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Thread: The "-mod:" feature

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  1. #1
    paradamed's Avatar Praepositus
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    Default The "-mod:" feature

    Does anybody know if MTW2 will have the "-mod:" feature? I mean, similar to Rome.

  2. #2

    Default Re: The "-mod:" feature

    So far, we have a giant question mark hanging in the air, regarding the mod-ability of M2TW, let alone knowing specific commands.

  3. #3
    Beiss's Avatar Nemo nascitur...
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    Default Re: The "-mod:" feature

    I want them to include some kind of mod handler so you won't have to bother with having backup copies of the original game files, "clean installs" or such.
    Under the patronage of Halie Satanus, Emperor of Ice Cream, in the house of wilpuri

  4. #4

    Default Re: The "-mod:" feature

    that would pe amazing if it worked without a hitch.

    i hated having to constantly reinstall and install to get a 'clean' version...and then you needed to get the patches...oh God, it was a mess.




    "An eye for an eye makes the whole world blind"

  5. #5
    Beiss's Avatar Nemo nascitur...
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    Default Re: The "-mod:" feature

    I've said this a million times before in this forum, but Oblivion, or even Half-Life showed that mess-less modding is possible. Considering how CA seems to count on the modders to keep this game interesting for a long time, they should really make modding easier in this aspect.
    Under the patronage of Halie Satanus, Emperor of Ice Cream, in the house of wilpuri

  6. #6

    Default Re: The "-mod:" feature

    I don't think it's so difficult to implement the code, which would recognize new/altered files and separate them from the original unmodified files.
    I just had a flashback to my C++ programming lessons and probably I could come up with such a code. It is definetely no rocket science.
    IT would be great, if instead of making us edit the command line or have separate installs and whatnot, simply install the mods into a "mods" folder in the game and have a button in the in-game menu that says "mods".
    Can't be too hard, since I find so many games having such a feature for the last 10+ years.

  7. #7

    Default Re: The "-mod:" feature

    Quote Originally Posted by Archer
    I don't think it's so difficult to implement the code, which would recognize new/altered files and separate them from the original unmodified files.
    I just had a flashback to my C++ programming lessons and probably I could come up with such a code. It is definetely no rocket science.
    IT would be great, if instead of making us edit the command line or have separate installs and whatnot, simply install the mods into a "mods" folder in the game and have a button in the in-game menu that says "mods".
    Can't be too hard, since I find so many games having such a feature for the last 10+ years.

    Yeah, but were those turn based/rts? I have played a game with this features in CIV IV and Oblivion
    Whoever gives nothing, has nothing. The greatest misfortune is not to be unloved, but not to love.
    -Albert Camus

  8. #8

    Default Re: The "-mod:" feature

    it'd be nuice if we could just append shortcut with -mod (modname) and have it load the data form mtwii/mods/(whatever mod)

    the ability to do that would be good enough in my opinion.

    of corse there could always be a laod mod opition in main menu. not hard to script atall, just telling the program to load a few files from a diffrent directory... and of corse soemthing to detect th directory wich is also quite simple.

    or just see that folder as overwrite folder. ie laod from here first if sometimes missing check main data folder.

    quite simple really.

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