Author Topic: New Mod Portal!  (Read 4086 times)

Offline R1dO

  • Captain
  • ***
  • Posts: 228
    • View Profile
Re: New Mod Portal!
« Reply #30 on: October 25, 2018, 12:09:29 am »
Sounds sensible.

Just to clarify, with this option you want to indicate dependencies on original game files (so people know which game(s) they must own)?

Offline The Reaver of Darkness

  • Commander
  • *****
  • Posts: 1113
    • View Profile
Re: New Mod Portal!
« Reply #31 on: October 25, 2018, 07:03:54 am »
A mod might apply changes to both UFO and TFTD. You could have either game and not the other, and the mod will simply apply changes to the one you're playing...at least I think that's how it works.

Offline Starving Poet

  • Captain
  • ***
  • Posts: 252
    • View Profile
Re: New Mod Portal!
« Reply #32 on: October 27, 2018, 04:47:58 pm »
Yeah, It's the master field in metadata.yml. I have a number of mods that are master independent, but an example I made is https://openxcom.mod.io/less-visually-dense-smoke


Offline SupSuper

  • Lazy Developer
  • Administrator
  • Commander
  • *****
  • Posts: 2104
    • View Profile
Re: New Mod Portal!
« Reply #33 on: November 08, 2018, 05:44:45 am »
What if you just leave the field blank?

Offline Starving Poet

  • Captain
  • ***
  • Posts: 252
    • View Profile
Re: New Mod Portal!
« Reply #34 on: November 08, 2018, 04:10:03 pm »
yeah, that's an option, but then you can't use filters on the side bar, and if integration becomes a thing it won't be visible there either.

Offline gix

  • Squaddie
  • *
  • Posts: 46
    • View Profile
Re: New Mod Portal!
« Reply #35 on: November 17, 2018, 06:54:34 am »
Hi, SupSuper
The Mods link on the openxcom.org leads to this forum(https://openxcom.org/forum/index.php/board,16.0.html), not on the (new) mod portal. Is it on  purpose?