I just had a question about anything I need to do before release.
I am using module folders not .mod files so hopefully when unzipping it will be easy for the player to just drop the files inside each folder to their current folders in their my docs.
I am using 100MB limit for those on slower downloaders, and this will currently make for 3 files.
What files can I erase that are only used by the toolset? TRX??
Anything else?
Everything is sitting there ready to zip up to a beta test.
Releasing a campaign
Débuté par
Eguintir Eligard
, juil. 29 2010 02:07
#1
Posté 29 juillet 2010 - 02:07
#2
Posté 29 juillet 2010 - 09:32
I think that's it - only other thing i can think of that *might* work is whether players need both nss and ncs files to get scripts working, but you're talking about only a handful of kb there. I suppose you could also make sure you haven't got some CC content only visible in the toolset (e.g. tile icons) too
#3
Posté 29 juillet 2010 - 02:04
ya Im not gonna work with the small stuff but the TRX files (if that is the right one) are up to 40 MB each
#4
Posté 29 juillet 2010 - 04:23
So is it for sure TRX files that can be erased?
Also is there any reason any 2da cant go into the hak instead of override? I'd like to have only sounds and graphics in override if possible....
I have music, armorrules, etc types of 2das in override right now but i dont want to override their other games.
Also is there any reason any 2da cant go into the hak instead of override? I'd like to have only sounds and graphics in override if possible....
I have music, armorrules, etc types of 2das in override right now but i dont want to override their other games.
#5
Posté 30 juillet 2010 - 06:04
Yep - TRNused by toolset, TRX by game
#6
Posté 30 juillet 2010 - 08:35
As far as I know, 2das are fine in hakpaks - the only issue might be if someone wanted to merge your stuff with an overriding mod, in which case they'd have to extract the 2das from your haks and make modified versions from there, but if they're going to start messing around with stuff like that anyway, it shouldn't matter.
I do know that certain 2das (item ones like baseitems and itemprops, at least) don't work from the campaign folder, but should from the override or haks. Incidentally, if you are using a campaign, couldn't you put the override stuff in the campaign folder? That's what I've been doing, but I'm still not 100% sure of the pros and cons of campaign vs override vs haks.
I do know that certain 2das (item ones like baseitems and itemprops, at least) don't work from the campaign folder, but should from the override or haks. Incidentally, if you are using a campaign, couldn't you put the override stuff in the campaign folder? That's what I've been doing, but I'm still not 100% sure of the pros and cons of campaign vs override vs haks.
#7
Posté 30 juillet 2010 - 02:02
Okay so i CANT erase trxs then. Thats what seemed to be the word on the PW forums. If hak works then thats fine. I just want that stuff out of my override so I can tell the players it can safely be placed in there and they can still play other things. Essentially my overrides add items (extra armors etc, but they occupy way higher slots) and sound and pictures, so there is no actually overriding going on.
I have a rad vfx package I made that overdoes most low end spells but its in the campaign I can release it as an override for those who might like it but I doubt anyone ever looks up something like that. Maybe ill just throw it up as an option in the same vault listing so they can decide to keep it after seeing them in game.
I have a rad vfx package I made that overdoes most low end spells but its in the campaign I can release it as an override for those who might like it but I doubt anyone ever looks up something like that. Maybe ill just throw it up as an option in the same vault listing so they can decide to keep it after seeing them in game.
Modifié par Eguintir Eligard, 30 juillet 2010 - 02:03 .
#8
Posté 30 juillet 2010 - 07:47
I'm not quite sure I understand what your trying to do, but a few words of advise from my limited experience.
Taking your mods out of directory form will drastically cut down on size. btw, congratulation on finally completing The Islander, can't wait to play myself.
- I wouldn't leave your modules in directory form when you put them on the vault.
- Your campaign folder can work as an override
- Blueprints and 2da used can packed into a hakpack instead
Taking your mods out of directory form will drastically cut down on size. btw, congratulation on finally completing The Islander, can't wait to play myself.
Modifié par Shaun the Crazy One, 30 juillet 2010 - 07:48 .
#9
Guest_ElfinMad_*
Posté 30 juillet 2010 - 11:34
Guest_ElfinMad_*
I would just put everything in a hak. Though I think music and tlk must be in the designated folders. Congratulations on getting to this stage.
Shaun suggests not to distribute the module in directory format. Can Shaun or others comment on what the negatives are with doing this? I was thinking of distributing my module in directory format to make bugfixing and content addition easier by not having to upload an entire new module each time. And conversely, if campaigns and modules are playable from directory format, what are the advantages of .mod format?
Shaun suggests not to distribute the module in directory format. Can Shaun or others comment on what the negatives are with doing this? I was thinking of distributing my module in directory format to make bugfixing and content addition easier by not having to upload an entire new module each time. And conversely, if campaigns and modules are playable from directory format, what are the advantages of .mod format?
