Originally Posted by
daniu
Don't know either, I'd assume so. If you want to do me a favor, try that out; I won't get around to that for some time (should be able to fix the software though).
I tried the following: I opened my .pack-file in PFM, minimzed as usual, and then renamed both db/* and text/db/*. Then I deleted the .txt-files, so that only the .loc-tables were left. Then I modified these tables to only contain the modded entries (or in fact added entries, but I assume this doesn't make a difference). So basically, I minimized these tables just like the normal tables. I saved this, and tried it in game, and both the new unit, and the existing units, still had correct descriptions.
To summarize, this is what the PFM and MMS postprocess features should optimally do:
PFM minimize DB-feature: minimize normal DB-files, remove text/db/*.txt files, minimize text/db/*.loc DB-files.
PFM rename standard: rename all files in db/* and in text/db/*. (I propose this as a new feature)
The MMS optimize feature: combine the above two.
Originally Posted by
daniu
Yeah but it will prevent users from using it if they do want to edit one of those
As it is, you can just edit the rules.bob file to exclude them, and they'll get backup up; I think that's the more flexible approach.
Not sure we are understanding each other correctly. I'm talking about the rules.bob file which gets generated when you first create a mod. Currently, this file looks like this:
Code:
[Pack]
<Files> = -*.pack
PackFile = <retail>/data/<MOD_NAME>.pack
PackType = mod
And I'm proposing you change that to look like this:
Code:
[Pack]
<Files> = db/*/*, text/db/*.loc
PackFile = <retail>/data/<MOD_NAME>.pack
PackType = mod
(I know, I said to exclude CA's folders, rather than to include the DB folders before, but this is actually very complicated because you have to explicitly mention all subfolders. Ridiculous syntax...
Also notice that I only include the .loc files, and not the .txt files, as I showed them to be unnecessary)
Obviously, the user can still modify this file, and MMS should handle it as it does now.
This leads to less set-up work when creating a new mod, a quicker BOB-compile time, and renders the cleanup feature useless, which means one less step for the modder, and one less feature to maintain for you.
Originally Posted by
daniu
Maybe I can make the Cleanup button remove all files that were edited from the original.
I assume you mean 'remove all files that weren't edited from the original'? Obviously, that would be very useful, and would mean that no editing of the rules.bob file has to be done at all. It still means there is a larger BOB-compile time, an extra step for the modder, and an extra feature for you to maintain though. Plus, it's more work to implement than the change I suggested. I guess it's up to you to decide what's more important.
And a few extra features which could ease the use of MMS:
- Add a rename feature, this is especially useful for naming the 'existing_changes' which are generated when you first start MMS. (I realize this is already possible by changing the folder names in %appdata%/MMS, but like I said, it's just to ease the use.)'
- Generate a warning when a mod's name includes spaces, spaces in .pack-file-names will crash shogun 2
- Show a progress bar and an abort button whenever MMS is moving around data. This way it won't go into 'hiding' when closing MMS, which proved to be very annoying when I was waiting for MMS to finish for me to manually manipulate some data, and removes the need of using the task manager to abort the process, for example when you accidentally make MMS move large amounts of data. (I extracted data.pack inside the Assembly Kit's folder, and then MMS started copying all of this over...)
Thanks again for your time!
J²