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Originally Posted by ger
The idea is to provide a tool mod authors can package with their mods to allow the end user to take the guess-work out of installing a mod. It will allow the user to autodetect their EQ2 folder (got that part working) and will then check that the folder they're installing to is a first-order child of "UI". Once those conditions have been met the installer will recurse the file structure provided by the mod author and copy the mod files into the specified folder, prompting the user if any files are going to be overwritten (to allow users to install multiple components to the same mod folder.)
Anyway, I've got the directory search working, I've almost got the install conditions working, after that I get to figure out how progress bars work and finalize the format of the install package file structure. Right now I'm thinking I'll just have the installer check a folder named "EQ2Interface" and copy the files over as-is, creating an eq2ui_skininfo.xml if one doesn't exist so that the newly-installed mod shows up in the UI Switcher.
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This additional feature sounds awesome, right now for my Guild I have written installer Versions for all of my Mods, and the most popular ones on EQ2Interface so that my guild mates can install the mods with out having to know anything about the Directory structure of EverQuest 2. To write my installers I have used NSIS (Null Soft Install System) to do the installers. From my end it's a lot of work to setup the Files installed and such in the installer, this feature would make everyones (including my life) allot easier.
But wouldn't that break the Upload Rules for interface authors where is states No Exe's? I forget exactally how it was worded but I'm pretty sure it says it. I may be wrong and it only says it after uploading to the EQInterface site.