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Hello, I've only read 4 pages of this thread (and it was already a lot to go through in a single night), so please excuse me if this has been considered before. I saw an edit suggesting the use of the https://chocolatey.org/ tool, but I saw no reactions or mentions of it. Afaik it can be licensed so a private database containing only SC4 stuff is possible. A tl;dr on the tool is that it basically is an apt for windows, with package dependency management, install scripts (so plugins install themselves to the SC4 plugins folder) and disclaimers could be displayed in the installing process. No programming necessary, except setting up the install scripts, but it's certainly a considerably easier effort than programming a whole dependency manager from the ground up. The end user will have to use the command line, but that's about the hardest part.

 

I just did a quick check - pricing is spicy but it seems our use case falls into the open source license, ability to host our own package repository completely for free.

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17 hours ago, radgeRayden said:

Hello, I've only read 4 pages of this thread (and it was already a lot to go through in a single night), so please excuse me if this has been considered before. I saw an edit suggesting the use of the https://chocolatey.org/ tool, but I saw no reactions or mentions of it. Afaik it can be licensed so a private database containing only SC4 stuff is possible. A tl;dr on the tool is that it basically is an apt for windows, with package dependency management, install scripts (so plugins install themselves to the SC4 plugins folder) and disclaimers could be displayed in the installing process. No programming necessary, except setting up the install scripts, but it's certainly a considerably easier effort than programming a whole dependency manager from the ground up. The end user will have to use the command line, but that's about the hardest part.

 

I just did a quick check - pricing is spicy but it seems our use case falls into the open source license, ability to host our own package repository completely for free.

How about the files? That's need a license, too. The solution for this is to grab files from the source (similar to apt PPAs). For the money, it may show ads.

Can the tool be forked? It's not nice to use the tools for downloading SC4 files. We want separate from them and we call it Modpacc.

Sorry for weird reply. Thanks.

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41 minutes ago, Chief ZDN said:

How about the files? That's need a license, too. The solution for this is to grab files from the source (similar to apt PPAs). For the money, it may show ads.

Can the tool be forked? It's not nice to use the tools for downloading SC4 files. We want separate from them and we call it Modpacc.

Sorry for weird reply. Thanks.

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I've never used the tool beyond the chocolatey public repository (which works similarly to the standard deb repositories), but my understanding is that the user will download the chocolatey program and configure it to work  with the SC4 repo (the repo itself can have the MODPACC branding if you so insist). This process can probably be automated.

Here's the info for hosting your own repo. It may be too much trouble because I'm not sure if it can be integrated with the current STEX setup, but maybe it can be used as a staging area for the starter packs, with only approved content (instead of the free for all that is the current STEX).

PS: it is as you say, the repositories only have pointers to the files, instead of providing a direct download. You can read about that in the info provided. Apart from that I don't know too much about the technical details but I think this may be a good choice for the project and would be very happy to use it if it was adopted.

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    Like it or not, this is happening.

    Plugin folder shared on the SC4 subreddit:

     

    I am not going to lie, I have been extremely tempted to share my plugins folder this way for the 'good' of all. Certainly this would be 100% at your own risk, and could ban me from the community. However, this is the way things are going because we don't have a great structure set up regarding plugin policy. I'd say the severity of this issue has just increased yet again.

    (For the time being, I have a list of what plugins I use)

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    23 minutes ago, Haljackey said:

    Like it or not, this is happening.

    Plugin folder shared on the SC4 subreddit:

     

    I am not going to lie, I have been extremely tempted to share my plugins folder this way for the 'good' of all. Certainly this would be 100% at your own risk, and could ban me from the community. However, this is the way things are going because we don't have a great structure set up regarding plugin policy. I'd say the severity of this issue has just increased yet again.

    (For the time being, I have a list of what plugins I use)

    Sir,

    Regard the discusion, The Policy of rightfull use of these files by the creators, may be a little bit old aged in the way we like to invite new players into the game. What if a seasoned player as you provide and make ease of obtaining those megaprop packs in one go, what numerous download and instalation can be avoided. Some guidance may be adviced wich folders maybe added to your own plugin folder without hasle, like the BSC Megaprops and textures like heart of a plugin instalation. Stripped of personal contents this may be a nice basepack to make available to new user´s by Simtropolis staff. Restoration of old files like NOB, Caribou, Wallibuk and I recently discovered the Italian Pack by SC4ever88 wich was removed from Divshare for me are the prime priorty for sharing folders with Simtropolis and the community !  You may have crossed the line, still banning or stripping your status might be a little bit to harsh to do to me, I wish you a  very long well time with us !

    Sincerely yours,

    kschmidt

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    HI!

    OH MY GOD?! 

    Ok, I'm not against sharing plugin folder, I'm not against to the whole idea, but I just downloaded this plugin folder, and it made me aggrevated immediatelly. That is an unorganized s....t. No basic tutoral how to use that. Maxis and Dark Nite models in the same folder without the explanation which is good for what??? Installed inbuilt CAM???  Shared NAM???? WTF???? AH... 

