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Author Topic: Would you be okay with me renaming my Mod to Brutal OXCE?  (Read 1232 times)

Offline Xilmi

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Would you be okay with me renaming my Mod to Brutal OXCE?
« on: February 15, 2023, 12:00:34 pm »
I've been thinking about renaming my mod to Brutal OXCE.

On the pro-side of that I see:

It would give credit to it's heritage.
It would be more obvious that it is an engine-mod and not a data-mod.
It would benefit from the popularity of OXCE to draw in more potential users when they look for OXCE.

As a disadvantage I see that it might confuse people about who is responsible for it. And because of that I thought I should better ask you guy if you'd be okay with it.

Offline Meridian

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Re: Would you be okay with me renaming my Mod to Brutal OXCE?
« Reply #1 on: February 15, 2023, 12:24:04 pm »
Yes, it is OK.

1/ If I can request something, I would prefer if your fork didn't "redefine" existing OXCE features. I didn't check your changes lately, but I remember from earlier that you have changed the behavior of the "isLeeroyJenkins" flag for example. If not "too much work", I would like to see new flags in such cases (to prevent documentation confusion/mismatch). If not, I'll survive.

2/ Lastly, in version.h:

Code: [Select]
#define OPENXCOM_VERSION_ENGINE "Extended"
#define OPENXCOM_VERSION_SHORT "Extended 7.8.8 + Brutal AI 3.5.3"
#define OPENXCOM_VERSION_LONG "7.8.8.0"
#define OPENXCOM_VERSION_NUMBER 7,8,8,0

One (or both) of the first two lines should always have something indicating that it is your fork.
This will make sure we know which version was used to create a given savefile (based on its header).
You're already doing that, just want to say you should keep doing it :)

Offline Yankes

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Re: Would you be okay with me renaming my Mod to Brutal OXCE?
« Reply #2 on: February 15, 2023, 12:50:30 pm »
Some time ago I added option for "multiple engines", as there be some difference between Brutal and "Vanilla" OXCE.
https://github.com/OpenXcom/OpenXcom/commit/3af9628ba68fc6f35f46848f55c3beec64cd5691

You can add all compatible "engines" to your mod. Mod can target specific version (like "Extended" or "FtA").

For version macros, I would personally do not alter it, as OXCE regularly update it and this will make many conflicts that need manual fixing, better is add new one (similar to how FtA did):

Code: [Select]

#define OPENXCOM_VERSION_ENGINE "Extended"
#define OPENXCOM_VERSION_SHORT "Extended 7.8.4"
#define OPENXCOM_VERSION_LONG "7.8.4.0"
#define OPENXCOM_VERSION_NUMBER 7,8,4,0

#ifndef OPENXCOM_VERSION_GIT
#define OPENXCOM_VERSION_GIT " (v2022-11-17)"
#endif

#define OPENXCOM_BRUTAL_VERSION_ENGINE "Extended"
#define OPENXCOM_BRUTAL_VERSION_GIT " (v2022-11-27)"
#define OPENXCOM_BRUTAL_VERSION_SHORT "Extended 7.8.4 + Brutal AI 3.5.3"
#define OPENXCOM_BRUTAL_VERSION_LONG "3.5.3.0"
#define OPENXCOM_BRUTAL_VERSION_NUMBER 3,5,3,0

and in other place:

Code: [Select]
const EngineData supportedEngines[] = {
{ OPENXCOM_VERSION_ENGINE, { OPENXCOM_VERSION_NUMBER }}, //allow OXCE mods
{ OPENXCOM_BRUTAL_VERSION_ENGINE , { OPENXCOM_BRUTAL_VERSION_NUMBER }}, //allow Brutal mods
{ "", { 0, 0, 0, 0 } }, // assume that every engine support mods from base game, remove if its not true.
};


[ps]

And repalce then other usages of `OPENXCOM_VERSION_*` by your version to preserve things that Meridian mentioned.