TheCapedPillager on 16/10/2009 at 18:25
Looking at the time difference between codereader and NH's posts makes me feel giddy:D.
Melan on 16/10/2009 at 18:30
It could also mean number of known bugs remaining. And that sort of thing can increase like there is no tomorrow.:angel:
cacka on 16/10/2009 at 18:32
Looks like Christmas is coming early this year :)
242 on 16/10/2009 at 18:44
Quote Posted by seventyfour
Or that codereader said "24" and NH answered with "21.5" 2,5 hours later. ;)
:ebil:
Fidcal on 16/10/2009 at 19:33
Interesting line of thought. Suppose someone makes an FM called Thiefproof and has say, 10 new stone textures. Puts these files in an archive thiefproof.pk4 and uploads them to a repository. This might be 3rd party or in theory it might be a separate Dark Mod temporary holding repository. This is then available for the team to put into the next update which might be 1, 2, 3, months away whatever. Meanwhile, the author issues the FM without the stone textures with a message "this FM requires thiefproof.pk4 from xyz repository.com/downloads. At that web page the player either finds the download or else a message saying "thiefproof.pk4 is now incorporated into Dark Mod update dated n.n.n"
Quote Posted by TheCapedPillager
This got me thinking. I've only got limited programming skills, but it shouldn't be too difficult to have an online repository of resources with a dependency list so that a mission can ship without all the assets it needs. Dark Mod could then read the local asset list for the FM, determine which resources are missing and automatically download them from a central server (which holds a master asset list). The server location could be configurable, or modified through an update.
SneaksieDave on 16/10/2009 at 19:55
Quote:
It could also mean number of known bugs remaining.
:laff:
TheCapedPillager on 16/10/2009 at 21:09
Quote Posted by Fidcal
Meanwhile, the author issues the FM without the stone textures with a message "this FM requires thiefproof.pk4 from xyz repository.com/downloads. At that web page the player either finds the download or else a message saying "thiefproof.pk4 is now incorporated into Dark Mod update dated n.n.n"
Sort of, I was thinking more along the lines of Dark Mod running a script that automatically downloads the files required (Quake III multiplayer does this sort of thing if the map you're playing has been modified with a new texture pack for example).
I was also thinking of the files being stored in directories and sub-directories instead of an archive, that way someone could write an asset browser application (or just a web page) that could help mission designers decide what textures to use. I've written a PHP script that automatically reads all image files in it's own folder (and sub-folders) and presents a gallery for you, so something along these lines could be provided on the same server as the resources.
Albert on 16/10/2009 at 21:15
Jeez, what have I missed? :rolleyes:
Oh wow, this was unpredicted... sorry?
Tels on 16/10/2009 at 22:01
Quote Posted by TheCapedPillager
Sort of, I was thinking more along the lines of Dark Mod running a script that automatically downloads the files required (Quake III multiplayer does this sort of thing if the map you're playing has been modified with a new texture pack for example).
I was also thinking of the files being stored in directories and sub-directories instead of an archive, that way someone could write an asset browser application (or just a web page) that could help mission designers decide what textures to use. I've written a PHP script that automatically reads all image files in it's own folder (and sub-folders) and presents a gallery for you, so something along these lines could be provided on the same server as the resources.
Well, the PK4 archives use this system already, assets are packed into folders and subfolders, and the user installs the PK4 and all FMs then can use the resources.
Since creating new models and textures takes time and skill, and most importantly, if they are generic, after a time demand for new models and textures decreases, why not add the things that are good to the central repository and install them with the next TDM update?
Having a mix-and-match asset repository creates a lot of work, problems (what if the repository fails who provides bandwidth etc etc) and also headaches for the user (needs internet connection to install FM instead of just downloading one PK4) etc.
Basically, you are trying to find a solution to a problem that doesn't exist :)
demagogue on 16/10/2009 at 23:01
The only catch is that some assets will either frankly not be really great quality or have a different theme from normal FMs, but mappers might still want to use them -- e.g., if they really want a specific model and that's the only one available. It might not be good to integrate it into a future Dark Mod package, but still would be nice if there were public access to it somewhere, similar to how Dromeder's have archives of some of their custom objects now, or what thiefmissions sometimes did.
I guess this is a separate issue from what you guys are talking about, though. People could create demo-FM .pk4's that have the assets in them and upload them like a normal FM, and if people really want them they can get them from there and put it in their own .pk4 by hand. So it's not a big deal and people will figure it out.
Another thing I was curious about was variant versions, like a "black and white" mod that replaces all the textures with B&W versions, that you could use for normal FMs, or game-play variants. I suppose people could install that by-hand, with instructions, maybe even on a separate Dark Mod install so they don't screw anything up. And then again entire variant-branches where you'd have a whole line of something with its own FMs, like a multiplayer or scifi or other themed version that has a Dark Mod base but also its own mechanics or assets. But this either isn't stuff for the normal Mod to worry about or support, or stuff they can deal with as it comes. It's just interesting to think about for now.