Aller au contenu

Photo

Developing with mod saved as folder then releasing with mod saved as .mod file


  • Veuillez vous connecter pour répondre
11 réponses à ce sujet

#1
M. Rieder

M. Rieder
  • Members
  • 2 530 messages
I developed my first mod as a folder.  That is, when I saved my module, I saved as a file folder instead of a .mod document.  This let me move files easily into and out of my module.  When I released the module, I converted it to a .mod document.

In testing, everything seemed to go well, but I am still unsure if this is a good idea or safe. 

I am starting chapter 2 to Wizard's Apprentice and am debating how to save it as I go.

Does anyone else do it this way? 

If you save your module as a .mod file, how do you import scripts and areas and such?

Thanks for your input.

#2
Kaldor Silverwand

Kaldor Silverwand
  • Members
  • 1 585 messages
I have always worked exclusively in mod format. You import areas, scripts, conversations, etc. using the import feature in the toolset. This doesn't work so well for campaign scripts and conversations, but those can just be copied into the campaign folder outside the toolset.

#3
_Knightmare_

_Knightmare_
  • Members
  • 643 messages
Unlike Kaldor there, I work exclusively in folder format. As you said, its just wayyyyyy easier to add stuff in to your module that way (plus for me it is safer with crashes/lost work). All you need to do is drag/drop or cut/paste and the files get added to the module, easier than exporting/importing.



That said, I have yet to release a module. Though I don't see why converting it to a .mod formay for release should be a problem for you.

#4
Guest_Chaos Wielder_*

Guest_Chaos Wielder_*
  • Guests
I work in folder form, and save it as a .mod when I feel like testing and/or backing the file up. Folder form seems to cut down on crashes, which is always nice.

#5
c i p h e r

c i p h e r
  • Members
  • 261 messages
I work in folder format exclusively as well. As has been mentioned, it has the advantage of being far more crash proof (your files remain in the folder and the folder never goes away) but also takes far less time to load or save. This is because you eliminate the packing/unpacking step that's involved in saving/loading .mod format. The larger your module, the more time you'll end up saving.

I used to work in .mod format because that's what I was comfortable with when I first started, until I tried working in directory mode. Once you make the adjustment, you'll never go back.

Modifié par ç i p h é r, 21 août 2010 - 02:47 .


#6
The Fred

The Fred
  • Members
  • 2 516 messages
So is there any real advantage of mod files then? Even for distribution?

#7
M. Rieder

M. Rieder
  • Members
  • 2 530 messages
About halfway though working on my module, I switched to folder format and it did make everything easier and cut down on crashed. I did not notice any problems when I switched it to .mod format when I distributed and tested, but I just wanted to get some second opinions.



So it looks like the consensus is that switching to .mod format at the last minute is safe.

#8
M. Rieder

M. Rieder
  • Members
  • 2 530 messages
**duplicate post** Deleted.

Modifié par M. Rieder, 21 août 2010 - 05:08 .


#9
M. Rieder

M. Rieder
  • Members
  • 2 530 messages

M. Rieder wrote...

The Fred wrote...

So is there any real advantage of mod files then? Even for distribution?


There is one disadvantage I can think of.

If you release as a module and use the folder format, the module description does not display on the main menu when you are starting the game.  If you save it as a .mod, it does.

This does not seem to be a problem with a campaign.

The other disadvantage of distributing as a folder is that it may be confusing to users who are used to .mod files or unfamiliar with the ins and outs of installing community made modules.

Other than that, I cant think of any.



#10
c i p h e r

c i p h e r
  • Members
  • 261 messages

So it looks like the consensus is that switching to .mod format at the last minute is safe.

It's "safe" in that the modes are interchangeable. You are not stuck in one mode if you choose to go that route. You may encounter problems saving in .mod format if your module gets too big, though, and there's always the risk of corrupting your .mod for various reasons (ie system out of memory).

I would suggest that you backup your folder before switching modes and save your backups in a folder somewhere else because once you do change to module mode, the toolset *will* delete your module folder after you shutdown.

Modifié par ç i p h é r, 21 août 2010 - 05:19 .


#11
M. Rieder

M. Rieder
  • Members
  • 2 530 messages
In your experience, at what size do you encounter difficulties saving at .mod.



Have you ever released a module using file format, or have you only released in .mod format?

#12
Guest_Chaos Wielder_*

Guest_Chaos Wielder_*
  • Guests
Anything over 100 mb starts to be a bit tricky, at least in my experience.



I have seen mods released in directory(folder) form. There's probably a few strange problems with it, but I cannot think of anything too damning in of itself. Generally, .mod format means people will be less confused(probably familiar with that format).