    In this way I don't support any plugin folder sharing, it's a f...ing mess. 

    I hoped that if someone share something that would make sense, but this one won't... 

    I'm really pissed off...

    - Tyberius

    Edit: I took an other look onto that plugin folder and I discovered that he put the BSC X-port controllers (there is an X-Ports\Seaports\AC Functional Seaports, Version 0.0.dat) and the PEG Master seaport controller into ONE plugin folder... They are not supposed to be exist next to each other without CTD (maybe @simmaster07's fixes did something on that side), since both conflicting mod in the same plugin folder... I just can't belive it! :( It's pretty intersting however, how the guy hasn't got CTDs due to this conflict, or there is an other necessery file for the conflict and the CTD in the BSC part, which is not installed, I don't know, because never used the BSC Seaports.


      Edited by Tyberius06  
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    I'm responsible for the Heretic uploads a.k.a. Heretic Projects, you may find updates about my ongoing projects into my development thread over at SimCity 4 DevotionTyberius Lotting Experiments or here on Simtropolis into the Tyberius (Heretic Projects) Lotting and Modding Experiments OR Show Us What You're Working On thread.

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    11 minutes ago, Tyberius06 said:

    HI!

    OH MY GOD?! 

    Ok, I'm not against sharing plugin folder, I'm not against to the whole idea, but I just downloaded this plugin folder, and it made me aggrevated immediatelly. That is an unorganized s....t. No basic tutoral how to use that. Maxis and Dark Nite models in the same folder without the explanation which is good for what??? Installed inbuilt CAM???  Shared NAM???? WTF???? AH... 

    In this way I don't support any plugin folder sharing, it's a f...ing mess. 

    I hoped that if someone share something that would make sense, but this one won't... 

    I'm really pissed off...

    - Tyberius

    Yes, Indeed its a mess for only accesible by anyone without the proper ´knowledge. Yet, new players can benefite time if they only make us of the most used files in the above mentioned folders or any other megaprop or texture pack; a sea of time !

    Sincerely yours,

    kschmidt

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    1 hour ago, Tyberius06 said:

    HI!

    OH MY GOD?! 

    Ok, I'm not against sharing plugin folder, I'm not against to the whole idea, but I just downloaded this plugin folder, and it made me aggrevated immediatelly. That is an unorganized s....t. No basic tutoral how to use that. Maxis and Dark Nite models in the same folder without the explanation which is good for what??? Installed inbuilt CAM???  Shared NAM???? WTF???? AH... 

    In this way I don't support any plugin folder sharing, it's a f...ing mess. 

    I hoped that if someone share something that would make sense, but this one won't... 

    I'm really pissed off...

    - Tyberius

    That's why we (well, not me, I've been very lazy in this aspect) have taken the time to do things the right way.

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    matias93's Unexpected Mod Workshop (dev thread)             Ciudad del Lago in the making (dev City Journal)

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    3 hours ago, Haljackey said:

    I am not going to lie, I have been extremely tempted to share my plugins folder this way for the 'good' of all. Certainly this would be 100% at your own risk, and could ban me from the community. However, this is the way things are going because we don't have a great structure set up regarding plugin policy. I'd say the severity of this issue has just increased yet again.

    Such things have always been around, albeit unofficially. If the user has an account here on on SC4D and their identity is found out, you can expect the banhammer to fall swiftly, it's absolutely verboten. And the reasons why should be pretty obvious:

    1 hour ago, Tyberius06 said:

    Ok, I'm not against sharing plugin folder, I'm not against to the whole idea, but I just downloaded this plugin folder, and it made me aggrevated immediatelly. That is an unorganized s....t. No basic tutoral how to use that. Maxis and Dark Nite models in the same folder without the explanation which is good for what??? Installed inbuilt CAM???  Shared NAM???? WTF???? AH... 

    Which is the problem with such packages, I don't see how releasing a poorly thrown together bunch of downloads helps anyone. In fact it causes no end of headaches and potential support issues. Most users that download it will probably just assume SC4 is somehow broken. If we release packages like this officially or even allow it to happen, we are only stabbing ourselves in the back.

    I do believe their is a place for curated sets of files, that should work properly out the box. There are still issues doing that, one only has to look through this thread to see how some creators would react badly to their works being redistributed. You can't solve all these problems by just going what the hell, we all need to patiently work together to find consensus and a solution that reflects a minimum quality standard. I do hope one day we'll get there, but we shouldn't rush into it without getting it right.

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    4 hours ago, rsc204 said:

    If the user has an account here on on SC4D and their identity is found out, you can expect the banhammer to fall swiftly, it's absolutely verboten.

    I understand this point of view, but without any disrespect or any offence, and also i don't want to start any arguement about this, but banning anybody for this is just pointless. I agree with @Scribosilyn in some points. F.e. how he described his plugin folder sharing mechanism I don't have any complaint, especially because he is providing a readme. 

