Talk:Mod Database

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Contents

Big TO-DO Note

The b30 single player map uploaded is *not* the original b30 map file. This needs fixing.

Note: This has since been fixed by Sparky.

General Discussion

I'd be happy to take in-game screenshots for the sample images. Just leave me a note on my talk page.

--UNSC 02:06, 14 October 2008 (UTC)

We need to provide download links for the mods without ones.

Are you doing this, Spartan? We just need the Refresh file so far.
Refresh is not just a single player mod. It's a multiplayer one too, a skin, and also a UI mod. Perhaps a new section titled "Combination" or something along those lines for mods like Refresh? -Nil
Yup, the 'download links' need to be provided. :D. Don't kill me. But I suppose this shows what happens where there is too many mods listed. -Nil

Are "The Volcano" and "Volcano Mod" the same? --UNSC 08:09, 20 October 2008 (UTC)

Seems like almost the same mod after trying them both out. "The Volcano" seemed much more stable so I removed "Volcano Mod" - Nil

Are "Scouts vs. Heavy Weapons" and "Sniper Team vs. Heavy Weapons Team" the same? Both are by Fuel and version 1.0. Descriptions are very similar... --UNSC 18:48, 6 March 2010 (UTC)

The download link for Refresh mod is not really anywhere... - Nil

Yeah, Nil, that's sort of on the todo list...--UNSC 21:03, 28 December 2008 (UTC)
I'd like to note that I fixed it. - Nil

The download links for original UI and sounds maps do not work. Some sort of server error? - Nil

that was because the file extensions had .map.zip instead of just .zip - we'll have to make sure that all files end in only one extension type.--UNSC

Guys, guess what. Don't put the version number in the mod's title; it's a great way to be overly repetitive.

- Nil

Hey Sparky. I changed some things around with your environment series mod, which was a basic nesting zip issue and consistency issues. (Both are important so I can get it to show up in my not yet public "app", and nest zipping is a nuisance to the user anyway). I'm basically thinking (and logically of course) that each volume in the series can be put as a separate mod, which each have a version that reflects the issue number. Also, by doing this, you can give a specific short description that fits each volume.

- Nil

Sword converted the Island bsp that was used in the making of the Import Island mod. Did Lord Lagger really generate the map, though? --UNSC 02:47, 10 April 2009 (UTC)

For some reason whenever I try to load bloodgulch.map on sparkedit, swordedit or the senario editor in eschanton it doesn't appear. Why is this?

Therandommodder, Is the bitmaps.map file in the same directory as bloodgulch.map ?
- Nil

I found this out while I was testing mods. §ent's base siege mod includes a giant red base and a normal blue base with lots of vehicles. However without installing a gametype included there will be no vehicles on blue team. Reds are meant to be spawned on the red base and blues on the blue base. But the gametype installed is a team slayer gametype so every team is spawned on a random base. I don't think it is the way it's meant to be and §ent doesn't have a homepage. So could someone please notify §ent about this plz? Thanks!

Uploading Rules

Quick directions

1) First, login or register. Then upload your mod file using the file upload form. Only upload .zip files. (Read #3 of the Extended directions below on how to make an appropriate archive.) You will also need to have uploading permissions (apply to the HDM modders group).
2) Once the file is uploaded, you will be automatically taken to the file's wiki page. Look at the address of that page up on top. Copy the very end of that address, which is the filename ending in .zip (ie, File:Cooltacular.zip).
3) Now go to the Mod Database. The database page is organized by mod type and alphabetically. Find where your mod should go. Make sure you're in the right category type - single player or multiplayer, for example. We are going to edit the entry that comes before, so that you can insert your mod after that. So click "edit" next to the entry that is alphabetically before your mod.
4) You will see the text for the previous mod inside that text box. Leave the text there, but position the cursor at the very end of the text box. Add a blank line for good measure, then use this template for your entry:
=== [[:File:Cooltacular.zip|Cooltacular Title]] ===
[[File:CooltacularPreviewImage.png|256px|Picture hover text]]

Version: 1.0

Author: [[User:MyWikiUserName|My Displayed Name]]

Platform: (if neccesary, use PC, Mac, or Intel, and state compatibility issues.)

CSS: Answer this question with "yes"  "no" or "semi". If you're unsure, leave this field totally blank. Can players play without 
downloading the mod? "Yes" = Server needs the mod, joiners don't need it. "No" = Server needs the mod, joiners need it too. 
"Semi" = Server doesn't need mod but joiners will not get full experience.  (This field should be "CSS: Yes" or "CSS: No". You 
can also tell us about certain CSS glitches here.)

<blockquote>
Add a very short summary of your mod here. Tell us what you did in as few words as possible.
</blockquote>

Well, that about summarizes it. Let us know if you have any questions!

