30.09.2006, 00:59:16
The problem with option A is that a password system is quite difficult to implement and ultimately doesn't help - anyone can create an installer without using this program (this program just makes it easier).
The setup of the TX itself within Launch Base is not a single, self contained file, but essentially the extracted mod files held on standby for transfer to the RA2 folder.
My plan for Plugins is that they can be either active or available (not active). Mods can specify what version of the TX and/or Rock Patch plugins are required, other than that it is assumed that a plugin will be acceptable to any mod (YR maps, Assault maps, etc). Multiple plugins can therefore be active simultaneously (whereas only one mod can be active at a time).
It would be possible for multiple versions of a mod to be available, although the install-maker is designed to detect and overwrite older versions of the same mod. The author can force separate installations by changing the installation directory, but users cannot do this at install time.
Users can, if they want, rename the mod's folder [after installation] in order to keep an older version alongside a newer version - this would stop a new installer from detecting the mod.
Some of what I have discussed may seem slightly complicated, but should become clear when the two programs are released.
Right now, my main concern is with how to handle plugins. Because the files of a mod/plugin are laid bare within the mod's folder, there is no security to prevent malicious replacement of the TX. The only real way I can see is to put the TX into a special unique system (such as a self contained, password protected file) This would almost certainly require myself to continue to generate the TX installer on behalf of the TX team.
The setup of the TX itself within Launch Base is not a single, self contained file, but essentially the extracted mod files held on standby for transfer to the RA2 folder.
My plan for Plugins is that they can be either active or available (not active). Mods can specify what version of the TX and/or Rock Patch plugins are required, other than that it is assumed that a plugin will be acceptable to any mod (YR maps, Assault maps, etc). Multiple plugins can therefore be active simultaneously (whereas only one mod can be active at a time).
It would be possible for multiple versions of a mod to be available, although the install-maker is designed to detect and overwrite older versions of the same mod. The author can force separate installations by changing the installation directory, but users cannot do this at install time.
Users can, if they want, rename the mod's folder [after installation] in order to keep an older version alongside a newer version - this would stop a new installer from detecting the mod.
Some of what I have discussed may seem slightly complicated, but should become clear when the two programs are released.
Right now, my main concern is with how to handle plugins. Because the files of a mod/plugin are laid bare within the mod's folder, there is no security to prevent malicious replacement of the TX. The only real way I can see is to put the TX into a special unique system (such as a self contained, password protected file) This would almost certainly require myself to continue to generate the TX installer on behalf of the TX team.
Ever wondered what the hell is going on?
Believe me friend you're not the only one.
--Lysdexia
Check out Launch Base for RA2/YR - http://marshall.strategy-x.com
Also home to the Purple Alert mod, 1.002 UMP, and the YR Playlist Manager.
Believe me friend you're not the only one.
--Lysdexia
Check out Launch Base for RA2/YR - http://marshall.strategy-x.com
Also home to the Purple Alert mod, 1.002 UMP, and the YR Playlist Manager.