DaniJ
Senior Member

Posts: 1740
Registered: 08-03 |
One simple rule: The risk of incorrect use rises exponentially with the amount of files and directories that are required for successful installation. That is, even in a simple case with one PK3 file and one Kickstart profile in a subdirectory there is a good chance that some user will do it wrong and doesn't work.
Well, yeah but surely it's not difficult as long as the pack is distributed with the correct internal paths. I agree with the comments about directory structure but that is only valid for users modding for jDoom, casual users shouldn't need to worry about how it works as long as it does.
Skyjake is working on a new format for addons that removes the problems of the virtual path stucture and combines the functionality of KSA profiles into a single file for distribution. Which should alleviate any such problems people are having with coping with two files to distribute instead of one (bare in mind you don't need to use KickStart, you can quite easily just use -file myaddon.pk3) however there are certain commandline options that need to be envoked for different addons. That is currently partly what the KSA's are for. So for instance if your mod requires the -pwadtex option it should be added to the command line options within the KSA profile.
Take for example a Doom3 mod, you have one file to distribute, an archive containing shed loads of different data and definition files that all have to have the correct virtual directory structure in order to function correctly. Which is the exact same method used by 90% of modern games and indeed Doomsday.
Yes it is error prone but it's down to the mod makers to get it right, casual users shouldn't be expected to learn how to fix problems.
The Doomsday setup is just as complicated as Doom3 but likewise it is infintely more flexible than the portX + WAD setup.
Last edited by DaniJ on 09-22-04 at 19:25
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