Module System Overhaul

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Ramaraunt

http://www.nexusmods.com/mbwarband/mods/6153/?tab=1&navtag=http%3A%2F%2Fwww.nexusmods.com%2Fmbwarband%2Fajax%2Fmoddescription%2F%3Fid%3D6153%26preview%3D&pUp=1

is it this mod? or it is the another one?
 
Baxxardy said:
Ramaraunt

http://www.nexusmods.com/mbwarband/mods/6153/?tab=1&navtag=http%3A%2F%2Fwww.nexusmods.com%2Fmbwarband%2Fajax%2Fmoddescription%2F%3Fid%3D6153%26preview%3D&pUp=1

is it this mod? or it is the another one?
. No, that's a different one I'm afraid.
 
Galdaran said:
Ramaraunt said:
I'm trying to decide what to add next. Please give me ideas!

Please, port Freelancer and Seafaring/Sea Battle packages!

I've taken over from Windyplains again to bring out a new version of Freelancer. I want to make it portable eventually but I'm having issues manually adding it back into the module system from Modmerger.. Where's Caba'drin when you need him :sad: :mrgreen:
 
https://drive.google.com/open?id=0B9udKnhrjAwrVXgtNGJUWEkwa2s

https://drive.google.com/open?id=0B9udKnhrjAwrb0QxYVRVSW9lOFE

I have these, Ramaraunt. Is it what you looking for?
 
Galdaran said:
https://drive.google.com/open?id=0B9udKnhrjAwrVXgtNGJUWEkwa2s

https://drive.google.com/open?id=0B9udKnhrjAwrb0QxYVRVSW9lOFE

I have these, Ramaraunt. Is it what you looking for?

Yes thats it. Do you want me to make a mirror for it, or are you ok with hosting it?
 
This overhaul is great!!

Just one question I'm hoping someone can assist with: I've been making a small mod myself but using 1.171 MS, I see that this overhaul uses 1.166.

I'd like to use the overhaul as my canvas and believe I can copy over my changes easily enough, but was wondering if there'd be any problems or if I'd lose anything by going to MS 1.166 from 1.171 (not sure what changes were made to the MS?)

Thanks
 
Radi Jaeger said:
This overhaul is great!!

Just one question I'm hoping someone can assist with: I've been making a small mod myself but using 1.171 MS, I see that this overhaul uses 1.166.

I'd like to use the overhaul as my canvas and believe I can copy over my changes easily enough, but was wondering if there'd be any problems or if I'd lose anything by going to MS 1.166 from 1.171 (not sure what changes were made to the MS?)

Thanks

Most drastic difference between theese 2 are  network events. If you making single player mod you should be fine.
 
Thanks. It seems to work so far,

but I don't entirely understand how the spawn points have been changed, when I put in my new ones, it causes Desert Bandits to spawn in the tundra for some reason...

To clarify: I copied over my new parties and their spawn points to the Overhaul MS. They all work fine, but now the desert bandits spawn in the same location as one of my new parties

EDIT: nevermind I figured it out
 
EmielRegis,

you misspelled citizen in your signature. I felt obligated to let you know  :grin:
 
Hello,

I really like the improvements you made to the module system! I just have one question at the moment, do I have to do anything special to get cartridges to show up on merchants? The default code looks as if they should show up, but they don't appear in any of the places I visit. Do I need to set a variable somewhere or something to turn them on?

Thanks!
Matt
 
Ubai said:
Hello,

I really like the improvements you made to the module system! I just have one question at the moment, do I have to do anything special to get cartridges to show up on merchants? The default code looks as if they should show up, but they don't appear in any of the places I visit. Do I need to set a variable somewhere or something to turn them on?

Thanks!
Matt

in module_items try removing the faction_no_faction thing from the cartridges and see if it works.
 
Totenkopf900 said:
in module_items try removing the faction_no_faction thing from the cartridges and see if it works.

Thanks, now they show up! Their placement is a bit random, but I will mess with the abundance setting and see if that helps.

Thanks again,
Matt
 
Any word whether this is ModMerger friendly?  I have in other threads heard indications that WRECK and ModMerger are sort of mutually exclusive?

If it is ModMerger friendly might it be a reasonable approach (perhaps a bit late for this) to put some of the enhancements in as plugin changes so they can be optional and their debugging and maturity can have their own track?

Coming from a software development perspective trying to sift through these monolithic modules seems like a perpetual weighing of pros and cons of a base platform to build upon. 
 
crankyoldman said:
these monolithic modules

seems like you are thinking about code modularization, something that modmerger wouldn't be good for. Unless you rework the base code thinking about injection, it is too easy to break a module if you have too many  invisible dependencies (several packs with modmerger changing the same parts of the code).

you could break the modsys on several files and use basic Python to build them. You could go to a extreme and do what Carribean! tried (one file = 1 piece of code, be it one script, one trigger, etc).

you could use WRECK and organize your code by feature. One folder and/or file for one feature, which means few lines of code, and much easier to compare changes with Github/SVN. Of course, that also means a lot of rework on your part. See WRECK plugin feature for that.

I rather have a modsys organized by feature/function, instead of layers (or entities). I also have lots of self-rules like the size of a script/trigger should be 10 lines or less, automatic code indentation, use of autocomplete and in-line helper (IDE support), background process doing compilation after a save (with report on errors), and so on, which is helpful for a

crankyoldman said:
software development perspective
 
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