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Author Topic: Strat and Bonk - Mod Chooser, SFC Direct integration - Mods standardisation  (Read 2367 times)

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Bonk

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By your command!

HKLM\Software\ModSwitcher\Dir=<path>

Edit:  ok, I'll be using the colons too in the parameters.

Ex: -parameter:<value>

OK, I currently have SFC Direct geared to:

HKLM "SOFTWARE\ModSwitcher" "Dir"
ModSwitcher.exe
-parameter:<value>

Now it just occurred to me that SFC Direct handles EAW, OP and SFC3, but the Mod Switcher only handles OP. Any chance you're thnking of extending its capability to EAW and SFC3? If not I can just put the hooks in for the Mod Switcher when the SFC Direct game is OP...

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Strat

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Now it just occurred to me that SFC Direct handles EAW, OP and SFC3, but the Mod Switcher only handles OP. Any chance you're thnking of extending its capability to EAW and SFC3? If not I can just put the hooks in for the Mod Switcher when the SFC Direct game is OP...

There is a lot going on for this program JUST to do OP.  Let me get this down and then I'll see where I go from there.

As it is, I don't even have a copy of SFC3.. And I can't remember if I have EAW anymore.

:(
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Bonk

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Cool man. Makes sense.
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Strat

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Progress Update:

What I have completed:
Database Structure, Access, and Encryption
Program Logic (How it decides to deal with the mods and files, and various failure scenarios)
Graphical User Interface (about 80%)

Not yet Completed:
Mostly the file manipulation
- Scanning files
- Adding Mod
- Removing Mod
- Changing Mod

At this point I really need some input. 

This is how the program is designed to interoperate with SFC:Orion Pirates Mods so far:

The program will be released with only the basic Taldren files as part of its DB. (ftrlist, shiplist, models.siz)
As mods edit files, the program will adaptively back up files edited by the mod to another location.
-- This is to preserve hard drive space, and to maintain efficiency.

The DB Structure:
I have a few things in there, but only thing concerning the developers is how thier mod will appear in the DB, so they know what information the program will need.

Each Mod will have its own table. The table will store inforamtion for each file the mod is made of.
Each table will have the following fields:

FileName - Name of the file (shiplist.txt)
Source - Its location in the file system (Ex. OPDir\Modifications\<ModCode>\Specs
Destination - Its destination if it has one (Ex. OPDir\Assets\Specs)
FileHash - The MD5 of the file. Not required for each file, but recommended for at least the critical files, such as the shiplist.
Mandatory - True/False field letting the program know if the Mod will function w/o this file, stock files will be used (Ex. Mouse cursors)

Another table holds information about the mods themsevles.
Feilds:

ModCode (ex. opplus)
ModName (ex. OP+ 4.0 by FireSoul)
ModLocation (Ex. OPDir\Modifications\<ModCode>
ModHash - MD5 of the Mod's installer file (more on this later)
ModUninstaller - the command line text (including parameters) to call the mod's uninstaller to silently remove the mod

The DB is not direcly editable.  For the information about the mod to make it to the DB, the dev will have to provide two files containing the required information.  I suggest the files be a simple CSV db format.  The program will detect the files and import all required information to its database.

I suggest the Mod install the files to the 'OPDir\Assets' directory.  This allows an immediate detection of  new mod being installed, its data imported to the Db, and available for use.  The program will move this file to the root its Mod Directory.

The two files could be: FilesData.txt and ModData.txt
ModData.txt layout:
ModCode, ModName, ModLocation, ModHash, ModUninstaller

FileData.txt
FileName, Source, Destination, FileHash, Mandatory (simple 'true', 'false' text should do for the mandatory field)



Aside from the DB:

I am trying to decide how to handle a severe failure of an OP installation.

I can make a procedure that will scan OP for to verify if all files are OK but those mostly likely or commonly to become corrupted.
The question is:
What are the bare minimum files need by OP to work? (Stock 2552, nothing else)
Models
Scripts
Lists
Cursors
Music
Sound
ect.

And what of this list can be made readily available for download?
Lists
cursors
scripts

Once we have decided on this information, we can make a Recovery Installer to bring these files to OP in order to avoid a reinstallation of the whole thing.

As it is, this new version is designed to treat even Taldren v2552 stock files as a Mod, so if they go, Op still works, you may load others mods.  This is becuase the Taldren files are reaily available for download, and people do not really play that mode anymore.

I need thoughts and opinions.  I don't want to spend all this time on this project (which I enjoy) to have a Mod producer come up later and tell me "Well this just isn't feasable."

I also do not want to miss any points or cause incompatilties.

Thank you for any input you have.
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Bonk

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I do have some input on this, mainly on what stock files and installer implementation. (possibly use of an msi installer with repair capability...)

Too bad we didn't have the client source so we could "refit" the refit utility huh?

Anyway, once we get the site stabilised here and I get back to SFC direct and launch a public beta, I think we should move this thread to the mods forum so that you can get feedback from more modders before you go much further with it. That should happen in the next few weeks. What do you think?
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Strat

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Excellent. I know if I do this and there's no input from modders it'll blow up in my face. lol
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Bonk

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Bump for visibility.
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Chris Jones

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Mod Standardization
« Reply #37 on: May 27, 2006, 05:19:57 pm »
Files in an OP total conversion that need changing:

Models
Scripts (these are just additions, if there are any)
specs
strings
Cursors
Music
Sound (Need to be able to add new wav files to OP's SFCSounds.zip, so I don't have to include the entire sounds.zip file in a mod download if I want to add audio to a mod. Same for SFCVoices.zip. This is most important. )

Sorry I've not posted till now. Real life and all.. Strat made me aware of this thread recently..



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jharvey18

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Just came across this thread and thought I'd find out what the latest status is.  I've become acutely aware of this problem, as I'm very new to SFC and SFC:OP, and I forgot to turn off read only when installing the OP Enhancement Package.  So, I'm in the exact situation this would resolve - I'm not sure which mod is in effect now and how I can verify which mod is running when I launch SFC:OP.

Any thoughts?
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