Author Topic: New Mod Portal!  (Read 4162 times)

Offline SupSuper

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Re: New Mod Portal!
« Reply #15 on: September 15, 2018, 11:30:47 pm »
I agree on Reaver MM/TC split.

TC could in long run drop even requirement of original data because it replace mos of this.
The Base Game tags aren't supposed to be a requirement, just descriptive, though they fulfill both purposes in most cases.

Can we change "alien race" to "aliens"? Sectoids is an alien race, a Large Scout obviously isn't. It's not about formality, it's about clarity.
Done. It was supposed to be "Alien Units" but I forgot about UFOs.

I've moved OXCE to a Dependency and rejigged the tags around based on feedback, though I think most just add complexity. When does a mod go from Minor to Major? From Work In Progress to Playable? Etc. While it's unambiguous what is a "TFTD mod" or a "Craft mod".
Tags are just a search auxiliary, they should be extras, not a spec sheet, specially since we can't enforce them (any tag can be left blank). If you check most other games they just have a handful of them.

Case in point:
A minor mod would be one that changes very few things and has a small footprint such that it is usually safe to combine with other mods. Example: Hazmat Armour
A major mod would make a big change to some part of the game, perhaps it completely transforms one segment of the game. It's probably safe to combine with other major mods which affect a different part of the game. Example: Terrain Pack
A megamod would be one that makes major changes to many different parts of the game and is likely to cause conflicts with other mods. Example: Area 51
A total conversion would be one that completely transforms the game experience such that it is very nearly a different game. TCs typically have their own standalone install. Example: Tech-Comm
Currently we have 5 "megamods" that span everything from "lots of additions" to "collection of mods" to "completely different campaign". I don't think quantity is a good threshold. Whether a mod is safe to combine with other mods depends entirely on what it changes, not the quantity of changes. And standalone installs are purely because of OXCE.
As a (admittedly very vanilla) player, I think the only significant difference between mod scope is "does this just add to the X-COM experience" or "is this fundamentally an entirely different campaign". After all this is OpenXcom, there's only so much you change. But if I try to play Piratez like I would X-COM, I'm gonna have a bad time.
« Last Edit: September 15, 2018, 11:36:42 pm by SupSuper »

Offline The Reaver of Darkness

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Re: New Mod Portal!
« Reply #16 on: September 18, 2018, 12:47:05 am »
Problem with the mod portal: the dropdown menus don't work when trying to browse mods. When you click it, it shows the options. but if you move your mouse cursor or do anything else to select an option, the dropdown options disappear again.

Online Meridian

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Re: New Mod Portal!
« Reply #17 on: September 18, 2018, 01:02:11 am »
Problem with the mod portal: the dropdown menus don't work when trying to browse mods. When you click it, it shows the options. but if you move your mouse cursor or do anything else to select an option, the dropdown options disappear again.

I can confirm having the same issue.
Selecting with keyboard works, with mouse not.

Offline Solarius Scorch

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Re: New Mod Portal!
« Reply #18 on: September 18, 2018, 01:39:28 am »
Was about to report the same problem.
(Firefox)

Offline SupSuper

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Re: New Mod Portal!
« Reply #19 on: September 23, 2018, 06:38:24 pm »
Thanks for the reports, seems to be a Firefox-specific issue, being looked into.

Offline SupSuper

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Re: New Mod Portal!
« Reply #20 on: October 14, 2018, 02:03:07 am »
Should be fixed now. :)

Offline The Reaver of Darkness

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Re: New Mod Portal!
« Reply #21 on: October 15, 2018, 12:24:04 am »
It's working perfect for me now!

Offline Solarius Scorch

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Re: New Mod Portal!
« Reply #22 on: October 15, 2018, 02:14:03 am »
I have a request: would it be possible to enable sorting mods by update date? Now they are sorted by publish date, which is not terribly useful, since it doesn't show which mods are fresh and which haven't been updated in years.

Offline efrenespartano

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Re: New Mod Portal!
« Reply #23 on: October 15, 2018, 02:59:42 am »
I have a request: would it be possible to enable sorting mods by update date? Now they are sorted by publish date, which is not terribly useful, since it doesn't show which mods are fresh and which haven't been updated in years.

That's a good request. By the moment, it isn't that bad. They aren't many mods yet. But think in a few months/years...

I support this request. ;D


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Offline SupSuper

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Re: New Mod Portal!
« Reply #24 on: October 16, 2018, 01:09:23 am »
I have a request: would it be possible to enable sorting mods by update date? Now they are sorted by publish date, which is not terribly useful, since it doesn't show which mods are fresh and which haven't been updated in years.
You mean the button that says Updated on the top-right? ;)

Offline Solarius Scorch

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Re: New Mod Portal!
« Reply #25 on: October 16, 2018, 03:33:27 pm »
You mean the button that says Updated on the top-right? ;)

I can only see Popular and Added.

Offline ivandogovich

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Re: New Mod Portal!
« Reply #26 on: October 16, 2018, 03:53:39 pm »

Offline Niewiem

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Re: New Mod Portal!
« Reply #27 on: October 16, 2018, 04:12:33 pm »
Yeah I can see updated too :)

Offline Solarius Scorch

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Re: New Mod Portal!
« Reply #28 on: October 16, 2018, 04:27:09 pm »
Hmm, now it works for me too.


Offline Starving Poet

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Re: New Mod Portal!
« Reply #29 on: October 24, 2018, 06:18:08 pm »
When adding mods, we need an option to make the base game UFO, TFTD or BOTH