Closed OrionSR closed 4 years ago
I changed the behavior for the Make opcode.txt to write to the same destination as specified with <examples>
entry in the games.xml #5 In this case an opcodes.txt could have put into completely unique directories for each mode.
For IDE files I think creating another entry in the games.xml to specifiy which IDE/DAT files to load should be a fairly reasonable approach:
<game shortcut="GTA3" title="GTA III" mode="gta3" type="default">
<ide>@game:\data\default.ide</ide>
</game>
<game shortcut="VC" title="GTA VC" mode="vc" type="default">
<ide>@game:\data\default.ide</ide>
</game>
<game shortcut="SA" title="GTA SA" mode="sa" type="default">
<ide>@game:\data\default.dat</ide>
<ide>@game:\data\maps\veh_mods\veh_mods.ide</ide>
</game>
<game shortcut="LCS" title="GTA LCS" mode="lcs" type="default">
<ide>@sb:\data\lcs\models.ide</ide>
</game>
<game shortcut="VCS" title="GTA VCS" mode="vcs" type="default">
<ide>@sb:\data\vcs\models.ide</ide>
</game>
<game shortcut="SA Mobile" title="SA Mobile" mode="sa_mobile" type="default">
<ide>@sb:\data\sa_mobile\custom.dat</ide>
</game>
I'm a big fan of the Make opcode.txt tool but, my experience as a new user was similar to:
"Hm... Wonder what this does." "Sure, why not?" then, "Where'd my file go?" and later. "What's this do?" Because I had a SaveAnywhere script open for Make opcode.txt.
Locking this power tool when not in admin mode seems a bit extreme. Most users won't ever need to use this tool. A lot more warning seems warranted.
Maybe change the first dialog to Open (in Sanny), Save As (working directory), Overwrite, or Cancel, And then throw a clarified warning if Overwrite is selected.
The other issue is that I was planning to share the same opcode.txt and other command files for several modes. For example, PCv1 PCv2, PC_Steam, PC_Downgraded, just to cover what's currently installed.
The intended function is that I could update one and have it propagate to all, I just want this to be a very deliberate process.
Those modes could have a path to the same opcodes.txt file, right?
Yes, that's the plan. With the addition of examples in games.xml I plan to group all command files for a particular game: SCM.ini, opcode.txt, keywords.txt, and classes.db. If I can get things set up the way I plan, the only difference between an edit mode using the traditional community script commands and an SCR format like fastman92's script command definitions will be a small change to a root folder of these commands.
@OrionSR I created another ticket for the make opcodes tool enhancement, except that everything else has been implemented. Closing?
Yes.
I've been a bit busy recently and haven't had a chance to test the new 3.4 features but hope to resume work soon.
Since the suggestions for new entries for opcode.txt and gxt got a favorable priority, only a few more steps are necessary in order to make edit modes completely contained within a game definition in games.xml. I've been trying to account for all-the-rest found in the data folder for the edit mode.
GXT and opcode.txt location are currently under consideration.
DAT and IDE files can be managed with \data. Possibly, look for default.dat and gta3.dat in the usual file structure if custom*.dat isn't specified.
Need Binary for managing only 4 files that don't need to change or propagate.
What else? I recently realized that Make opcode.txt tool writes to the data folder. This is fairly destructive behavior in the context of multiple edit modes sharing the same resources. For sa_mobile type edit modes the install directory might be a more appropriate destination.