    But I guess a lot of people is not really patient. 

    4 hours ago, rsc204 said:

    There are still issues doing that, one only has to look through this thread to see how some creators would react badly to their works being redistributed.

    I don't know who those creators are, I lost tracking this thread, only came here because Alex (Tarkus) - sorry for that - Haljackey made a comment, so I was curious if there would be any step forward about the MODPacks. But this is really ridiculous. Now these creators how will react that their precious creations is out there... Oh Dear, this point of view is at least as bad as dropping unorganized stuffs for the public without explanations... Especially that organized MODpacks would serve the community... But I don't understand the hold back. If someone doesn't want his/her own stuff in the pack who cares, than the pack won't contain that stuff, but a link in the readme can point to that direction if the player want more stuff can search there.

    Whatever I start not following this thread again... 

    I won't repeat myself. Next year this time, the situation will be the same, nothing will change really. Oh, yes, there will be more wild unorganized s....t stuff out there, while in the background still there will be discussions about a starter pack...

    Yepp, that's a Pop Corn-Coke-confy chair situation...

    - Tyberius

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    I'm responsible for the Heretic uploads a.k.a. Heretic Projects, you may find updates about my ongoing projects into my development thread over at SimCity 4 DevotionTyberius Lotting Experiments or here on Simtropolis into the Tyberius (Heretic Projects) Lotting and Modding Experiments OR Show Us What You're Working On thread.

    Now I'm part of the NAM Team and the RTMT Team.
    I'm also working on some preservation and reorganization projects the behalf of non-anymore-active-developers and with the permission of the Staffs both on STEX and LEX. Current projects: SimcityPolska Restoration and WMP (WorkingManProduction) Restoration.

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    3 hours ago, Tyberius06 said:

    but banning anybody for this is just pointless

    Banning a member for breaking the #1 all time golden rule, redistributing content without permission, is pointless? If that's so, please do explain to me how we enforce rules?

    Do I think there should be a change in the rules, yes I do, I'd like to think I've made my own feelings clear on this issue enough times already. But that doesn't change the fact that right here and now, it is against the rules.

    3 hours ago, Tyberius06 said:

    But this is really ridiculous. Now these creators how will react that their precious creations is out there... Oh Dear, this point of view is at least as bad as dropping unorganized stuffs for the public without explanations... Especially that organized MODpacks would serve the community... But I don't understand the hold back. If someone doesn't want his/her own stuff in the pack who cares, than the pack won't contain that stuff, but a link in the readme can point to that direction if the player want more stuff can search there.

    Well simply because creators in a sense, have always had inferred ownership rights over their works. In fact, if you upload a file to the exchanges today, that's pretty much the agreement made between the uploader and the site.

    Again I've argued this system could be improved and fails to reflect and serve the community of today. I think we should change the rules, so that when uploading files, you are giving it to the community to take care of, for the benefit of everyone. But this is very different from saying anyone can take such works, then do whatever they like with it.

    How would your suggestion actually work in practise? Where is someone's opt out?

    1. Do we have a system where consent is required from all creators?
      You suggest if someone doesn't want their content included, then just don't include it. But, that assumes the creator of the Mod Package will get consent from everyone beforehand. Well if you were to do this, no one would object to you hosting the resultant package and linking to it. I.e., this is exactly how things already work.
    2. Do we have a system where implied-consent is used?
      I.e., we assume consent to include files, unless informed otherwise. Well, this has the potential to be deeply flawed and problematic if not done right. Although, given how impossible it can be to achieve anything with explicit consent, I agree it's the only way to make this work. In short, a balance must be found that enables progress, whilst having sufficient safeguards to prevent it turning into a free for all. This is the root of why this issue is so complicated and taking time to resolve.
    3. The only other option is the "Free for All"
      Where people can do what they like with the works of others. Do this and you will piss off a lot of creators. I'm not even getting into it, this is a really, really bad idea and I don't think any sane person would consider it. Taking this path has a real risk of ending up with much less content to choose from, I'm quite certain of that.
    4 hours ago, Scribosilyn said:

    This confirms one thing unfortunately, the time that administrators take to make decisions about is far too long.

    You know, it's really easy to criticise, but the simple fact is you can't change something so fundamental to how things have worked for 15 years, on a whim.

    Since these discussions started, there has been real progress. Especially with regards to lost and unavailable content, which we are taking proactive steps to get back on the exchanges. Similarly, ongoing discussions have at least in principle, agreed that something should be done with respect of allowing modpacks, again that's progress too. Sure we haven't worked it all out yet, but these things don't happen overnight.

    4 hours ago, Scribosilyn said:

    Since the beginning that this topic was opened (July 9, 2017), I read a lot of comments that says that ModPack is not good or that they denigrent, and this is completely false as far as we know how to create folders with a correct organization.

