aliens

Author Topic: OpenXcom Modsite Portal [Updated 6.27.14]  (Read 51411 times)

Offline Jo5hua

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Re: OpenXcom Modsite Portal [Updated 6.19.14]
« Reply #45 on: June 21, 2014, 05:57:49 pm »
Jo5h if you could have a look at this https://openxcom.org/forum/index.php?topic=2065.msg23609#msg23609

Another idea on Mod Portal would to have an idea of reliability of a mod (I mean there are many nice mods that are still under construction 1.3.3, ...).
Not really useful for modders, but for people that just want to get mods an activate them

Mods should not downraise quality of global project

I've reuploaded his mods and the links are back up now.

What do you mean reliability of a mod? What do you mean here. Falko's idea is where we went in regards to mod rating, along with the comment system. I'm open to ideas.

Offline Aldorn

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Re: OpenXcom Modsite Portal [Updated 6.19.14]
« Reply #46 on: June 21, 2014, 09:36:49 pm »
I've reuploaded his mods and the links are back up now.

What do you mean reliability of a mod? What do you mean here. Falko's idea is where we went in regards to mod rating, along with the comment system. I'm open to ideas.

It is not a real request, more for brainstorming purpose

By reliability, I meant :
- some mods are simple, and also don't need to be really tested so far -> they don't represent any risk for global game, so they can have a flag "no risk"
- some others, as Luke's UFOS, are tested by most of people, and could be considered as "reliable" or "risk minimum"
- but some other larger mods are not so fair to be tested ; they are uploaded at mod site, but are in fact continuously updated, corrected, ... -> for those, it could be useful to log an alert "beware, no real feedback on it, under construction, experimental, ..."

But as a conclusion, mod rating may be enough
« Last Edit: June 21, 2014, 09:38:57 pm by Aldorn »

Offline Falko

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Re: OpenXcom Modsite Portal [Updated 6.19.14]
« Reply #47 on: June 21, 2014, 09:39:56 pm »
- but some other larger mods are not so fair to be tested ; they are uploaded at mod site, but are in fact continuously updated, corrected, ... -> for those, it could be useful to log an alert "beware, no real feedback on it, under construction, experimental, ..."
here the mod creator should be fair enough to give it a title that contains [Beta] or [WIP]

Offline Jo5hua

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Re: OpenXcom Modsite Portal [Updated 6.19.14]
« Reply #48 on: June 21, 2014, 10:21:26 pm »
here the mod creator should be fair enough to give it a title that contains [Beta] or [WIP]

The only issue I see with this is that adding [BETA] or [WIP] to the title will break and change the URL of the mod... The title is what the site uses to make the link for the mod.

www.openxcom.com/mod/retaliator
www.openxcom.com/mod/wip-retaliator
www.openxcom.com/mod/beta-retaliator

A solution for this could be a field can be added where people can select WIP / BETA / STABLE / UNKNOWN (for older mods). This text would be easily visible on the mod page and even show an icon, so the person downloading it will know the maturity of the mod. This would probably be best as the author would have all the feedback from their forum development post.

Thoughts?
« Last Edit: June 21, 2014, 10:24:51 pm by Jo5hua »

Offline Falko

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Re: OpenXcom Modsite Portal [Updated 6.19.14]
« Reply #49 on: June 21, 2014, 10:52:30 pm »
sure that seems reasonable

Offline Solarius Scorch

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Re: OpenXcom Modsite Portal [Updated 6.19.14]
« Reply #50 on: June 21, 2014, 10:55:46 pm »
In my opinion the readme should be enough.

It's not always easy to categorize everything into one of several simple states. This was many times highlighted by internet (and pop culture) critics, for example in regard to ratings instead of reviews. A criticism I generally agree with.

Besides, if you try a mod without reading its readme file, you deserve everything that happens.

Offline Muukalainen

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Re: OpenXcom Modsite Portal [Updated 6.27.14]
« Reply #51 on: July 14, 2014, 05:37:50 am »
Do you want rebuilt .exe files on your mod site?

I finally got the coding working and made a "Real Vision" mod / fork. The main idea was to remove the gamey elements of scouting with rookies and having snipers shooting from behind the vision limit range so the enemy has no chance of retaliation fire.

Changes:
-raised the view distance from 20 to 100
-adjusted the smoke so it still works like a smoke
-aliens use the same sight rules as xcom
-all units have now moddable nightvision value, that determines how far they can see in dark, defaults: 9 for humans and 20 for aliens, like it used to be
-removed glowing soldiers, nights are now really dark, and you need to avoid light as everyone including aliens can see units in light from 100 tiles away

Offline SupSuper

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Re: OpenXcom Modsite Portal [Updated 6.27.14]
« Reply #52 on: July 14, 2014, 05:42:30 am »
Do you want rebuilt .exe files on your mod site?

I finally got the coding working and made a "Real Vision" mod / fork. The main idea was to remove the gamey elements of scouting with rookies and having snipers shooting from behind the vision limit range so the enemy has no chance of retaliation fire.

Changes:
-raised the view distance from 20 to 100
-adjusted the smoke so it still works like a smoke
-aliens use the same sight rules as xcom
-all units have now moddable nightvision value, that determines how far they can see in dark, defaults: 9 for humans and 20 for aliens, like it used to be
-removed glowing soldiers, nights are now really dark, and you need to avoid light as everyone including aliens can see units in light from 100 tiles away
The Soldier Commendations mod uses a custom EXE, so probably nothing wrong with more mods like that.

Offline Solarius Scorch

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Re: OpenXcom Modsite Portal [Updated 6.27.14]
« Reply #53 on: August 05, 2014, 07:39:32 pm »
Yo dawg, your site is down.

Offline Jo5hua

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Re: OpenXcom Modsite Portal [Updated 6.27.14]
« Reply #54 on: August 05, 2014, 11:39:40 pm »
It's back up, had some quick server maintanence =)

Offline Aldorn

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Re: OpenXcom Modsite Portal [Updated 6.27.14]
« Reply #55 on: August 06, 2014, 01:50:00 am »
It's back up, had some quick server maintanence =)
You mod portal is a must have  :)

Offline clownagent

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Re: OpenXcom Modsite Portal [Updated 6.27.14]
« Reply #56 on: August 21, 2014, 10:44:37 pm »
On the mod-portal are now really a lot of mods, which is great.
Maybe some additonal categories would make it easier for browsing through them and finding the Mod one is interested.

I suggest to add the following categories:
- HWP
- Armor
- Mod collection
- Total Conversion

Offline Jo5hua

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Re: OpenXcom Modsite Portal [Updated 6.27.14]
« Reply #57 on: August 22, 2014, 12:59:49 am »
I would also suggest, scout drone and raven interceptor. There's no reason 1999 technology wouldn't advance with research to build a scout drone and Raven Interceptor aircraft. Look at the stuff we have today in the last 10-15 years.

+1 to those mods.

Offline Solarius Scorch

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Re: OpenXcom Modsite Portal [Updated 6.27.14]
« Reply #58 on: August 22, 2014, 01:04:08 am »
I would also suggest, scout drone and raven interceptor. There's no reason 1999 technology wouldn't advance with research to build a scout drone and Raven Interceptor aircraft. Look at the stuff we have today in the last 10-15 years.

+1 to those mods.

...that was a non sequitur :)

Offline Jo5hua

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Re: OpenXcom Modsite Portal [Updated 6.27.14]
« Reply #59 on: August 22, 2014, 01:37:04 am »
...that was a non sequitur :)

What does that even mean? Never heard of that phrase before.