[QUOTE=IdleTard;23262927]Because AFAIK, the people working on the client is no the same that works on the site.
EDIT: Also my offer for a mirror still stands, as always.[/QUOTE]
Eh that's what I figured. But what if they both worked on it and passed it back and forth, while also telling the other person what they added/changed? I mean it's worked for Linux which is an entire operating system and for Cortex Command which is an entire game(Well partially finished, but yeah).
[QUOTE=Hellduck;23263036]The client's just to make the whole process of downloading a mod more fluid. It's purely for installing the mod. There will most likely still be a FAQ I'd imagine.[/QUOTE]
Yeah, I knew that. I was just worrying about it making the site take longer. But once I actually realized what's going on here it probably won't make the website take any longer because they're completly seperate projects in the sense that the people working on the website aren't working on the client and vice versa. I apologize for crapping up the thread.
[QUOTE=IDTL;23262880]I don't mean to sound like a jerk but whatever happened to just making a site? Now there's a client too?
If you just add a FAQ to the site on how to install and troubleshooting and such, like how mods don't work on sv_pure 1 or sv_pure 2 servers and stuff, then won't that solve most people's questions on how to install the mods? I know the client will be optional, but instead of focusing effort on an optional thing, why not get the website finished and then work on the client once everything on the site is in place?[/QUOTE]
The client's just to make the whole process of downloading a mod more fluid. It's purely for installing the mod. There will most likely still be a FAQ I'd imagine.
If there's a manual way and an automatic way. I will take the manual way. I'm sure others will agree. It feels better knowing what you're doing.
[QUOTE=AlfieGroove;23263854]If there's a manual way and an automatic way. I will take the manual way. I'm sure others will agree. It feels better knowing what you're doing.[/QUOTE]
Yeah I don't think anyone installs mods often enough to need an installer, and if they do, they're more than capable of doing it for themselves.
It really doesn't matter either way as Tera's client isn't going to affect the work flow of the site. What IS affecting the work flow is StinkyJoe's absence lately, but I did notice he did some work on the forums so at least it's progressing, albeit at a slower rate than if he didn't have to play tf2 or gmod or text back his girlfriend every 2 seconds.
Well it's better than ignoring them and her completely.
[QUOTE=IDTL;23262880]I don't mean to sound like a jerk but whatever happened to just making a site? Now there's a client too?
If you just add a FAQ to the site on how to install and troubleshooting and such, like how mods don't work on sv_pure 1 or sv_pure 2 servers and stuff, then won't that solve most people's questions on how to install the mods? I know the client will be optional, but instead of focusing effort on an optional thing, why not get the website finished and then work on the client once everything on the site is in place?[/QUOTE]
You are completely wrong, as my work has yet to collide with the site work, and I am not contributing in any way to the site at the moment, as I don't know my way around those things very well. The website and the client are for now two completely separed projects. The real problem is Filipe's absence, because he's the one who work on the backend and things like that. So please stop whining about the fact that the client is stopping the rest of the work. It is not. And do NeoDement in particular: when you'll design your own site you will decide what to do and what not to do. This is our project and we decide what to do and what not to do. You wait.
What are you guys on about?
Like it's been said already, work on the client does not affect the website in any way. The site's delay was due to my absence (and I haven't played THAT much TF2, Brian.), but I've been tackling a few things on it everytime I could. The forums are progressing well, and are almost usable, and due to the way everything in the backend is tied together, progress on the forums means progress on user accounts and all sorts of other things.
[QUOTE=StinkyJoe;23273324]What are you guys on about?
Like it's been said already, work on the client does not affect the website in any way. The site's delay was due to my absence (and I haven't played THAT much TF2, Brian.), but I've been tackling a few things on it everytime I could. The forums are progressing well, and are almost usable, and due to the way everything in the backend is tied together, progress on the forums means progress on user accounts and all sorts of other things.[/QUOTE]
Yeah pretty much this. Anyway I think we'll try and have the client working right before the site launch, right?
you guys are still working on this?
might i suggest fps banana compatibility with the program
[QUOTE=Purky;23273628]you guys are still working on this?
might i suggest fps banana compatibility with the program[/QUOTE]
Heck no.