    Making a working coherent plugins suite is not as simple as organising folders. Here are just some considerations I feel should be factored in:

    • Ensuring the dependencies are all there, but also that only those needed are included.
    • Making sure everything has proper icons/descriptions.
    • Putting all content into a sensible order.
    • Fixing things where they perhaps didn't work properly as released.
    • Documenting things properly and probably using Cleanitol files, to help prevent duplicates with previously or newly installed content.
    • Ensuring the original readmes/documentation are included and organised.
    • Including optional files, with instructions to help users know what the defaults are and what to change.
      i.e. where DN/MN or HD/SD options are available. Or when optional textures/overrides were included with a mod.

    Doing it right, so that it's fully beneficial for the community, requires more than simply chucking it all together. In fact it's a huge workload, but my personal feeling is we must get it right, or face an inevitable backlash from creators. But, if we can balance things correctly, we'll be able to show something that is so much better than the current system, it would make it very hard to argue against it as a huge improvement. Whereas, when you produce the sort of quality pack that the Reddit article links too, it simply makes the idea seem like a bad one.

    3 hours ago, Tyberius06 said:

    Whatever I start not following this thread again... 

    I won't repeat myself. Next year this time, the situation will be the same, nothing will change really.

    Yepp, that's a Pop Corn-Coke-confy chair situation...

    It's a funny attitude to have. Because ultimately, if everyone decided not to partake in discussions because it was too difficult or too slow to progress, nothing would happen. Yet that argument of nothing happening, is the very one you're using to justify not taking part. It's self-defeating to think this way, no?

    We have made progress, it's just slow and not everything is in the public view yet. This issue isn't being ignored or forgotten, but as it stands right at this moment, a decision on how to progress hasn't been set in stone.

    4 hours ago, Scribosilyn said:

    So it creates parallel "wild" downloads of ModPack directly made available to the public.

    3 hours ago, Tyberius06 said:

    Oh, yes, there will be more wild unorganized s....t stuff out there, while in the background still there will be discussions about a starter pack...

    The uploading of an unofficial, unorganised mess onto the internet is not a new thing. Any attempt to connect that event with a lack of progress on the issue of mod packages, is simply using it's release as some sort of propaganda tool or sound-bite, to justify a viewpoint. Such statements are hugely flawed and not based on a shred of fact. The reality is that for some time now, rouge elements have been releasing torrents and such along these lines. It's thankfully not all that common, but it does happen and usually they are a total calamity, like this one would appear to be. Perhaps because the sort of person who ignores the rules wilfully, isn't likely to take pride in how they go about things like building a plugins suite? I'm not sure even if some loosening of the rules took place, that it would completely eliminate such packages either.

    I don't think that change, in respect of making Mod Packages a real possibility, is in any way a dead or forgotten issue. Neither do I feel like this will be resolved tomorrow. As hard as it may be, patience is required, because this is a seismic change, of one of the fundamentals of custom content distribution.

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    Head over to my Lot and Mod Shack to keep abreast of my latest developments.

    Do you like custom textures, but don't like all the work involved creating them?, take a look at the Texture Automation options here. Change the look and feel of your transit networks, with the minimum of effort, for example customised versions of my Sidewalk NAM (SWN) and Terrain Grass NAM (TGN) mods, and much more besides.

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    I think one comment I made in my SimTarkus write-up about the practice (written the last time someone promoted their crash-tastic "modpack" on Reddit) sums this individual's pack pretty well:

    " . . . many of the users who are responsible for creating these unauthorized packages aimed at newbies are not far removed from being newbies themselves."

    Based on my research in terms of readily identifiable accounts, the individual who posted this plugin dump (and it is a dump in every sense of the word) appears to have had a Simtropolis account for all of one day before spilling it.  I was not able to find any identifiable accounts at SC4D. While it's possible they've been further incognito here earlier than this, by all evidence, we're talking about a very novice SC4 user, who does not have the foggiest idea of how to assemble a plugins folder, but is now distributing one.

    Yikes.

    I agree with rsc204, that cataclysmically overthrowing everything to rush out a response to someone's colossal rookie mistake is a foolhardy idea.  The reason that these sorts of packs are in demand is because the process of assembling a good plugins folder is not an easy task, one which grows by orders of magnitude once one starts to get into the multi-gigabyte range.  Any solution needs to be done right, or else it won't actually make much of a difference.  The fact that there are so many moving parts, and much less of a potential labor pool to wrestle these parts into place complicates things, and is a large part of the reason things have moved so slowly.

    The trick is making the initial step, which entails figuring what that initial step is first.

