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-   -   Pirates&Nomads v2 Problem (http://forum.shrapnelgames.com/showthread.php?t=3590)

Suicide Junkie July 6th, 2001 12:57 AM

Pirates&Nomads v2 Problem
 
Uh, guys, I just dumped my files into a zip, and the end result is 70x bigger!

I don't think the majority of you will appreciate having to download 10 Megs of file, or shrapnel hosting it.

The difference of 9,984 Kb is composed of every race's pictures for the most part.

The datafiles are only 91Kb zipped.
The Default BattleMoon pictures are 53Kb uncompressed (21Kb zipped).
Each race is 2MB uncompressed. (over 500Kb zipped)
Each Race's patched datafiles are 93Kb uncompressed. (5Kb zipped)

What should I do?
A) Upload the entire 10Mb zip and hope shrapnel dosen't get mad.
B) Remove some of my homepage to cram the full Mod in there.
C) Upload only the core Datafiles, and force Users to run the AI patcher before playing? (112Kb)
D) Upload the core plus patched files, Users will copy the races into the modfolder, then overwrite the nessesary files? (250Kb)
E) Other (specify...) http://www.shrapnelgames.com/ubb/ima...ons/icon12.gif

Note: A and B are not good options, since it still means modem Users have to download overnight or when they leave for work http://www.shrapnelgames.com/ubb/images/icons/icon9.gif.
Also, C and D force the user to do a bunch of stuff with the files.

------------------
The latest Pirates & Nomads.
-<Download V1.6>-
-<Download compatible EMPs>-
Visit My Homepage


[This message has been edited by suicide_junkie (edited 06 July 2001).]

Matryx July 6th, 2001 01:03 AM

Re: Pirates&Nomads v2 Problem
 
I suggest you upload the core datafiles as a single zip, then upload each of the AI patches individually
that way the Users can download them one at a time and start playing when they only have a few.

Matryx

Suicide Junkie July 6th, 2001 01:54 AM

Re: Pirates&Nomads v2 Problem
 
<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>I suggest you upload the core datafiles as a single zip, then upload each of the AI patches individually
that way the Users can download them one at a time and start playing when they only have a few.<HR></BLOCKQUOTE>Good, but I'll still end up with 10MB in 21 separate files. The problems with hosting become critical.

What do you think about Users patching the AIs already on their hard drives?

The process would be:
-copy everything in your SE4\pictures\races folder to your SE4\Pirates&Nomadsv2\pictures\races folder.
- Run the AI Patcher, using a common dialog box to select the 40 files and clicking the patch buttons.
-OR-
- Open up your P&N zip, and overwrite the 40 AI files with the patched Versions in the zip.

The AIPatcher is 20Kb zipped.

[edit] OK, the AI patcher is posted, in case you wanna take a look at it or the documentation. If anybody finds that the program needs .DLLs, I will add them to the zip[/edit]

[edit]Oh, also, does anybody know if the AI will accept some of its files in a mod folder and search for the others in the default directory for that race in normal SE4?
Or will it search in the generic directory in the mod?
Or will it search in the generic directory in unmodded SE4?
[/edit]


------------------
The latest Pirates & Nomads.
-&lt;Download V1.6&gt;-
-&lt;Download compatible EMPs&gt;-
Visit My Homepage

[This message has been edited by suicide_junkie (edited 06 July 2001).]

capnq July 6th, 2001 04:02 AM

Re: Pirates&Nomads v2 Problem
 
ISTR that what you're seeing is normal behavior; .bmp files usually get bigger when you try to compress them.

I think you should be able to combine everything that isn't a graphics file into a smaller .zip, but I'm not even sure about that.

------------------
Cap'n Q

The most merciful thing in the world, I think, is the inability of the
human mind to correlate all of its contents. We live on a placid
island of ignorance in the midst of black seas of infinity, and it was
not meant that we should go far. -- HP Lovecraft, "The Call of Cthulhu"

Phoenix-D July 6th, 2001 04:21 AM

Re: Pirates&Nomads v2 Problem
 
I just tried compressing a .bmp, and it didn't get any larger..file size dropped by 50%, in fact.

Phoenix-D

Suicide Junkie July 6th, 2001 04:22 AM

Re: Pirates&Nomads v2 Problem
 
It's not that the files are getting bigger, with all of the black backgrounds & stuff, they compress 60% to 80%. The compression is great. The problem is that P&N v2 is 45 Megs uncompressed!

I've got 44.7 megs of graphics for the AIs that I didn't change.

The core code is 100Kb, the patched AI files are 100Kb, and the battlemoon pics are 20Kb.

220Kb would be reasonable for a download, but that includes only 2 files per AI, and the user would have to copy the remaining files from SE4's originals in order to play.

The other option is to give out the core with Battlemoon pics (120Kb), have the user copy the entire AIs from SE4's originals, then run my AI patcher on them (20Kb with docs)


Going to sleep now...I'll check back tomorrow for any Ideas.

