16.09.2006, 18:33:14
(This post was last modified: 16.09.2006, 18:42:54 by Bobingabout.)
since an XMLF file contains everything needed to create the mod, i don't see why you can't intergrate XMLF into the new launcher system. just add an extra feature that the mod file can also be in folders, this new mod launcher could then be added into yuri.lcf and ra2md.lcf to open a menu every time you run YR that asks you what mod you want enabled.
encorperate marshals cleanup program to restore original YR once done, and bingo.
I'd still like to include mod subfolders, for those mods not using mod launcher. basicly, it copies the entire contents of that folder into your RA2 folder, then removes it with cleanup if you select a different mod or raw YR. i supose this doesn't have to be limited to YR, but could also work with RA2.
i think i've thought up a way to determine if mods are installed in subfolders or not. have some kind of keyfile, with the same name as the mod folder, which is basicly some kind of ini, which lists the name of the mod, and the name of the folder it is stored in, but it has some unique file extention that the new launcher looks for. an idea for the file extentions could be YRM meaning "Yuri's Revenge Mod keyfile". Tags in this special ini could be, using an example of "ROTC.YRM": "ModName="Revolution: Retaliation of the Civilians" and "ModFolder=ROTC"
i supose the complexity is all in the organisation. for example, all XMLF files and keyfiles can be in a specially named folder, that the new mod launcher looks in to see what is installed. maybe call the folder "New Mod Launcher Files". all you need is a readme file, although no noobs ever seem to read them...
summery. a new mod launcher, to be embedded into YR launching, by editing the LCF files, encorperating marshalls cleanup program, that will install and remove a mod, capable of using mod launcher XMLF files, and raw mods in subfolders, using a keyfile.
sounds good to me.
also note, the keyfiles could hold a special tag (UsesTX=yes), that can add in special enables, such as the TX.
encorperate marshals cleanup program to restore original YR once done, and bingo.
I'd still like to include mod subfolders, for those mods not using mod launcher. basicly, it copies the entire contents of that folder into your RA2 folder, then removes it with cleanup if you select a different mod or raw YR. i supose this doesn't have to be limited to YR, but could also work with RA2.
i think i've thought up a way to determine if mods are installed in subfolders or not. have some kind of keyfile, with the same name as the mod folder, which is basicly some kind of ini, which lists the name of the mod, and the name of the folder it is stored in, but it has some unique file extention that the new launcher looks for. an idea for the file extentions could be YRM meaning "Yuri's Revenge Mod keyfile". Tags in this special ini could be, using an example of "ROTC.YRM": "ModName="Revolution: Retaliation of the Civilians" and "ModFolder=ROTC"
i supose the complexity is all in the organisation. for example, all XMLF files and keyfiles can be in a specially named folder, that the new mod launcher looks in to see what is installed. maybe call the folder "New Mod Launcher Files". all you need is a readme file, although no noobs ever seem to read them...
summery. a new mod launcher, to be embedded into YR launching, by editing the LCF files, encorperating marshalls cleanup program, that will install and remove a mod, capable of using mod launcher XMLF files, and raw mods in subfolders, using a keyfile.
sounds good to me.
also note, the keyfiles could hold a special tag (UsesTX=yes), that can add in special enables, such as the TX.