Featured mod

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Re: Featured mod

Postby Ze_PilOt » 03 Jun 2013, 15:51

All is there.
Nossa wrote:I've never played GPG or even heard of FA until FAF started blowing up.
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Re: Featured mod

Postby johnie102 » 05 Jun 2013, 12:43

I'm already working on the mod vault. Altough the looks are based on the map vault, the code is completely different. The map vault uses php, while I work in the Qt framework. I do use the download and upload code from the mapvault though.

The upload, download and search interface is almost done. Just need to test, and to change the host game and find game to reflect that people can select random mods for their games (and automatic downloading and stuff).

it is more work then you would think.
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Re: Featured mod

Postby dstojkov » 05 Jun 2013, 13:37

so you based the launch of the game on the actual patch of faf which is indeed lot work and not a stable one. Mean for each faf release each mod as to be rewritten ? :?
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Re: Featured mod

Postby johnie102 » 06 Jun 2013, 11:12

No, not really. Most small mods will work without editing (stuff like resource multipliers or new units). As far as I know a mod comes after the faf patch, so it simply overwrites stuff written by the faf mod.
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Re: Featured mod

Postby dstojkov » 06 Jun 2013, 12:38

faf is a mod

You can also have in the mod vault all the patch since 3603

And btw if you want to make a mod vault don't assume 80% will be like this 10% like that ... This should be as possible independent of the patching version
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Re: Featured mod

Postby johnie102 » 06 Jun 2013, 15:14

I know I can play mods using the ingame mod manager while the faf patch is active. The easiest way will probably to use this ingame mod manager for the mod vault as well. Just edit the history of the game so that the mod is active in the ingame mod manager and then start the lobby. This should work.
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Re: Featured mod

Postby dstojkov » 10 Jun 2013, 14:22

How far did you come ? Will you be finished for the next patch ?
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Re: Featured mod

Postby johnie102 » 10 Jun 2013, 23:52

My part is almost done. I'm pretty sure Zep though won't have time to implement the database side of things. So it could still be a while. It doesn't have to coincide with a gameplay patch though, so it can simply slip in between updates.

I will post some screenshots in the external contributors forum soon (I'm not really a graphics whore, so it doesn't look really pretty).
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Re: Featured mod

Postby dstojkov » 11 Jun 2013, 00:10

coool :-)


For the DB you only need the creation script

The best is to use a free one the like mysql and that's it ;-)
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Re: Featured mod

Postby johnie102 » 11 Jun 2013, 12:42

dstojkov wrote:coool :-)


For the DB you only need the creation script

The best is to use a free one the like mysql and that's it ;-)


The database structure is already there (it should be almost the same as the map vault). It needs to be able to recieve uploaded mods, to be able to download mods, to give links to thumbnails, to increase the download counter, manage comments on mods. Again, this is Zep's part. I can't touch the database.
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