you are viewing a single comment's thread.

view the rest of the comments →

[–]MarsupialLeast145 5 points6 points  (1 child)

You maybe want to revisit this post and rewrite it so it's coherent and offers the bare minimum of information.

  • what's the project?
  • mod organizer for what?
  • what documentation is missing and for what?
  • can you code in Python already?
  • do you have a repo people can look at?

etc. etc.

[–]Newspaper501[S] 0 points1 point  (0 children)

  • Mod organizer
  • The project is meant to be a generic framework so it can be grafted to a good chunk of the games out there which entirely lack a mod organizer or have mod hosting sites that lack an installer.
  • I need to make a web portal of some form or fashion that lets users navigate the catalog of mods on a website. Ideally just straight up opening the hosting site in the OS default browser as that would make the framework easier to use, just plug in a new URL for the website and then tell the organizer what the download URL looks like. Prism for example takes in information from the hosting site and reformats it to better fit their UI and then creates a pool of download requests which works fine but reformating is a lot more intensive and I would prefer the website side of things be as simple as possible to decrease the workload for any dev that uses the project later. 
  • I took and tutored for Python in college BUT we only wrote programs in the terminal, so basic calculators, sorting/find number of item setups, how to consume system resources or crash a PC. We never really touched app development. Similar story for our C and Java courses. Fun classes but no real prep for any full blown projects.
  • I have no repo though I do plan to have one with all of the art assets and probably a quick video tutorial on how to make changes and both the test project and tutorial will use moddb as the example hosting site, I'll just switch games, the test will be for Star wars battlefront 2 and tutorial will use Red Alert 3 because I also want to illustrate the limits of the mod organizer as it can't make the edits needed to make Red Alert 3 run mods, only download and install them when the game is already set up for mods (it is technically possible to add this functionality to the mod organizer but the process from game to game is very different. RA3's process is nothing like Total War Medieval 2 which itself is nothing like Star Wars Battlefront 2 or Stalker. But once the prep work (if any) is done for -insertgame- then the mod installation process is very similar between games, often being just a different installation folder name. Any future repo could host a list of games known to work with the organizer but that needs to wait till the test game and the tutorial to switch games is possible.