Author Topic: New Mod Portal!  (Read 21607 times)

Offline R1dO

  • Colonel
  • ****
  • Posts: 276
    • 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: 1255
    • 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

  • Colonel
  • ****
  • Posts: 267
    • 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: 2135
    • 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

  • Colonel
  • ****
  • Posts: 267
    • 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

  • Sergeant
  • **
  • 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?

Offline SupSuper

  • Lazy Developer
  • Administrator
  • Commander
  • *****
  • Posts: 2135
    • View Profile
Re: New Mod Portal!
« Reply #36 on: August 23, 2019, 09:15:34 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?
Each place has different mods so I'm not sure where to direct people. But it's been nearly a year without the site exploding so... maybe? Maybe this will sweeten the deal.

mod.io integration is coming to OpenXcom!

You ever used Steam Workshop? It's exactly like that.
You haven't? Well you subscribe to mods (that red button on the site that doesn't do anything yet) and they are beamed directly into your OpenXcom. Automatically installed and updated for your convenience.

To mod creators:
  • Downloads should follow the same rules as the OXCE ziploader, i.e. a ZIP file (no RAR, 7z or ARJ) which contains a single mod or several mod folders, no extra layers or OXC installs.
  • Multiple editions of a mod should have separate mod entries (eg. OGG vs FLAC), as the primary file is always the one that's downloaded.

To mod users:
  • Updates are ready to install? No!
  • A mod.io account is required to play OpenXcom? No!
  • Can I still manually install mods? Yes!
  • Can I ignore this altogether? Yes!

It'll be a while until this rolls out so you have time to prepare and discuss. Do you want more mod.io features ingame? Less? Discuss!