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English How do I package a mod for release?

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old How do I package a mod for release?

SlyCooperReloadCoded
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I've been away from this site for way too long, and I've never released a mod. That being said, how do I package a mod for release? Do I zip the whole "mods" folder? Do I upload only the files I changed? Is there a mod-loading system I'm not aware of? My mod is almost done, and I don't know how to release it. This is probably a pretty noob question, I apologize for that.

old Re: How do I package a mod for release?

DC
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Yes, the easiest thing to do is probably zipping your whole mod folder. Stranded II has no magic/smart mod loader. Just the basic thing which loads all the stuff from the mod folder you specify.

If you only added new content and changed existing files but did not delete anything from the original game you could also tell people to duplicate the original folder and then extract your files into it. Then you would have to add your new/changed files to the zip only. The problems with that: It's more work (for your and the users) and it could easily happen that you miss something - which would probably break your mod.

Therefore (and because Stranded II's files are relatively small anyway) I recommend to just zip the whole mod folder.

old Re: How do I package a mod for release?

Hurri04
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Something that probably should've been done all those years ago when S2 was in its prime was to have the original game in a git repository so that people who wanted to create mods could simply fork it and work in their own version, then create e.g. releases on GitHub or something. This could potentially have prevented a lot of "spam" from certain people updating their forum thread 500 times

I (now) know using git would've saved me a lot of time and effort all those years back when I was manually wrangling files and putting copies of older version all over my desktop and the like, in case I needed to revert something later when a script didnt do what I wanted it to do... but I was young and didnt know any better

How "git-friendly" will modding be in S3 btw @user DC ?

old Re: How do I package a mod for release?

DC
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@user Hurri04:
Not sure what exactly you mean with "git-friendly".

Shouldn't be any problem to put your mods (not matter if they are for SII or SIII) into a git repo. Of course all those binary files (game assets) are not very git-friendly but I can't really change that. Definition files and scripts are plain text (easy to see diffs, possible to merge). I wouldn't know how to make it more git-friendly.

(btw: I'm using Git too for SIII development)
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