Essentially the question is :
Should we as a modding community have a standard about how we distribute mods. In particular, should mods always be in cat/dat form ?
I've always considered that mods should have their own cat/dat. The exception being small changes such as the tweaks to hq.xml, and MD changes.
It was a bit of a shock to find that some mods go directly into the types folder.
I wondered what everyone thought about this practice. Pros and cons.
Can we come to a concensus on standards ?
Edit : Please note that Roger L.S. Griffiths has taken this as a personal attack, when for me this is nothing personal. As an issue of standards and policy as a community, I would be bringing this up for discussion no matter who brought it to my attention. It just happened to be Roger in this case. I am sorry if it has cause offense, but I deem it subject of sufficient importance to be discussed by everyone in its own thread, especially as it was highjacking the thread it came up in.
I can see your points, but my approach if your mod is considered to be necessarily always the last one, is to enforce it being loaded as a mod, and never as a false patch. "Its loaded as 15". "Load it as the mod as instructed and come back if the problem still exists".Roger L.S. Griffiths wrote:Matter of opinion... and on the whole if mods are changing the same files the end-user is borked anyway regardless of how the files are changed. Direct installation into the types folder is one easy way of detecting such conflicts at time of installation. Fake patches are fine to a point, but it is too easy to muck up the game. At least with extracted installations it is easy to tell what has changed. With simple weapon/ship mods which just change the Types files it is easier to maintain and easier to track down issues too.apricotslice wrote:I have to say I disagree with that practice on a fundamental level.Roger L.S. Griffiths wrote:It is even simpler than that... AWRM does not use CAT/DAT files and instead installs direct into the types folder.
Its ok for individuals who are modding for themselves, but not for a distributed mod.
The way people stack up mods these days, installing directly into types could be causing all sorts of issues that are attributed to someone elses' mod.
Why???? Installing direct in the Types folder is only the same as using the highest CAT/DAT number except it is far less complicated for installation.apricotslice wrote:Now when someone brings me a problem with my mods, I have to ask them "do you have awrm installed ?" If so, go talk to Roger first. Not acceptable for me to either have to remember to do that, or have to pass them on to you first.
In any case, if a user is using multiple mods it is ultimatly their responsibility to do a round robin of the mod authors (or at least the mod support threads) to check for compatability issues. So there is absolutly no reason to criticise how ANY mod author chooses to package THEIR works, since YOU are only responsible for YOUR works and the compatability concerns there in.
Those concerns should be merely limited to maintaining a list of what files you change, what compatability patches you choose to support, and what mods you know are compatable with your works.
With all my works (AWRM, CPLS, PMTS, Frontier Wars) included in the startup scripts are welcome messages reporting versions, detection/reporting of upgrades, plus some basic form of in-game information about the works via the Encyclopedia. If more scripts/mods did something similar rather than sitting silently in the background leaving the user to wonder if the mod/script is working or not then perhaps debugging issues would be ALOT easier.apricotslice wrote:Makes me wonder if a few odd problems that were not solved recently are exactly this scenario.
The whole unpacking into types idea is fine for debugging a mod, but what about the users who have no idea what they are doing during installation and when the unpack asks if they should overwrite existing files, what do they say ? Yes and hope it works ? No and hope it works ? Huh? and cry to the last mod author that it generated an error message on install ?
Can of worms.
Issues either way, but at least the cat/dat system keeps each mod completely separate.