    -Tarkus

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    I know that the problem is orders of magnitude bigger than this, but there is also the issue of understanding that one of the features of the city simulators is it's complexity: nothing is meant to work out of the box, because that would be wildly restrictive to the overall experience. At least for me, part of what makes this game challenging after years is how difficult everything is, and how much effort a full community has to do to achieve seemingly simple things. Maybe it's just a huge case of confirmation bias, but I feel pretty comfortable on it, and I think new players could grow the same feelings if they embrace the difficulty.


    matias93's Unexpected Mod Workshop (dev thread)             Ciudad del Lago in the making (dev City Journal)

    "Let us be scientists and as such, remember always that the purpose of politics
    is not freedom, nor authority, nor is any principle of abstract character,
    but it is to meet the social needs of man and the development of the society"

    — Valentín Letelier, 1895

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    Well, there is a misunderstanding here. I'm not rushing anything. I knew that things won't be changing really, that's why I stopped reading this topic (and nope, this statement is not an other push, or force, just saying the fact, because these modpacks are not really for me, I'm not their target audience). I don't care why content creators complaining about redistributing there stuffs. It makes me aggrevated that they have any complaint. 

    1 hour ago, rsc204 said:

    because this is a seismic change, of one of the fundamentals of custom content distribution.

    Nope, I don't think so. Some people make it hard, because they have a quite obsolate point of view. I think the actuall hard thing will be putting together (technically) an actual working modpack with all the details what you just listed. I mean, thematically finding stuffs not that complicated, but unpackaging and rebundling dependencies etc... well that will be nice...

    So the thing is. While you discuss the inevitable, because this sharing plugins thingy will happen eventually, you (not personally you) can get prepare with the mod packs. I mean someone from the leadership can open up discussion topics, where the brainstorming can go what should be in the thematical MODpacks. So when you figured out the sensitive BS details, you have a nearly ready idea about the contents. So the actuall work can be started even if the sensitive details not yet settled...

    About consent:

    Of course, a designated team who is handling a certain modpack picking up the wanted mods, then send an email and a PM to the account of the creator. If there is no response within a week, they repeat the process. If there is no response within another 2 weeks (so altogether 3 weeks), they send an other email with the warning, that the creations will be reused and redistributed if there is no complaint against the act. If there is no respons in the following 2 weeks (so there is a 5 weeks of response time) or until the modpack doesn't get a release, than those contents free to go... After that... you've been warned... bye! 
    It's not so hard... harsh, but everybody has the chance to object against of his/her stuff to be used in this way.

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    I'm responsible for the Heretic uploads a.k.a. Heretic Projects, you may find updates about my ongoing projects into my development thread over at SimCity 4 DevotionTyberius Lotting Experiments or here on Simtropolis into the Tyberius (Heretic Projects) Lotting and Modding Experiments OR Show Us What You're Working On thread.

    Now I'm part of the NAM Team and the RTMT Team.
    I'm also working on some preservation and reorganization projects the behalf of non-anymore-active-developers and with the permission of the Staffs both on STEX and LEX. Current projects: SimcityPolska Restoration and WMP (WorkingManProduction) Restoration.

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    25 minutes ago, matias93 said:

    I know that the problem is orders of magnitude bigger than this, but there is also the issue of understanding that one of the features of the city simulators is it's complexity: nothing is meant to work out of the box, because that would be wildly restrictive to the overall experience. At least for me, part of what makes this game challenging after years is how difficult everything is, and how much effort a full community has to do to achieve seemingly simple things. Maybe it's just a huge case of confirmation bias, but I feel pretty comfortable on it, and I think new players could grow the same feelings if they embrace the difficulty.

    The number of possibilities with SC4 are indeed staggering, and that's part of the joy of it for me (and I suspect many others who have also been at it a long time).  Getting the newer players to that point (or returning players back to it) is the key, however, and I think we need some sort of "carrot" to get them there.  A large part of it is, IMHO, a packaging matter.

    4 minutes ago, Tyberius06 said:

    Of course, a designated team who is handling a certain modpack picking up the wanted mods, then send an email and a PM to the account of the creator. If there is no response within a week, they repeat the process. If there is no response within another 2 weeks (so altogether 3 weeks), they send an other email with the warning, that the creations will be reused and redistributed if there is no complaint against the act. If there is no respons in the following 2 weeks (so there is a 5 weeks of response time) or until the modpack doesn't get a release, than those contents free to go... After that... you've been warned... bye! 

    It's not so hard... harsh, but everybody has the chance to object against of his/her stuff to be used in this way.

    I think 3 weeks is perhaps a bit short, but we have been following a "three-month rule" with certain things at SC4D, in the wake of the Gobias mess.

    My biggest objection with things like what just went onto Reddit is not so much the permissions side of things, but the sheer incompetence of it.

    -Tarkus

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    On 2/5/2018 at 12:59 PM, Tyberius06 said:

    I don't care why content creators complaining about redistributing there stuffs. It makes me aggrevated that they have any complaint. 

    Perhaps I'm misunderstanding something here?

    Now I have already said, that I don't have  a problem with my stuff being re-distributed (it has already been re-distributed for years on SimCity China), but the issue with some mod-pac not being done properly that includes my stuff is that I have to field the questions from users when things go wrong with a big steaming pile of mashed-up plugins such as that reddit debacle. So to that point any complaint that I may have against redistribution not being done properly is pretty valid

    Edit 11/2/18: Given recent events on the forums that have indicated to me that content creators wishes are secondary to how the site interprets and applies its own rules, I have chosen to withdraw any implied consent that it is OK to re-distribute my files in a mod-pack. I may review this decision after the details of the mod-pack are known.


