Addon Directory Possible Bug
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posted on September 23rd, 2010, 12:02 pm
Files in the addon directory will trigger a version mismatch even if the other directories are untouched.
posted on September 23rd, 2010, 12:05 pm
...and why wouldn't they? You are changing what the physical model's interaction with other units is afterall 

posted on September 23rd, 2010, 12:26 pm
Because the addon directory implies that the units there are optional to use. Maybe there should be a setting to pick with addon stuff to use, and the rest are ignored. It would allow users to add stuff into a folder inside the addon directory without causing a mismatch. During an online game, the user can choose which folder from the addon directory to use. Then determine whether there is a version mismatch. EG:
addon
addonMyStuff
addonYourStuff
addonOtherStuff
If the host chooses from one of those addon directories, but the same directory doesn't have matching files for the client, then a mismatch should be triggered.
Of course, I'm not the developer, Fleet-Ops would be more modding friendly that way.
Oh, and by the way, why is an outpost mesh in the addon directory anyways? It should be in the SOD directory.
addon
addonMyStuff
addonYourStuff
addonOtherStuff
If the host chooses from one of those addon directories, but the same directory doesn't have matching files for the client, then a mismatch should be triggered.
Of course, I'm not the developer, Fleet-Ops would be more modding friendly that way.
Oh, and by the way, why is an outpost mesh in the addon directory anyways? It should be in the SOD directory.
posted on September 23rd, 2010, 12:28 pm
thats not how the addon folder works.
the guide says how it works:
the guide says how it works:
The Addon folder has to do with making collision boxes (the zone in which other vessels cannot travel) that are of a different size than the original model. In other words, you put a remade SOD of a unit in the SOD folder (perhaps you want to cut off the top or remove some other pieces that block traffic) to handle collision, and you will put the original "real SOD" (the visual one that appears in-game) in the addon folder. Basically you put the SOD in that folder of what you want an object to look like, and a SOD of a different shape in the SOD folder to handle collision. The SODs for both have to have the same name. This can thus be used to set different collision boxes for the AI versus the player (to make it easier for the AI which isn't intelligent per se). If you don't care about collision boxes you don't need to put anything in the addon folder.
posted on September 23rd, 2010, 12:31 pm
Indeed Myles 
Incidentally TCR, what you are suggesting is basically a mod-manager
. I'm sure that one of the next few patches will bring that in play - it's just difficult to make one that isn't so wasteful of resources as far as I know 

Incidentally TCR, what you are suggesting is basically a mod-manager


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