[QUOTE=Purky;23273628]you guys are still working on this?
might i suggest fps banana compatibility with the program[/QUOTE]
That completely backfires on the original concept parky.
[QUOTE=Purky;23273628]you guys are still working on this?
might i suggest fps banana compatibility with the program[/QUOTE]
No. No. No. Never.
[QUOTE=Purky;23273628]you guys are still working on this?
might i suggest fps banana compatibility with the program[/QUOTE]
What would be the point? And besides 99% of FPSB is shitty reskins.
[QUOTE=Purky;23273628]you guys are still working on this?
might i suggest fps banana compatibility with the program[/QUOTE]
Because you can't install mods? There's lots of good guides on FPSB on how to install mods.
[QUOTE=TerabyteS;23273890]No. No. No. Never.[/QUOTE]
Just fuckin' make it install mods from zips.
[QUOTE=NeoDement;23274458]Just fuckin' make it install mods from zips.[/QUOTE]
That. Please don't use some ubersecret unique filetype.
You could have a text file in it somewhere declaring it's compatible with the installer, and inside that could be several folder(s) such as
"Ghastly Gibus"
"Bills Hat"
"Halo"
or
"Sandvich"
"Dalokohs Bar"
or if your mod can only replace one thing
"Announcer soundpack"
etc, the names would be purely decorational. Inside each folder would be a standard TF directory structure, such as
"Models"
"Materials"
"Sounds"
etc
When dragged into a shortcut of your program, BAM, you'd get a dialog box with a dropdown asking which of the versions you want to install. You'd pick the hat you have (or whatever!) and press Okay. You could also have an "Install all" option and a Cancel button.
Simplistic and solid, from what I can see. Hopefully I haven't forgotten anything vital.
Alternately, for those that would prefer to double click files to install them, you could set up functionality for that, and have it so that if the .zip is missing the compatability declaring file, it would simply open it in the previously assigned zip opening program, Winrar or whatever.
[editline]03:17PM[/editline]
I guess an uninstall button could be on there too. Maybe a manifest of installed mods could be stored somewhere and accessed if you simply double click the exe. It could also somehow check for mods which will overwrite each other and warn you before you install. Perhaps devs could also put notes in the compability declaring text file as pure text, which would be displayed at the top of the installation box, in a pretty fashion.
This is tempting me to install Visual Studio.
At the last paragraph, the program can just log all the files and directories associated with one mod/install.
[QUOTE=NeoDement;23274680]You could have a text file in it somewhere declaring it's compatible with the installer, and inside that could be several folder(s) such as
"Ghastly Gibus"
"Bills Hat"
"Halo"
or
"Sandvich"
"Dalokohs Bar"
or if your mod can only replace one thing
"Announcer soundpack"
etc, the names would be purely decorational. Inside each folder would be a standard TF directory structure, such as
"Models"
"Materials"
"Sounds"
etc
When dragged into a shortcut of your program, BAM, you'd get a dialog box with a dropdown asking which of the versions you want to install. You'd pick the hat you have (or whatever!) and press Okay. You could also have an "Install all" option and a Cancel button.
Simplistic and solid, from what I can see. Hopefully I haven't forgotten anything vital.
Alternately, for those that would prefer to double click files to install them, you could set up functionality for that, and have it so that if the .zip is missing the compatability declaring file, it would simply open it in the previously assigned zip opening program, Winrar or whatever.
[editline]03:17PM[/editline]
I guess an uninstall button could be on there too. Maybe a manifest of installed mods could be stored somewhere and accessed if you simply double click the exe. It could also somehow check for mods which will overwrite each other and warn you before you install. Perhaps devs could also put notes in the compability declaring text file as pure text, which would be displayed at the top of the installation box, in a pretty fashion.
This is tempting me to install Visual Studio.[/QUOTE]
We already have our plans on how this will work and most of the things you've said have already been declared to be in the project's objectives.
[QUOTE=TerabyteS;23275203]We already have our plans on how this will work and most of the things you've said have already been declared to be in the project's objectives.[/QUOTE]
You should probably give everyone more info on [I]exactly[/I] what is happening to stop further confusion. This thread is basically 8 parts "are you doing x?", "how does y work?" and "when will z happen?"; 1 part answers and photos of the sexy ui and site layout; and 1 part me whining about not moderating.
