Unified Client Side Mod?

Discussion in 'Mod Discussions' started by stuart98, December 26, 2014.

  1. stuart98

    stuart98 Post Master General

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    ModX, Statera, RCBM, Dox4Lyfe, and Orbital Warfare Overhaul all use their own client side mods, in my opinion unnecessarily. Would it not be possible to make a unified client side mod that has the icons of all non-conflicting units, textures for those mods that need them, and an icon_atlas.js file that contains all custom units in each of these mods.

    Thoughts on creating this?
  2. Killerkiwijuice

    Killerkiwijuice Post Master General

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    As long as they don't modify the same unit icon, then yes it's possible.
  3. zx0

    zx0 Well-Known Member

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    Why though? You still cant play all these mods at the same time.
  4. stuart98

    stuart98 Post Master General

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    Yes, but being able to use a single client side mod for all of them would save a little headache as you would no longer have to switch client mods on and off nearly as often as you do now.
  5. zx0

    zx0 Well-Known Member

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    If dependencies set in both server and client mods they would turn on/off each other.
  6. wondible

    wondible Post Master General

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    So a circular dependency? My programmer's instinct says to avoid those, but if it works rock on.

    ----

    In general I prefer small lego-like pieces. If we start down the road of one client mod to rule them all, each new major unit mod will need to be included, and it will grow katimari like, slowly consuming the world, any size issue multiplied by the increasing frequency of changes as each server mod requires updates.
  7. zx0

    zx0 Well-Known Member

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    Before I did it, I was afraid it would crash PAMM or something.
    stuart98 likes this.
  8. Mereth

    Mereth Active Member

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    PAMM has been specifically tuned to allow this some months ago.
  9. cptconundrum

    cptconundrum Post Master General

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    Can't your server mods just include most of those client-side files? LoC doesn't add much but it makes the ui changes right in the server mod. The only exception is the lobby changes, which do require a client mod but it turns itself off automatically when it doesn't detect the LoC server mod.
    elodea likes this.
  10. stuart98

    stuart98 Post Master General

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    With the exception of texture files, everything that's in the client side mods is in them because it has to be (it simply doesn't work when put into the server mod alone). Textures are in them just because they have to be.
  11. cptconundrum

    cptconundrum Post Master General

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    Then somehow LoC just magically works, because I added a unit entirely on the server side. (icon atlas, build.js, build bar image)
    elodea likes this.
  12. squishypon3

    squishypon3 Post Master General

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    What? They fixed it? O.O
  13. stuart98

    stuart98 Post Master General

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    Can anyone else confirm that client side icon mods are no longer needed?

    In any case, client side texture mods are still a necessity unless they allowed you to shadow models.
  14. cptconundrum

    cptconundrum Post Master General

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    My mod also includes rescaled textures right in the server mod.
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  15. stuart98

    stuart98 Post Master General

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    But that increases size by way too much if you rescale everything. Ain't nobody got time to upload 100 mg of files everytime they play their mod.
  16. cptconundrum

    cptconundrum Post Master General

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    Yeah that's true. I get away with it by only doing it to a few units, but a big mod like yours doesn't get much choice.
    elodea and xankar like this.
  17. stuart98

    stuart98 Post Master General

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    I just confirmed that client side icon mods are still required.
  18. stuart98

    stuart98 Post Master General

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    Five months later, could we have server mods be completely server-side please?
    ace63 likes this.

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