      Edited by mattb325  
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    12 minutes ago, mattb325 said:

    but the issue with some mod-pac not being done properly that includes my stuff is that I have to field the questions from users when things go wrong with a big steaming pile of mashed-up plugins such as that reddit debacle

    Which is one of the key dilemmas at play here. If such packs were officially sanctioned without quality control, such issues would inevitably cause tensions.

    26 minutes ago, Tyberius06 said:

    Of course, a designated team who is handling a certain modpack picking up the wanted mods, then send an email and a PM to the account of the creator...

    Yes some system like this could work, potentially. But, who's going to do the testing? Not to mention, how long do we give notice before we assume consent? How do we deal with issues that arise further down the line, if someone suddenly pops up and says they want their content removed?

    That's why I feel we need to prove there would be sufficient safegaurds in place to allay the legitimate concerns of creators. If we just take the attitude, how dare you complain with the way we use your work, that's actually quite insulting. It takes me many, many hours to make my content, they are a labour of love. I don't want others to have control over them, for many good reasons. Under the right circumstances, I too don't mind redistribution for the most part. But if you extracted my works from an installer I spent many hours on, then released some parts thereof, no, I couldn't agree to that without vetting it first. Because I need to be sure that the redistribution hasn't altered the function or removed options and documentation for example.

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    Head over to my Lot and Mod Shack to keep abreast of my latest developments.

    Do you like custom textures, but don't like all the work involved creating them?, take a look at the Texture Automation options here. Change the look and feel of your transit networks, with the minimum of effort, for example customised versions of my Sidewalk NAM (SWN) and Terrain Grass NAM (TGN) mods, and much more besides.

    New to the NAM? Check out my tutorials on YouTube. Latest upload: How to: RHW - MHO Roundabout Interchanges. (Nov 25).

    p.s. - I'm MGB over on SC4D and a member of the NAM team.

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    18 minutes ago, Tarkus said:

    I think 3 weeks is perhaps a bit short, but we have been following a "three-month rule" with certain things at SC4D, in the wake of the Gobias mess.

    My biggest objection with things like what just went onto Reddit is not so much the permissions side of things, but the sheer incompetence of it.

    3 months is fair enough :)

    Yepp, that's my problem as well.

    15 minutes ago, mattb325 said:

    So to that point any complaint that I may have against redistribution is pretty valid

    Ok first, I'm talking about official and aproved modpacks made by experienced players with the provided proper documentations.

    Yepp, you're right, but you were also missunderstanding my point, which is easy because I'm not expressing myself clearly. I'm talking about regular mods, not the complex ones. Ok, I'm jumping over things, which seems to me pretty obvious, but apparently not so obvious for everyone. So regular mods, pitty issues, not technical or incompatibility matters. So if one is complaning about that he/she doesn't want to see his/her highrise commercials next to others w2w commercials or highrises, that wouldn't be good enough. Because there is no technical problem with that. 

    29 minutes ago, Tyberius06 said:

    Of course, a designated team who is handling a certain modpack picking up the wanted mods,

    So I assume a certain understanding from the team who wants to create an official MODpack and the support from the active community to help their effort. Now if you're an active member at that time, you can help them in a way suggesting what is conflicting with what or so. 

    3 minutes ago, rsc204 said:

    Not to mention, how long do we give notice before we assume consent? How do we deal with issues that arise further down the line, if someone suddenly pops up and says they want their content removed?

    I just said that here and Alex corrected me with the 3 months so let's talk about 3 months:

    30 minutes ago, Tyberius06 said:

    then send an email and a PM to the account of the creator. If there is no response within a week, they repeat the process. If there is no response within another 2 weeks (so altogether 3 weeks), they send an other email with the warning, that the creations will be reused and redistributed if there is no complaint against the act. If there is no respons in the following 2 weeks (so there is a 5 weeks of response time) or until the modpack doesn't get a release, than those contents free to go... After that... you've been warned... bye! 
    It's not so hard... harsh, but everybody has the chance to object against of his/her stuff to be used in this way.

    it's there: let's say everybody has 3 months to object against the redistribution. After that, that's a job like this. The ready modpack won't be removed or changed. That will be a new site rule. If they don't response during the response time or at least until the release of the modpack, they don't have right to demand anything... Don't get me wrong. I'm thinking of doing things on the proper way. With readmes, testings, asking assistance with heavy mods, like yours. If someone wants to share a custom modpack, there should be a discussion channel about it, and some sort of quailty control in a tehcnical sense. So if the modpacker wants to mixing heavy 100 stairs highrises with tiny homes with gardens, that shouldn't be an issue because that matter of tastes and not technical problem. That won't be causing any conflicts. If someone wants to mixing the X-Ports with the PEG Seaport Controller, well there is problem what should be discussed.

