Jump to content

Photo

1000 Plugins Merged


  • Please log in to reply
25 replies to this topic

#21
Marxist ßastard

Marxist ßastard

    Members

  • Members
  • PipPipPipPipPip
  • 2,969 posts
Well, what does it have on an A7N8X?

#22
js4496

js4496

    Regular

  • Members
  • PipPip
  • 75 posts
I was just wondering how your project was going. :)

#23
adamized01

adamized01

    Journeyman

  • Members
  • Pip
  • 45 posts
I also would like to know how your project is going.

About seven months back I had started a simular project, however my goal was not to merge the plugins, just provide them in an easily installable archive and make it availible for download over p2p thus simplifying the hosting problem.

It would be nice if someone had actually went ahead and created what my project was trying to accomplish, then it would be easy for me to get back up to date as I have not worked on the project for quite some time.

Also my project at least attempted to provide documentation, by the way how is that coming or are you not going to bother with the documentation for it?

I know all too well that it's a massive project and a lot of work, which is why mine has not been worked on in soo long.

If you really plan on doing all that work and releasing it to the public maybe I won't continue with mine.

#24
Spudnik

Spudnik

    Enthusiast

  • Members
  • PipPip
  • 176 posts
1000? unzipped?

hmmm.....


well considering that your 1.51 gigs unziped compares to my 2.2 gigs zipped, im sure i have all you do. mayhap you have more.

nonetheless, it is a very impressive feat.

i have a couple of ones that just wont open in either mw, or the con set:

2help
ultimas
avatarhouse

and some other one, cant remember off the top of my head.

several ones are missing vital files, one such is:

Final_Fantasy_Spells_And_Weapons_Mod

it is missing several models and textures.

#25
zahratustra

zahratustra

    Enthusiast

  • Members
  • PipPip
  • 230 posts
What nobody mentioned it the fact that most of the mods get updated on a regular basis, so while it is realtively easy to replace each individual mod with a new version try this with 1000 mod compilation!!!!! How long before it becomes obsolete??

#26
adamized01

adamized01

    Journeyman

  • Members
  • Pip
  • 45 posts
Okay this may be a lame idea.

An Morrowind expansion community project.

Goals-
Provide community created, maintained, cleaned plugins for morrowind/tribunal/bloodmoon/etc..
Create mod submission guidelines for mod authors
Make it easy for players to install a large amount of plugins that come in a single download (no hunting down thousands of mods, or any of the other problems they have to deal with now).
Make it easy for players to update thier collection of mods by providing updates
Make it possible for there to be organized city update and expansion projects that anyone can contribute to.

Benefits-
Resolves archive releated issues for adverage players
Most players wouldn't have to manually place mod files in the correct folders because the mod author didn't provide an installer or archive it nicely.
Players wouldn't have to search for good copies of corrupted mod archives they had downloaded.
A larger more detailed morrowind.
Makes it easier for mod authors to know what already has been modded and what could still use being modded.
Makes it easier anyone to contribute to the development of existing mods.
Possibly Reduces the amount of redundant and or conflicting plugins

Ok maybe I'm dreaming if I actually thought that this would happen, however it is a nice dream isn't it.

Sure there are a lot of details that need working out, mostly getting the current mod authors to agree to it, that would be a most difficult thing I would imagine.

Okay another possible problem is conficting changes, two plugins change the same element or elements in the game which one would get added to an update? Well I say which ever one is better made, if they are both about equal then maybe let update group members vote on which to include.




Page loaded in: 1.567 seconds