what r the reasons for having these files if i u dont modify them? i mean a texture mod or sound mod thiswise very fast gets incompatible while using latest svn-checkouts ...hellcatv wrote:first of all... you shouldn't be running in fullscreen for development purposes...
that bug you note is an SDL-bug sort of issue where an early crash in fullscreen leaves the mouse defunct until you run another noncrashy 3d app
secondly ace123 mentioned earlier that you need to have at least 3 files in your mod:
vegastrike.config
weapon_list.xml
and communications/ folder full of the faction speech to each other
perfect would be that a mod even without a single file (only the folder) can be loaded, and when using -m the game checks first for replacement files before it loads them form the vs-dir, that would be perfect for developing mods.
before u releae a mod u include a filelist that help the game to speed up the loading, not having to check the entire data ... (needs to be tested if it speeds up anything on a nocible level)
well for now i still have to mod in a seperate directory,copy it to vs directory, test it, restore the overwritten files (if go steops back in my mod), correct bugs and try it all over again , very exausting procedure ...
the other thing that might work is to not using a mod folder anyway and using some kind of modmanager like written vor freelancer, but this got the backdraw of getting verry fast heaviely defragmentated disk when switching the mods for testing, and also activating a mod with decent filecount might take some time ...