    13 minutes ago, rsc204 said:

    If we just take the attitude,

    I understand that, but there is a huge difference f.e. between your works and the 90% of the creations on the exchanges. Most of your mods are quite complex, not just an "unzip it into your plugin folder"-type things (regarding our recent PM conversations about different mods and compatibility issues...). But for example I don't see the harm redistributing your Diagonal Canals Addon in a CAL-SG Remastered Canals Bundle (with my prop family 'fix', and removing or actually remaking CAL's original dat file for that, which contains the models and the wrong prop families in one dat). Because they're belonging together. And yepp, the same could be done with SG original canals, MattB's diagonals and your diagonal expansions too in the same bundle. In every cases the proper readme's would be required, but for me this is obvious.
    BUT I wouldn't allow the NAM to being in any custom modpack if that modpack were not be originated from the NAM TEAM itself. Same with the RTMT and the CAM. Your mods quite complex and uniqeu in a way, so building them into an official modpack (and not just being shared as a shared plugin folder) would be require your assistance... There are special cases of course, but I'm not talking about these spec cases. 

    So yepp, in technical way, there has to be quality control, which means, whoever wants to make a MODpack has to open a discussion thread about it on the main forums. But for a starter pack which would be made by the main and quite qualified members of the main exchanges they should know which mods are conflicting with each other.
    And of course an actual MODPACK HOW TO MAKE tutorial would be nice eventually, which helps the people... But such a modpack tutorial can be done before the actual decision about mod packs is made. 

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    I'm responsible for the Heretic uploads a.k.a. Heretic Projects, you may find updates about my ongoing projects into my development thread over at SimCity 4 DevotionTyberius Lotting Experiments or here on Simtropolis into the Tyberius (Heretic Projects) Lotting and Modding Experiments OR Show Us What You're Working On thread.

    Now I'm part of the NAM Team and the RTMT Team.
    I'm also working on some preservation and reorganization projects the behalf of non-anymore-active-developers and with the permission of the Staffs both on STEX and LEX. Current projects: SimcityPolska Restoration and WMP (WorkingManProduction) Restoration.

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    Curiosity, to know what anyone uses is natural; hidden threat anyone may be starting using the same bat´s as there populair ! Obvious, sharing your plugin folder is the ultimate to do, as this matter indeed I concure it´s a mess for most. What kind of sharing we would like to have ? Present system for new user´s isn´t very invitable with numerous megaprop packs to download and install, this absolutely need to change like a special kind of installer where you can add or remove what you want where you want or this be web based as lex uses or on a specific by STEX or LEX created disk or digital downloadable file is a debat or anything to ask for ! If you don´t wana share bat´s online that your choice, if you share them this will alway´s be with consent of the creator to use as intended, reloting showing the source creator; Freely sharing file´s should be a privat matter, not publicly encouraged !  Totalitarian system, by way commercial party´s work with lincences or digital signature like would destroy any community spirit left or something like the W10 forced upgrade policy. Start with a new year spring cleaning of our minds !

    Sincerely yours,

    kschmidt

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    Having a ModPack is do-able ... and has been done over on the Banished community forums the latest version is MegaMod 8 Beta 2

    http://blackliquidsoftware.com/index.php?/files/file/201-megamod-8-beta-2/

    I'd recommend it to any new Banished player that wants an instant "plugin" folder, but eventually at least I did I got rid of it and then just downloaded the individual mods that I actually use in-game.

    -catty

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    I'm not sure if sharing a whole plugins folder publically is the best idea, however something I would like to see for newer users would be a complete dependency prop, and texture pack. that way it will be easier for newcomers to download buildings, etc without having to worry about whether or not they have all the props and textures required.

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    A few pages back I proposed an 'apt-like' method to address this issue and really got no feedback on it. I have since taken a little time to test a couple of the main aspects of this and have been happy with the results. It is not something that can be done overnight but I do think it is possible. I am currently working on a different project that has some aspects similar to this and it is very promising at this point.

    In fact I will probably create a version of it for my personal use anyway but I would appreciate some feedback (positive or negative) so I can decide where it belongs on my todo list.

     

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    Check out my Linux Tutorials - How to use Wine with SC4D, NAM, Modding Tools

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    up to my (frankly shallow) knowledge, we could simply make an APT repository, load packages with plugins, and it should work outright on Linux. Now, the same cannot be said about Windows, but there are native alternatives, as Chocolatey (I think we mention it like 5 pages ago). That would require a bit more of programming and it hasn't the almost full control that an APT fork could give, but I think it's more than enough for now.

    What could be done soon is to create somewhat like a demo, with some content which requires many dependencies we are explicitly allowed to redistribute, put into packages and tested by volunteers, mainly to find the pros and cons of the different platforms.