------------------
The latest Pirates & Nomads.
-&lt;Download V1.6&gt;-
-&lt;Download compatible EMPs&gt;-
Visit My Homepage

[This message has been edited by suicide_junkie (edited 06 July 2001).]

ZeroAdunn July 6th, 2001 05:54 AM

Re: Pirates&Nomads v2 Problem
 
220Kb would be reasonable for a download, but that includes only 2 files per AI, and the user would have to copy the remaining files from SE4's originals in order to play.

- Do That

Nitram Draw July 6th, 2001 12:58 PM

Re: Pirates&Nomads v2 Problem
 
You should only upload the data files needed to change to P&N. It's easy enough to copy the original data and race files to a new directory and then paste in the new ones. Unless there are changes to the shipsets I don't see why you should include them.

Nitram Draw July 6th, 2001 02:02 PM

Re: Pirates&Nomads v2 Problem
 
Can't wait http://www.shrapnelgames.com/ubb/ima...ons/icon12.gif I just wish when I use this mod in hotseat, everyone wants to be either a pirate or a nomad. It's tough enough being one, try fighting one!

Andr�s July 6th, 2001 04:41 PM

Re: Pirates&Nomads v2 Problem
 
Did you really made new pictures for all shipsets?
If bmps are not present in the mod dir, the game will look for them in the default dir, so you only need to include TXT files and newer pictures.

Suicide Junkie July 6th, 2001 06:10 PM

Re: Pirates&Nomads v2 Problem
 
<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>If bmps are not present in the mod dir, the game will look for them in the default dir, so you only need to include TXT files and newer pictures.<HR></BLOCKQUOTE>Would I need to include all of the text files, or just the modified ones?

If I have to include all the text files, it'll come out to 400Kb or so for the AIs. (rough guess, I'll check for sure when I get home from work).

------------------
The latest Pirates & Nomads.
-&lt;Download V1.6&gt;-
-&lt;Download compatible EMPs&gt;-
Visit My Homepage

Andr�s July 6th, 2001 08:42 PM

Re: Pirates&Nomads v2 Problem
 
all text files, but only modified bmps (if any)

Possum July 6th, 2001 10:27 PM

Re: Pirates&Nomads v2 Problem
 
What's the big deal about 10 megs?

I mean, a demo these days is usually a 55-75meg download, ten is tiny.

Times have changed, and most folks have a HS connection these days. Those who do not, well, I have sympathy. But there is no reason to be ruled by the least common denominator.

As far as Shrapnel objecting, I wouldn't worry. If you look closely, their limits are 30 megs per file, and 100 files total per user...

Phoenix-D July 6th, 2001 10:46 PM

Re: Pirates&Nomads v2 Problem
 
10 megs is a big deal when most of it is .bmps you already have. THAT is the sticking point, really, and the massive amount of that 10megs those files take up.

Phoenix-D

Baron Munchausen July 6th, 2001 10:52 PM

Re: Pirates&Nomads v2 Problem
 
So create a batch file that copies the necessary files from their default directories.

You haven't modified very many of them, have you?

Suicide Junkie July 7th, 2001 12:23 AM

Re: Pirates&Nomads v2 Problem
 
Ok, Total Zip size: 357Kb.

Includes:
- directory tree and core data files
- Battlemoon pics
- AI .txt files only
- AI patcher .EXE and docs.

I've made a change to the patcher and will have to redo the AIs, though. When I started a game, the Terrans were getting screwed up ship designs, since they wanted to use 100Kt bombardment missiles. The engine requirements left them with nothing but engines and armor until they reached DS size ships http://www.shrapnelgames.com/ubb/images/icons/icon9.gif. But that will be fixed quickly.


Note: The AI patcher also has a "PiratesMod" and a "Pirates&Nomads v1.x" mode, so you can use it to patch AIs for use in those mods too.

------------------
The latest Pirates & Nomads.
-&lt;Download V1.6&gt;-
-&lt;Download compatible EMPs&gt;-
Visit My Homepage

[This message has been edited by suicide_junkie (edited 06 July 2001).]

Suicide Junkie July 7th, 2001 01:53 AM

Re: Pirates&Nomads v2 Problem
 
The same response from a private and a colonel is encouraging.

So far, the process will be:
-create a Pirates&Nomads v2 folder.
-extract the 140Kb core into the new folder.
-copy everything in your SE4\pictures\races folder to your SE4\Pirates&Nomadsv2\pictures\races folder.
-extract the 100Kb AI patch files, and overwrite the old files.

-To enable any races not provided with patch files, run the AI Patcher on them. (browse to AIgeneral, click "patch AIgeneral", browse to AIDesignCreation, click "patch AIdesign". Then use the ".patched" files to overwrite the originals.

- edit your path.txt to point to your P&Nv2 folder.

Sound easy enough?


------------------
The latest Pirates & Nomads.
-&lt;Download V1.6&gt;-
-&lt;Download compatible EMPs&gt;-
Visit My Homepage

[This message has been edited by suicide_junkie (edited 06 July 2001).]


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