging mods.
« Reply #15 on: November 25, 2009, 11:27:58 am »

I certainly would not want to download a complete copy of DF every time I downloaded a mod.  Installing a new, clean vanilla copy of DF from the compressed version which I originally downloaded from this website works very nicely.  I can name the directory to whatever I want, and be sure in the very core of my being that the executable and libraries are the ones offered here by Tarn Adams.   :)
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Lancensis

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Re: Please start self packaging mods.
« Reply #16 on: November 25, 2009, 11:52:37 am »

Another thing that I find irritating is when someone crams the new entries in old folders. Makes it a nightmare to find them and see what's changed.
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Haspen

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Re: Please start self packaging mods.
« Reply #17 on: November 25, 2009, 12:00:03 pm »

Another thing that I find irritating is when someone crams the new entries in old folders. Makes it a nightmare to find them and see what's changed.

That's why you should have a free, vanilla copy so you can compare or just threw the raws into the folder and then bathe in delightful glows of bizzare things, Wizards included.
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Shurhaian

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Re: Please start self packaging mods.
« Reply #18 on: November 25, 2009, 12:09:13 pm »

Also think about linux users! :o

This.

That would be why I never did wind up trying the Mayday graphics...
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Deon

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Re: Please start self packaging mods.
« Reply #19 on: November 25, 2009, 12:14:23 pm »

Oh and my Fallout mod too then... I should re-upload an archive.
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Lancensis

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Re: Please start self packaging mods.
« Reply #20 on: November 25, 2009, 12:38:36 pm »

That's why you should have a free, vanilla copy so you can compare or just threw the raws into the folder and then bathe in delightful glows of bizzare things, Wizards included.

Hmm? I mean if I look through the raws of a mod, to see if there's anything I want to copy into my own. I know what's in vanilla, since I've had to look through dozens of creature mods that just tack the new entries on at the end of an existing file. I can't just overwrite my files because I'd lose loads of stuff, and I can't just add extra files into my raws because there'll be inevitable duplication.
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Shurhaian

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Re: Please start self packaging mods.
« Reply #21 on: November 25, 2009, 01:39:08 pm »

On topic: I disagree with the OP; I prefer to be able to throw my mods together and not have to worry about init files and such every time I do. I think I've also heard of some idiosyncratic issues with such packages - nonstandard libraries causing problems here or there.

I'd argue for more compartmentalization of mods, but - does that work for all files? For instance, can reactions be in anything but reaction_standard?
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Wirevix

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Re: Please start self packaging mods.
« Reply #22 on: November 25, 2009, 01:47:20 pm »

Yes, you can put reactions in any file as long as it has [OBJECT:REACTION] as the second line.  The [OBJECT:] tags are what tells the game to treat those as reactions, not the filename.

I haven't put out any mods yet (still bug-testing...) but that's what I do--I never put anything into a vanilla raw, because I hate it when other mods do that, everything I add goes into new raws.  If I'm changing an existing creature, I'd rather have a big README warning that there will be a duplicate entry than include an altered vanilla raw.
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Shurhaian

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Re: Please start self packaging mods.
« Reply #23 on: November 25, 2009, 01:54:13 pm »

Wait, hold on. Duplicate entries work? In a predictable and useful manner?

...This is getting too far off topic, though. I need to do some digging.
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Wirevix

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Re: Please start self packaging mods.
« Reply #24 on: November 25, 2009, 02:05:36 pm »

Duplicate entries do not work, they will make the game do absolutely crazy things.  But if a mod includes a README, then hopefully the person installing the mod will take the time to actually read it, and be forewarned that they should remove and back-up the vanilla entry that will cause duplicate errors.  If they don't, well, they'll probably realize they should've when they start their first purring maggot fortress.
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Grendus

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Re: Please start self packaging mods.
« Reply #25 on: November 25, 2009, 03:47:18 pm »

Many mods are self packaged, and those that aren't are, literally, "Cut and paste into your folder, overwriting all the files of the same name" or "Delete your raw folder and past this instead". If you can't do that, mods may not be for you anyways.
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bhelyer

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Re: Please start self packaging mods.
« Reply #26 on: November 25, 2009, 05:09:49 pm »

Also think about linux users! :o

This.

That would be why I never did wind up trying the Mayday graphics...

Just for completeness's sake, the Mayday stuff works fine if you paste the df script, dwarfort.exe executable, and libs directory into the Mayday DF directory.
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LegoLord

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Re: Please start self packaging mods.
« Reply #27 on: November 25, 2009, 11:07:03 pm »

You know, it's not like pre-packaging a mod and having the files in a stand-alone download are mutually exclusive options.  No need for the hostility.
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Re: Please start self packaging mods.
« Reply #28 on: November 26, 2009, 04:19:28 pm »

nothing causes backdraft like pointing out the problem through example, and no, I dont mean the fallout mod, there was a different wasteland mod in the far past.
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Shurhaian

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Re: Please start self packaging mods.
« Reply #29 on: November 26, 2009, 06:19:07 pm »

The real issue: Your "problem" is not something universally seen as such, and the "fix" would make things more awkward for anyone who wants to play with more than one mod active.

Don't expect much sympathy when you say up front that you want this, not because getting the mods to work is difficult or complicated(in the vast majority of cases it's neither), but because you're lazy.
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