Renzatic on 23/3/2005 at 17:29
You seem to be thinking about this from a really weird angle, Spar. Doom 3 is a modding platform, moreso than any of the Thief games. As such all FM's can be considered Darkmod levels and can be loaded up from a menu within the game.
The only instances where the maps can't be loaded up from within TDM is if there's extensive changes done to the lightgem or AI code, anything that has to do with recompiling the SDK in other words...everything else, like additional material for instance, only has to be placed within a .pk4 file and the game will load it up exactly like it were installed within the mod's file directory structure.
If you want an example look at any of the D3 multiplayer maps that add new textures to the game. You don't have to unzip a bunch of massive files and place them in their proper place, you just pop the pk4 in /base and the game identifies everything that needs to be identified and loads it up from the menu just fine.
sparhawk on 23/3/2005 at 18:20
Quote Posted by Andruha
To fuel the discussion further, I made a rough draft of the client application that looks for mod updates at a remote portal, downloads selected mods to local repository and installs a mod after backing up the previous state of the target application.
Wow! Nice diagram! At first I thought this might be a joke, but this looks really good. If the proiject is developed in such a way using professional methods, I think this will become very good indeed. :)
sparhawk on 23/3/2005 at 18:21
Quote Posted by Renzatic
everything else, like additional material for instance, only has to be placed within a .pk4 file and the game will load it up exactly like it were installed within the mod's file directory structure.
Yeah. You are right. I totally forgot about the pk4 structure because we don't use it for development. I guess this would reduce a lot of the problems if not all of them.
dracflamloc on 23/3/2005 at 18:37
My FleshLoader app will run in Linux using GTK. Can't say anything for Mac though since I'd have no wayt to test it.
Its been designed in a way that will allow for the DarkMod to use it. I just need to throw in a few more options and it'll be no problem.
sparhawk on 23/3/2005 at 18:40
Quote Posted by dracflamloc
Its been designed in a way that will allow for the DarkMod to use it. I just need to throw in a few more options and it'll be no problem.
Great! Sounds good. :)