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    matias93's Unexpected Mod Workshop (dev thread)             Ciudad del Lago in the making (dev City Journal)

    "Let us be scientists and as such, remember always that the purpose of politics
    is not freedom, nor authority, nor is any principle of abstract character,
    but it is to meet the social needs of man and the development of the society"

    — Valentín Letelier, 1895

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    My suggestion is not to use a full blown copy of apt but rather a customized 'apt-like' system that would still require viewing the creators download page so he/she still gets recognized for their contributions but from that point the downloads would be automated, checking required dependencies against current Plugins folder and installing required content according to established rules. Modpacc's could also be accommodated with a specific download/install file. Most of the protocols and rules would exist as text documents. If the front end for such a system was programmed with Java, then the back end could have a version in bash and one in batch. Yes/no?

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    Check out my Linux Tutorials - How to use Wine with SC4D, NAM, Modding Tools

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    I understand that it should work that way, mainly by comparing it with how the Cleanitol and GoFSH works (using text scripts to automate tasks), but I'm no coder, so I cannot be sure, nor make some application to demonstrate anything :'(

     

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    matias93's Unexpected Mod Workshop (dev thread)             Ciudad del Lago in the making (dev City Journal)

    "Let us be scientists and as such, remember always that the purpose of politics
    is not freedom, nor authority, nor is any principle of abstract character,
    but it is to meet the social needs of man and the development of the society"

    — Valentín Letelier, 1895

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     apt would need  the existing sites to present as apt repositories and some minor scripting.

     

    The hurdle to using apt  isn't  the dependence boondoggle that is SC4....it is the directory boondoggle.  Z____, aaaaaaXYZ, <choose darknight or regular files from zip> etc etc etc.  This is a very big hurdle that essentially every single file has to cope with. 

    Just to get going very far,  a mod definition file has to be defined that apt can draw upon for every single mod.  It's not going to be a simple task.  Essentially everyone has to contribute the knowledge of SC4 directory builds to a definition file project before you can get going very far.

    Then you have to start building out the mod definition files.  Granted, it wouldn't be hard for 20 people to do the biggest 2-3000 of mods.  But getting beyond that sampling of the main DLs is daunting to say the least and would take some diligence and persistence by several people over several years to build up definition files for 6000+ files (where it would start to really shine)

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    For starters, we could simply split the packages on Maxis Nite and Dark Nite. The easy alternative then is to let the user select which one wants on every download, but a simple function can search the darknite mod on the plugins folder and opt accordingly by default.

    With complex mods (that are a small minority by the way), the automatic installer could simply prompt the user with the alternatives, either running a nullsoft-type installer or directly on the command line (in which case the mod creator should simply include a machine-readable script for the options on their package). That covers both weird folder ordering and choosing of files.

    And yes, it will obviously require a lot of tidying to make the files on the STEX to be uniform enough to be readable and installable by the script interpreter, but that was known from the beginning and it has also been a project-to-do in parallel.

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    matias93's Unexpected Mod Workshop (dev thread)             Ciudad del Lago in the making (dev City Journal)

    "Let us be scientists and as such, remember always that the purpose of politics
    is not freedom, nor authority, nor is any principle of abstract character,
    but it is to meet the social needs of man and the development of the society"

    — Valentín Letelier, 1895

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    Mod packs, automated APt, every user should have there own choice how to obtain and install there packages.! Atribute to the creator there should be ! Prop and texture packs should all be included in one basic optional installer. LEX downloaded content reminder would be a nice start; this all may be accomplished by a new section to the member profile where the member decide wich install method to use. User´s new to the game will benefite with a easy to us instalation system, as there mostly working with only one SimCity 4 location. Advanced users will retain there independence to makee there own choice how to handel download - instalations in a customized manor !

    Sincerely yours,

    kschmidt

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    4 hours ago, jaredh said:

    ....a mod definition file has to be defined that apt can draw upon for every single mod.  It's not going to be a simple task.  Essentially everyone has to contribute the knowledge of SC4 directory builds to a definition file project before you can get going very far.

    If you are saying that all the sites exchanges contents need to be listed then that's already been done ... or at least eight of them have been, number 9 which is the STEX has all been indexed and am currently uploading it to the CATALOG, after that I need to do some tidy up work to the next two exchanges which is the Polish and Spanish sites?

    https://community.simtropolis.com/clubs/26-city-builders-website/cb-catalog

    Its something I've been working on at least the last six years  :read:

     

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    1 hour ago, catty-cb said:

    If you are saying that all the sites exchanges contents need to be listed then that's already been done ... or at least eight of them have been, number 9 which is the STEX has all been indexed and am currently uploading it to the CATALOG, after that I need to do some tidy up work to the next two exchanges which is the Polish and Spanish sites?

    https://community.simtropolis.com/clubs/26-city-builders-website/cb-catalog

    Its something I've been working on at least the last six years  :read:

     

    That's not what I am saying.

     

    I'm describing a technical issue with APT.  You have to define a behavior file for every item.  Some linux programs rebuild the kernel, some drop man files in various directories, etc etc.  This is the behavior the APT system uses to install all the pieces of the item properly.  You either do a behavior file, or a custom script for every single install item (not a good choice...requires coding vs just defining a simple definition file)

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