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 TW edits library 
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Unread post TW edits library
Along with the Jumpgate list, I would like to provide a library of TW Mods, and integrate that with TWGS. Keep in mind that a Mod is slightly different from a TW Archive. Originally, the TWA archive system was intended for use as a) a game archive and backup system so you could restore games after a crash, etc, and b) a debug file so gameops could send me their game data so I could recreate some bug. I had intended to create a feature within TEDIT for Gold edit import/export, but gameops started using the TWA system for exporting their edits. At this point, I'd like to improve the system a bit to better support both functions. I'll be splitting these into two different files, TWA files for archiving, and MOD files for edits. TWA files will include all game data, and will be a snapshot of a game that can be restored. MOD files will include only the configuration and custom files (name and rank files, ansi files, etc) needed to bang a game, but will not include live game data. A TWA file might be a meg, while a MOD file for the same game may be about 2K.

I am aware that, at least for now, there will be edits that require a full TWA rather than a MOD. Such edits will include customizations to warp structure and other post-bang edits that cannot be reproduced by running Bigbang. I think that's reasonable, but I expect that most edits can be exported through the smaller MOD file. For any customizations that cannot be exported to a MOD file, I'd like to look at ways to include support for them. If the main thing is changes to universe structure, then maybe each game could include a sector map file that overrides the one created during a bigbang. Are there other post-bang edits that are not included in the configuration files at the moment?

The MOD library will be an online area, associated with Jumpgate and the Museum, where ops can submit their edits and browse for other edits. Two important features here will be the ability to sign a MOD, and also the ability to rate MODs.

MOD signing will require that a gameop be a registered TWGS owner, and the signature will be associated with the gameop’s registration. So, for example, if BigD is a registered TWGS owner, he will be able to create a MOD signature as “BigD”, and use it to sign any MODs that he submits to the library through TWGS. When BigD submits this MOD to the library as a signed MOD, TWGS will generate a record for that MOD that is validated against his registration code, and that includes a CRC value for the MOD itself. When someone attempts to install that MOD into TWGS and requests to check its authenticity, TWGS will check the signature name “BigD” and CRC of the MOD against this record and report on its validity. Using this approach, it is impossible fake a MOD using someone else’s signature, or to change a MOD once signed. Signing the MOD requires the registration code of the signer, and it’s impossible to fake the CRC of the MOD unless the TWGS itself is hacked. Another nice feature of this approach is that the MOD itself need not be archived with EIS, but can be distributed freely.

For MOD rating, I’d like to use the same basic approach you find on many rating sites. Maybe allow a comment and from 0 to 5 stars. I’m thinking that the rating will be limited to one per IP address, avoiding the need to create an account (something I’ve tried to avoid in general). However, I think the identity of the rater is an important thing to consider, so it might be necessary to allow account creation and then associate those accounts with the ratings. If I do that, I’ll probably integrate it with the Museum registry. You’d create your Community Member registry entry (using your name or an alias) and provide a password so you can associate a rating and/or comment with your registry entry. That way we will know if Space Ghost is trashing a MOD because he has a personal issue with the author ;) I tend to think that account creation is not necessary because the odd bad review will be ignored when accompanied by many good reviews, so that a disgruntled player or op can’t trash a MOD that’s otherwise popular. Any thoughts?

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Fri Aug 06, 2010 1:03 pm
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Unread post Re: TW edits library
I like this idea.
I have tried to keep edits as original, and atributed to their author and this tool would make that easy.

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Fri Aug 06, 2010 1:29 pm
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Unread post Re: TW edits library
This would be great if the TWA file could be imported after a big bang and all the customizations, planets, etc applied correctly even if the seed was different.

Helix

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Fri Aug 06, 2010 1:46 pm
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Unread post Re: TW edits library
I guess I need to know what sorts of customizations are applied AFTER a bang and would not remain after a rebang. I'd like to include those customizations in the MOD file to discourage the use of a full game archive. There are very large data files that don't need to be included in these distributions. Other than sector warp links, what else might change after bang?

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Fri Aug 06, 2010 4:54 pm
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Unread post Re: TW edits library
John Pritchett wrote:
I guess I need to know what sorts of customizations are applied AFTER a bang and would not remain after a rebang. I'd like to include those customizations in the MOD file to discourage the use of a full game archive. There are very large data files that don't need to be included in these distributions. Other than sector warp links, what else might change after bang?


Alien planet settings - product settings, cannon settings, fig levels, shields.

Sector settings - product amounts, alien figs and mines

Hardening of class 0s/Stardock/Terra

Fed sector names I believe may be changed in some edits along with beacons announcing a truce

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Fri Aug 06, 2010 4:59 pm
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Unread post Re: TW edits library
Upgrades or changes to ports. Changes to warps. Moving of dock/class0s.

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Fri Aug 06, 2010 5:47 pm
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Unread post Re: TW edits library
For example. In the Subzero edit:

1. I like to harden the alien planets, add product, colos, figs and cash to the Cits on the alien planets
2. Fill Terra with colos

What I do now, is bang the game, start the server, use t-edit to make those changes (because the alien planets are not created until after the server starts)

H

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Fri Aug 06, 2010 7:00 pm
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Unread post Re: TW edits library
Ok, I'll take a look at this and see if I can support such things without having to allow archiving of a full set of game files. Even if I have to add some data to the current MOD, there's a lot of data that doesn't need to go and is just dead-weight in the current TWA files. And even then, people will have the option to distribute a full TWA if they can't get what they want out of a lightweight MOD file.

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Fri Aug 06, 2010 7:10 pm
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