View Full Version : Regarding updating existing Mods / Scripts

23-07-2009, 10:16 AM

One thing I wanted to ask is how the update process of already in the installer indexed mods / scripts is being / will be handled. I presume that it will again be possible to specify a internet address which is checked for mod / script updates like the old PlugIn Manager did.
But I thought that this could mean inconveniences for large mods, where it is decided to upload the mod in parts in order to lessen the strain on the server. Would it be possible to somehow include that? (Or is it already somehow possible?) :)

23-07-2009, 04:05 PM
I assume this can be done already, though the update would likely be a single entity (or a zipped entity) and would be easy to mark as the update.

23-07-2009, 09:11 PM
thats a feature i plan to add in eventually ones the core manager is finished.

i can look about different ways to do it for larger mods.

however the old plugin manager did have a few features that would help, and will eventualyl be included in this one as well.

althou i dont recall anyone actually making use of these features.

the first was the upgrade mod type, basically, its a small version that only includes files that have been changed.

ie, say you have xtended in a large mod file, xtended.cat
an update mod could contain xtended.cat with jsut a few files, ie, you could just have TShips in there.
and when its installed it'll merge and update the mod automatically

the other feature was the patch mod. These is simlar but instead of updating an existing mod, it acts as a seperate package.

the main difference with these is that you can also remove the patch afterwards to revert the changes back.

ie, you can create a patch with a modifed TShips, ie an increased shields patch or something. When its installed, it'll use the modified version until its uninstalled, and the existing file is restored.

one of these methods could be used to reduce the size

24-07-2009, 10:50 AM
That's very interesting. Especially the automatic merging. :)

The patch-feature could even be used for "on/off"-switches of optional mods for a mod. For example a ship mod introduces a ship, then someone complains that he'd like to have smoke trails for the engine of that ship. But another one says he doesn't. Now the modder can release such an optional mod and then the players can switch it on or off in the manager.

Something that might be interesting is to be able to specify a folder on the FTP, not only a single file. All files in that folder are then - if they are split correctly - downloaded and automatically merged together to get the Plugin Manager file.