11.03.2007, 17:14:09
The way Launch Base works at the moment:
If a mod is being installed, all exising mod files in the RA2 folder are moved to a Backup directory in Launch Base. Then the mod is installed (if any files still remain and are going to be overwritten, then those will also be moved to the aforementioned backup folder). When the game closes, the mod is removed and the backed up files are restored.
If a mod tries to include a reserved mix file, that particular file is rejected and will not be installed.
Plugins are allowed to install reserved mix files, on the grounds that all plugins will have a security key generated by myself (and potentially other trusted community representatives) without which Launch Base will refuse to load.
However your point about LBMC requiring plugin authors to have already pre-compiled their mix files is a good point. A problem is that some files are capable of going in expand or ecache, and LBMC/LB is hardcoded to put certain files in certain mixes (just like XCCMC). The TX, for example, has everything in expandmd06.mix. In order for the author to control what goes where there would have to be some complex scripting system which I have no intention of doing.
What plugins actually use a mix file apart from the TX? I don't think there are any.
I could add some special coding just for the TX so that all files were added to expandmd06.mix (the TX could do with some other special coding anyway so that one installer can be generated for the plugin and the FA2 mod at the same time).
If a mod is being installed, all exising mod files in the RA2 folder are moved to a Backup directory in Launch Base. Then the mod is installed (if any files still remain and are going to be overwritten, then those will also be moved to the aforementioned backup folder). When the game closes, the mod is removed and the backed up files are restored.
If a mod tries to include a reserved mix file, that particular file is rejected and will not be installed.
Plugins are allowed to install reserved mix files, on the grounds that all plugins will have a security key generated by myself (and potentially other trusted community representatives) without which Launch Base will refuse to load.
However your point about LBMC requiring plugin authors to have already pre-compiled their mix files is a good point. A problem is that some files are capable of going in expand or ecache, and LBMC/LB is hardcoded to put certain files in certain mixes (just like XCCMC). The TX, for example, has everything in expandmd06.mix. In order for the author to control what goes where there would have to be some complex scripting system which I have no intention of doing.
What plugins actually use a mix file apart from the TX? I don't think there are any.
I could add some special coding just for the TX so that all files were added to expandmd06.mix (the TX could do with some other special coding anyway so that one installer can be generated for the plugin and the FA2 mod at the same time).
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.