Split cycledogg:terrain-essentials dependency; add remaining terrain mods#138
Split cycledogg:terrain-essentials dependency; add remaining terrain mods#138noah-severyn wants to merge 4 commits intomemo33:mainfrom
cycledogg:terrain-essentials dependency; add remaining terrain mods#138Conversation
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Thanks. Wasn't @timdmackey working on this, too?
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One of the problems I didn't write about in the complete metadata for CPT Terrain Mod is the complexity that comes into play, especially when there are Terrain Mods that require special installation procedures, otherwise they cause CTD. For beaches and rocks, the best solution is to create a complete package, also because beaches are optional and only rock textures are necessary. However, even in this case, we can do a precise job because the various readme files indicate the recommended rock textures. We can include rock textures in terrain mods. And finally, I was thinking of highlighting a conflict with Extended Terrain, as the DLL Mod allows you to use as many as four terrain controllers to simulate climate biomes and therefore requires a different set of texture |
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Posting my progress on this for reference: #139. This is still a first pass and I haven't tested at all, but you can at least see the approach I was taking. I'm away so likely won't be doing any sc4 work until at least next week. At cursory glance my approach looks pretty much the same as @noah-severyn's. A few notes:
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I guess the alternative to using variants would be to define separate packages for terrain/beach/rocks/water, which would require the user to pick and choose the ones they want. If we went that way I think you'd want to include the recommended pairings in the descriptions. This would mean 32 packages instead of 8, but with simpler definitions due to not needing variants. |
Based on my current understanding of this mod, I think it would make sense to put the warning on the Extended Terrain mod since there aren't currently any terrain mods that support that DLL mod? |
Actually, there are already dependencies available to create a new Terrain mod using Extended Terrain. These mods cannot be used simultaneously with the original mods due to IID conflicts. |
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Thanks for the feedback and the reference PR. The approach using a single package with multiple variants for each mod sounds like the way to go then. Regarding the Extended Terrain DLL, my understanding was that it requires some user-end customization to assign the four styles at least, which cannot be done through sc4pac. Though, I don't know how it works in detail. I'd prefer not to deal with that added complexity in this channel, as switching between terrain mods without the DLL is not that hard and the metadata is already complex. |
In reality, Extended Terrain DLLs are monolithic, so there is no customization that the end user can do. Since the textures are predefined with IIDs, the modder must respect those specific IIDs. |
Off-topic: If the DLL could work in a modular way such that each terrain mod could be used with or without the DLL, that would be helpful. Though, I reckon that's difficult due to IID conflicts, and there probably isn't a lot of demand for it anyway. |
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I'm happy to use the work in your PR @timdmackey as it looks like you're a few steps ahead of me. :P The main differences I see are:
Yes, I think we vastly overestimate the number of people mixing and matching these kinds of things. I know the aim here is for a simpler experience, so that was my approach putting this together.
Got it. I tend to be a little verbose sometimes. :) |
I'm waiting for an update to the Mod DLL, which should become somewhat modular, but only for examples related to weather simulation. But even in this case, there is the IID limitation factor, which must still be set in some way. |
Split out
cycledogg:terrain-essentialsinto its own dependency package as its used across multiple terrain mods, including 3rd party ones not by cp (topically for sebamarynissen/simtropolis-channel/pull/302).Added metadata for all remaining terrain mods included in the asset. However, all added terrains, except CPT Olympic, do not work correctly on installation due to their deep folder structure. An example extract is
C:\Users\Administrator\Documents\SimCity 4\Plugins\170-terrain\cycledogg.canyonlands-terrain.canyonlands-beach-default-canyonlands-rock-canyonlands-water.3.0.sc4pac\@1-Canyonlands Terrain Mod\@0=CPT_No6 Canyonlands Terrain Controller_Default\CPT_No6_CanyonlandsTerrainController.dat, 286 chars. They work fine if all of the dat files are moved into the root\cycledogg.canyonlands-terrain...folder.Not quite sure how to approach this. Remove the variants and opt for the flat install like Missouri Breaks? Or is there some way to ignore the folder structure and extract to the single root folder?