View Full Version : A HOMEWORLD2 Mod Manager?
VT001
12th Nov 03, 4:58 PM
I like to ask if someone wode make a Mod Manager like the Freelancer Mod Manager that wode make it easy to swich on\off mods and bypast or act like the -overrideBigfile for newbes and vet alike?
:idea:
UFO64
12th Nov 03, 6:30 PM
would be great if someone would make one, if only relic had just made a simple mod system from the get go =(. At least we are still ages ahead of HW though :)
The5thElephant
12th Nov 03, 9:01 PM
The problem is that HW2 files aren't set up in a multi-mod friendly way. BF1942 for example is very mod friendly and has a built in mod switcher, same with Call of Duty. But I'm not sure how you would handle this with HW2.
:elephant: :elephant: :elephant: :elephant: :elephant:
WeeGee
12th Nov 03, 10:04 PM
Couldn't one just make an app that essentially just acts as a macro, and moves/renames files to their appropriate places? I'd do it if I knew how.
daishiw
12th Nov 03, 11:41 PM
See if you can directly contact the guy who made the Freelancer Mod Manager and ask him to do one for HW cos the systems for the two games aren't that different once ppl have decrypted all the files.
Apart from applying and disabling mods FL Mod Manager would check to see what files a mod changed (e.g. Hgn_interceptor.ship) and then it would tell you which mods were compatible with each other (i.e. they don't change the same files).
I think the most recent versions even the parse the text to see if the mods only change different parts of the file and so can be applied together.
jpaugh78
13th Nov 03, 12:41 AM
Or you could just make .big files of the different mods you'll be using and make a shortcut using the "-mod YourNameHere.big" command line for each .big file you want to use.....
daishiw
13th Nov 03, 1:07 AM
No jpaugh, you are missing the point of the modmanager. It is for mixing and matching modifications easily.
Afaik with big files you would have to extract them, check that the two mods change different files yourself, then recompile the big file which would be a pain in the ass if you are constantly changing your modifications around.
jpaugh78
13th Nov 03, 1:13 AM
I made a batch file that creates a big file in one step....I think it takes like .10 seconds to finish. So it would be very fast.....you really should try it... :)
Mikail
13th Nov 03, 3:45 AM
Originally posted by jpaugh78
I made a batch file that creates a big file in one step....I think it takes like .10 seconds to finish. So it would be very fast.....you really should try it... :)
Excellent idea. It just means that all mods have to be compiled before distribution.
-Mikail
jpaugh78
13th Nov 03, 4:59 AM
If anybody wants it, i'll post it here...the orginal post is buryied somewhere. Also, I can make another one that does the reverse and extracts your .big file back into its original folders\subfolders.
VT001
13th Nov 03, 6:48 AM
daishiw|: i will see if i can directly contact the guy
Originally posted by jpaugh78
I made a batch file that creates a big file in one step....I think it takes like .10 seconds to finish. So it would be very fast.....you really should try it... :)
jpaugh78|: have that batch file post on stanby becos i like to see if wode put in the mod Manager
PS|: bere with me peple with my gramer and nowing jack on programing
jpaugh78
13th Nov 03, 6:52 AM
alrighty then..... :)
VT001
13th Nov 03, 11:56 AM
Ok i contacted the guy via E-mail and waeting for his reply here :hw: he go by "IGx89" on the Lancersreactor.com Forum:here: http://www.lancersreactor.com/t/forum/topic.asp?Topic_ID=22296&Forum_ID=18
vBulletin v3.0.7, Copyright ©2000-2010, Jelsoft Enterprises Ltd.