#10
Posté 31 juillet 2010 - 12:22
Shaun explained already that it is the size concern.
When I zip it up, which of course you do, its all the same size anyway. Im not too worried about taking up a few hundred MBs on a hard drive, if their disk is that full they have greater concerns than my mod
But ya directory form is how I am keeping it for exactly those reasons.
When I zip it up, which of course you do, its all the same size anyway. Im not too worried about taking up a few hundred MBs on a hard drive, if their disk is that full they have greater concerns than my mod
But ya directory form is how I am keeping it for exactly those reasons.
Modifié par Eguintir Eligard, 31 juillet 2010 - 02:52 .
#11
Posté 02 août 2010 - 05:02
I don't know if this really matters to you or not but won't your loading time be a lot longer in directory form? I do know from past comments on the vault that some players find this very annoying.
#12
Posté 02 août 2010 - 08:12
i've not noticed any worsening of loading time in directory format, if anything the opposite. I'm considering releasing in directory format too, for the bug fixing benefits. Size is no different
#13
Posté 02 août 2010 - 08:32
Size is no different? But I thought that was the reason for converting from directory to mod format, to compact the size? I could be wrong I haven’t really looked into it to judge. So what is the advantage of a mod file? If there is no advantage then maybe I’ll consider doing the same thing when the time comes.
#14
Posté 03 août 2010 - 04:08
mod files take LONGer to load, they have to unzip. Their zipped size isnt that great anyway
#15
Guest_Chaos Wielder_*
Posté 03 août 2010 - 04:26
Guest_Chaos Wielder_*
Directory mode loads *significantly* faster in the toolset. Also, it only loads the assets you're working on currently(so if a crash occurs, you might only lose 2 minutes of work...as opposed to 2 hours, potentially).
#16
Posté 03 août 2010 - 05:38
Alupinu wrote...
So what is the advantage of a mod file?
#17
Posté 03 août 2010 - 06:19
Mod file are for distribution when you have finished, you can't alter them without the toolset.
Mod file takes priority over directory when loading in game.
Mod file takes priority over directory when loading in game.
#18
Posté 03 août 2010 - 11:37
Ok, I understand that directory files are the way to go when working in the toolset. (Trust me learned that lesson the hard way. LOL) But what about distribution? I can see that a mod file would take longer to unzip but what about loading individual areas? My campaign has around 25+ areas to date and most likely around 35 when finished. Some of the areas being just one room shops and such. So in interest of the player what loads a faster area? A mod file or a directory file? If it is a directory file then why would anybody use a mod format at all for distribution?
#19
Posté 03 août 2010 - 11:46
As I said, loading areas is S-L-O-W er because it unzips the contents. Im assuming the module stays unzipped once its loaded, so there would be no difference in area load times on each area, case by case. Module just puts everything all in one, it simplifies the number of files.
Doesnt really do anything mind you because the player can open the toolset and bugger with things just the same. As Im play testing now and a player reports a problem, I go fix the script or conversation and just send them that tiny file to replace in their module folder. Thats what I want. Campaign folder stays like that anyway (in directory/multi file form) so its not like its un tried. Dumping a bunch of scripts in the override folder as I fix things would seem inappropriate and cluttered, not to mention people tend to erase their override as instructed by other peoples module readmes.
And a final concern? Why would you want to put up a new script that works in the override to patch your game fro players while the old, broken scripts remains in the module file. And if they (again) ever erase their override, and go play your game later you are back to y our old bug script that you fixed and they'll be emailing you with old problems.
Doesnt really do anything mind you because the player can open the toolset and bugger with things just the same. As Im play testing now and a player reports a problem, I go fix the script or conversation and just send them that tiny file to replace in their module folder. Thats what I want. Campaign folder stays like that anyway (in directory/multi file form) so its not like its un tried. Dumping a bunch of scripts in the override folder as I fix things would seem inappropriate and cluttered, not to mention people tend to erase their override as instructed by other peoples module readmes.
And a final concern? Why would you want to put up a new script that works in the override to patch your game fro players while the old, broken scripts remains in the module file. And if they (again) ever erase their override, and go play your game later you are back to y our old bug script that you fixed and they'll be emailing you with old problems.
Modifié par Eguintir Eligard, 03 août 2010 - 11:49 .
#20
Posté 04 août 2010 - 10:16
You can use the campaign folder for that though. You needn't use module directories. I'm not saying you shouldn't, but as far as I can see, there nobody with a campaign need ever use the override at all (except perhaps when testing for those few 2DAs which fail, as I learnt the hard way).
#21
Posté 07 août 2010 - 04:42
"Why would you want to put up a new script that works in the override to patch your game for players while the old, broken scripts remains in the module file.""
Replace the word override with campaign in this instance.
Its true none the less, that I can and do use campaign, but the directories continue to load faster.
Replace the word override with campaign in this instance.
Its true none the less, that I can and do use campaign, but the directories continue to load faster.





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