We are going to use an underlying executable of 7z to provide compatibily with the most diffused formats (zip, rar, 7z, bz2). The client tool is designed to only work with the TF2 emporium website.
The features planned will be:
[LIST]
[*]Possibility to set up accounts on which the mod will be installed and specify them in the moment of installation.
[*]Direct download from the website, by clicking a button on the mod's page which will automatically activate the client, which will then immediately load the mod information and begin the download of the mod.
[*]Once the download will be complete, there will be the possibility to open the folder where the file was installed for manual extraction/transfer or to start the automatic installation process.
[*]After the mod will be successfully installed, an information file will be created with all the informations about the mod. This file will make it possible to enable/disable the mod, by allowing the client to transfer the mod's files from the TF2 folder to a backup folder, and leave them there until the user decides to re-enable them, and they will be copied back.
[/LIST]
Any other questions?
[QUOTE=TerabyteS;23275203]We already have our plans on how this will work and most of the things you've said have already been declared to be in the project's objectives.[/QUOTE]
Then please say that instead of talking about site integration and posting UI images. Fuckin useless.
[editline]04:12PM[/editline]
"The client tool is designed to only work with the TF2 emporium website."
really really dumb
[QUOTE=TerabyteS;23275391]We are going to use an underlying executable of 7z to provide compatibily with the most diffused formats (zip, rar, 7z, bz2). The client tool is designed to only work with the TF2 emporium website.
The features planned will be:
[LIST]
[*]Possibility to set up accounts on which the mod will be installed and specify them in the moment of installation.
[*]Direct download from the website, by clicking a button on the mod's page which will automatically activate the client, which will then immediately load the mod information and begin the download of the mod.
[*]Once the download will be complete, there will be the possibility to open the folder where the file was installed for manual extraction/transfer or to start the automatic installation process.
[*]After the mod will be successfully installed, an information file will be created with all the informations about the mod. This file will make it possible to enable/disable the mod, by allowing the client to transfer the mod's files from the TF2 folder to a backup folder, and leave them there until the user decides to re-enable them, and they will be copied back.
[/LIST]
Any other questions?[/QUOTE]
Nono that's good. Get Galago to put it in the OP when he's unbanned.
It'd be good if it used ZIPs instead of 7zips (anyone can make them) and if it wasn't site specific.
[QUOTE=AlfieGroove;23274297]Because you can't install mods? There's lots of good guides on FPSB on how to install mods.[/QUOTE]
I can install mods fine im just saying most people will still use FPSB over this as it isn't really a strong entry field its going into, so cross support for a while to get the FPSB community interested would actually be quite wise imo BUT REALLY IM JUST SAYING
[QUOTE=NeoDement;23275429]It'd be good if it used ZIPs instead of 7zips (anyone can make them) and if it wasn't site specific.[/QUOTE]
You should go check if you can read or you're blind. I never said people will have to provide .7z files. But in case a dumbass does, the program will be able to open it.
Ah I misread slightly, no need to be a prick eh?
This is brilliant all of you work here is brilliant, seriously this stuff is probably a million times more complex then anything I could do.
So nice work so far TerabyteS you deserve it.
But the client only designed to work with the TF2 Emporium Website is quite a dumb thing to do.
[QUOTE=Purky;23275438]I can install mods fine im just saying most people will still use FPSB over this as it isn't really a strong entry field its going into, so cross support for a while to get the FPSB community interested would actually be quite wise imo BUT REALLY IM JUST SAYING[/QUOTE]
To provide cross support with the current feature plans would be impossible anyway, because the client tool doesn't substitute in any way browsing on the site. And we're providing compatibility with the TF2 emporium only as the site has to do his part in providing information feeds to identify the mod. FPSB lacks this feature, so it would be needed to set up a page parser just for this purpose. And that's just one problem, as if the layout of FPSB will be changed minimally, the program would fail.
[editline]03:17PM[/editline]
[QUOTE=NeoDement;23275472]Ah I misread slightly, no need to be a prick eh?[/QUOTE]
So far I feel that you're being the prick here. But that's just an impression.
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