--UNSC

Extended directions

I would just like to note a few rules so this can be consistent. Some may be obvious, others may not be:

1) Do not put the version number in the mod's title unless you want to upload different versions of a mod separately. Try to avoid putting the author name in the mod's title as well.
2) Don't leave version number and author name blank. If you don't know the version number, use 1.0 and if you don't know the author's name, use "Not known" and don't use [[User:]] tags for it. Also, make sure to use "Author:" (or "Authors:") and "Version:" labels.
3) Use zip files. Only zip the download once. Not multiple times, meaning don't nest zip files within other zip files. Here is the preferred process of zipping mods: create a folder with the name of your mod's name, and put all the modified map files inside the folder (the map files are named as they are originally suppose to be, ex, bloodgulch.map for a bloodgulch mod). Then, control single click on the folder and choose Archive as zip or Compress. A zip file should be created for you to upload.
4) Don't use PPF's or any other type of patching method. It saves the trouble of users patching maps up and especially PPF's with the current sucky PPF tools that exist. Not many people use patches in the Demo anyway and the file size of the map files aren't that bad when zipped. Plus, lots of maps are probably rebuilt so it would be a consistency issue to use PPF's at the least.
5) Before uploading your mod, make sure it doesn't already exist on the server. If it does and is an outdated version, replace the old version of the mod with the newer one you are uploading.
6) Make sure the list of mods is in alphabetical order.
7) Make sure the name of the mod you are uploading is unique. That is, the name does not already exist in the list.
8) Avoid using weird characters in mod names and descriptions such as but not limited to: Åß¬Μ». If you have to (and if the author name contains a symbol), then you cannot just type the symbols out, you need to use the corresponding html entities, so that the page will generate valid html. Try editing this page and see how the symbol entities are typed to see what I mean. Also, check out this for a list of them.
9) Try to be consistent with the rest of the page.
10) Make sure the file you are uploading has only one file extension. Mycoolmod.zip is acceptable, Mycoolmod.map.zip is not.
11) When you upload a file, comments are automatically placed onto the uploaded file's [[File:]] download page. However, you should edit that page to include the information listed on the mod database, like versions and authors, also. Here is the preferred format for mod-related [[File:]] pages:

== Read Me ==
=== (my mod title) ===
(Preview picture(s), Version, Author and other comments and details.)

12) Please avoid including the word "mod" in your mod's title, unless it is a significant part of the title. Similarly, if the mod begins with "The", please use the first word that follows to alphabetize it. And if it's called "The Mod", then, well, yeah -- good luck with that...
13) If you are going to include a gametype, then the gametype file (the one with the ring icon) must be named "blam.lst." It is also recommended to place the blam.lst file into a gametype folder that just includes that file.

- Nil and Sparky

Streamline Formatting

Thanks, Nil.

I'm altering the list format so that the mod title links to the download file page, and this download file page has the object list and complete details. Let's keep the main listing in the Mod Database limited to:

  • title with link to download (required)
  • Author (required)
  • Version (required)
  • Very short description (required, use your own judgement)
  • 1 image (optional)
  • Subtitle (optional)
  • Extended description in download page (optional)

I need help copy-pasting the information to the download pages. Thanks. --UNSC 13:31, 2 November 2008 (UTC)

---

I am working on creating the short descriptions, and the extended descriptions. I am not writing extended descriptions if there aren't any though. I am also working on uploading mods that aren't already uploaded. I am honestly not going to bother with any mod from macgamingmod's download database that uses a sitx compression format; I'll just delete it to reduce clutter. Sitx is an annoying outdated format and I really feel not to download piece of trash software like Stuffit to be able to unzip it. Anyone that is willing to upload these mods, I suppose you can though. The following I removed so far:

Rejection List (followed by reasons):

  • Blood Winter Mod Demo - from mgm, reason: sitx
  • Bloodgulch Infinity - from mgm, reason: sitx
  • Custom Base Mod - from mgm, reason: sitx
  • depp gulch - from mgm, reason: sitx
  • Desert mod - from mgm, reason: sitx
  • DEPP's Happy Thanksgiving Mod - from mgm, reason: sitx
  • Urban Camo AR Skin - from mgm, reason: sitx, and it may not even be a mod?
  • Energy Swords - from mgm, reason: sitx
  • Exploding Banshee Mod - from mgm, reason: sitx
  • Flame Hog - from mgm, reason: sitx
  • Grounded Banshees - from mgm, reason: sitx
  • Hellgulch - from mgm, reason: sitx
  • Hog Bomber - from mgm, reason: sitx
  • Huge Guns - from mgm, reason: sitx
  • Hyperspeed Gulch - from mgm, reason: sitx
  • Low Riders - from mgm, corrupted map file. It has the same description as No Roll-Over Hogs.
  • Melee only mod - from mgm, reason: sitx
  • Nade Pistol Mod - from mgm- reason: sitx
  • Plasmie Practice - from mgm, reason: sitx
  • Powerful Weapons Mod - from mgm, resaon: sitx
  • Prime Gulch - from mgm, reason: sitx
  • Quarantine - from mgm, reason: sitx
  • