SteveMcClaire -> RE: ModSwap support? (11/7/2013 5:32:05 PM)
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Using folders in MOD.INI is fine. If you can't see the ops or campaigns at the Command Screen, then they're probably not in the correct directory (data\ops or data\campaign). If you can see the ops/camps on the Command Screen but they won't load then there's probably something else missing that they require. Below is some internal documentation from ages ago about MOD.INI. It's been a long time since we used this but I /think/ I added a few other sections to better control what files were present after a mod installed. I'll hunt around to see if I have any more recent docs. The MOD.INI file MOD.INI is a text file containing information that will be used to install your mod files. The following is an example MOD.INI file that shows all possible sections and entries. A discussion of each follows below: --------------------------------Sample MOD.INI------------------------------------------------- [General] Name=My Mod Description=This is my Close Combat mod. Game Version Required=1.00 [Exclusive Files] weapons.txt vehicles.txt [Files] weapons.txt=\data\base vehicles.txt=\data\base --------------------------------Sample MOD.INI------------------------------------------------- The [General] Section All MOD.INI files should have a general section. It begins with the header "[General]" on a line by itself, and is followed by one or more of the following fields: - Name: A name for your mod. This should be fairly short and descriptive. This name will be shown to the user when they install or uninstall your mod. - Description: The description field allows you to explain the purpose and effect of your mod in a little more detail. The length of the description field is limited to 4096 characters. - Game Version Required: This field allows you to specify a minimum version of Close Combat, meaning that your mod will not work with earlier versions of Close Combat. If you do not specify a version, then version 1.00 is assumed. The [Exclusive Files] Section This section allows you to list files that, if overwritten by another mod, might cause problems for Close Combat. For example, if your mod installs custom game data files that reference each other, the game will not run properly if some of these data files are overwritten by another mod. To prevent this, list the names of all the files in your mod that must not be overwritten by another mod in the exclusive files section. If the user tries to install another mod that would overwrite one of your mod’s exclusive files, then ModSwap will warn the user and refuse to install the second mod. The [Files] Section This section is where you list all the files that your mod will install, and the directory under the Close Combat install directory in which each file should be installed. In the example above: us_weapons.txt=\data\base means that the file “us_weapons.txt” is to be copied to “<Close Combat install directory>\data\base\us_weapons.txt.” ModSwap will not normally allow you to install files outside the Close Combat install directory. Files With Identical Names or Relative Paths If you have more than one file in your mod that share the same file name you can differentiate them by putting them in separate directories and then including the directory name when you add the file to the mod archive. For example, if you had both a low-res and high-res version of the graphic file ‘rifle.bmp’ you might make two directories, ‘low’ and ‘high’ and store the appropriate version of the bitmap in each of the directories. When you use your ZIP utility to create the archive file, be sure to include the path name. You will then need to refer to the two files using both the full path name, using the forward slash (/) character as a path separator. In the example above, your [Files] section might look like this: [Files] /low/rifle.bmp=\Graphics\LoRes\rifle.bmp /high/rifle.bmp=\Graphics\HiRes\rifle.bmp You can also choose to build your mod archive with full path names, even if it is not necessary for differentiating between identically named files. If you do this, you will need to use the same syntax for any file that has a path name associated with it in the archive.
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