Well, I've taken a small break from writting tools for galciv after having given a big push to finish the graphic editing suite. Now I'm ready to start thinking again about new tool ideas. I've got my own ideas but what do YOU want as mod creators and mod users? What annoys you right now about mod creation / usage? I might not be able to help you with your problems / idea but if you don't suggest them we won't know for sure ^_^.
I have my own project idea : A mod manager
I've always thought it was NOT user friendly to have to edit your data files yourself. This limit the user base to ppl who aren't afraid to mess with data files directly, it's error prone since you can forget to make a backup copy and file sizes for mods are huge since modders feel they at least have to spare users archive files editing.
Let's not mention gross incompatibility problems between tech mods, id conflicts between new ships etc etc.
This program would solve all of the above. Switching mods on would be a simple question of toggling them on or off. No error and it's very user friendly. For id conflicts between different tech mods and ships it would be a simple matter of checking the tech/ship ID and changing them on the fly as they're applied to the game. File sizes would be reduced since your mod could be shipped with only the data files you need unpacked ( sprites, palettes etc ).
Comments?
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Since some of theses ideas are already in Galciv Writer, I guess that you want to create a smaller tool than Galciv Writer to help people who download mods and experience conflict problems. Or that want to selectively switch the mods on a file basis.
Don't forget to warn warn that if ID are changed, existing savegame will experience troubles since ID and not code are generally used (was a problem in a small minor 1.20 update whihc have added only 2 improvement and completly messed existing savegame)
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#2
by Veteran Dark Rain - 7/8/2004 3:12:05 AM
No, it's not related at all to galciv writter. The writter is useful for CREATING mods, not using and managing them.
Let's say you download TurgotZ tile mod. You have to make a backup of Space01.tiles, copy the new Space01.tiles and then you can play. Easy enough, but when you become bored and want to use his other tile mod, you have to again open windows explorer, go to the galciv directory, backup the old mod file and replace it.
With this program, you'd only have to start it and you could enable any of the background tile mod you felt like using right now or disable them all and use the original without any mucking around with files.
Same goes for existing ship mods when you install a mod with new ships AND ship graphics. Well then you have to put the files in the data folder and some other in the gfx folder and backup the old files in case you want to go back to the old ship gfx. NOW you can use the new ship gfx but you have to restart the same circus each time you want to change the appearance of your ships from say a Star Trek look to a Star Wars look.
As for techs, you can't just download all the tech mods and start using them because of the ID problem. Sure, you could probably open galciv writter and merge them but honestly, average joe does not want to do that. He just want to download your mod and use it.
It would make it very easy to download all the mods you can, switch between them and combine them at will without any hassle or knowledge of how galciv work. They key here is use friendly. All of the above can be done by hand if not as conveniently but it certainly cannot be all done without some knowledge of the engine workings and that's what I'm trying to fix.
As for saved games, well not much to be done about it there. I could change the ID of them too but I'd have to know the original techs and stuff used, it could be buggy.
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#3
by Citizen Coplann - 7/8/2004 10:36:16 AM
I didnt try if I can replace existing weaponfire-animations with your tool Rain, but that would be something Id like to do in the future (eg. giving the Minbari Ships their nice green beams).
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#4
by Veteran Dark Rain - 7/8/2004 6:13:56 PM
Yes, it can be done. Check out the sprites in "Weapons.mdl".
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#5
by Citizen turgotZ - 7/10/2004 11:49:54 AM
Well i for one think a mod switcher is a great idea. If i think of any other mod tool ideas i will post them here.
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By the sound of it, Exar Kuun is working on a mod manager too
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| The writter is useful for CREATING mods, not using and managing them. |
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I think Peace Phoenix was referring to our Diplomats Edition of the Galciv Writer, as opposed to Hawaii Five-O's original v1.3.0. Galciv Writer v2.0.0-alpha11 has a full featured mod manager built into it which manages temporarily installed mods and permanently installed mods. It actually allows you to aggregate multiple mod files of different types into a "Named Mod" which is stored in a certain archive with an XML-descriptor file. It also will handle "temporary" and permanent auto-renumbering of new mods to handle conflicts (alpha12 or alpha13 will introduce this). If you are interested in trying the alpha11 version, then please let The 3rd Child know at Email.
Galciv Writer v2.1.0 will have a new tabbed interface and other features.
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| It actually allows you to aggregate multiple mod files of different types into a "Named Mod" which is stored in a certain archive with an XML-descriptor file. |
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By the way, it goes without saying that I am hoping that if this Named Mod format takes off, mod designers will ship Mods prepackaged in this format which will save users the trouble of having to aggregate multiple files together into a Named Mod. Users could just decide to install or uninstall a particular prepackaged Named Mod by a click of a button in GalcivWriter.
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| full featured mod manager built into it which manages temporarily installed mods and permanently installed mods |
| Would you be able to add a "How to use" to the Mod manager
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#10
by Veteran Dark Rain - 7/12/2004 5:34:40 PM
Couldn't you release the mod manager as a stand alone utility? That seem much more convenient to me no?
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| Would you be able to add a "How to use" to the Mod manager |
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Yes. But detailed instructions probably won't come until the gcwriter help system is rebuilt in the next major version. Before then, I will ask for volunteers to help write.
In the meantime, there is a description on how to use/test the Mod manager on the Diplomats Empire forum at Link in the subforum of the Help & Support forum entitled "Galciv Writer".
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| Couldn't you release the mod manager as a stand alone utility? That seem much more convenient to me no? |
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Because galcivwriter v2.0.0 can create a special "mobile" intermediate format which the mod manager can take advantage of to allow multiple conflicting mods, they are pretty wed together. However, I won't rule out a future separate mod manager.
There are so many changes being planned for galciv writer that this change would probably be very low priority. But this will take a life of its own as people use it, so I wouldn't rule it out.
Future plans include a printable chart of technology, etc....
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| In the meantime, there is a description on how to use/test the Mod manager on the Diplomats Empire forum at Link in the subforum of the Help & Support forum entitled "Galciv Writer". |
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But not anybody have access to this subforum. I suppose only people involved in beta testing can access to it.
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| But not anybody have access to this subforum. I suppose only people involved in beta testing can access to it. |
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Anyone who would like to have access, may. Don't you have access PP? If you don't and would like to, I can fix that...
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#15
by Citizen turgotZ - 7/17/2004 10:22:30 PM
One thig that is irrating for graphics modding is testing what you have created. loading the game loading a test file or what not. So a program that could load mdl file and display their animation, appearance, and alignment would be helpful.
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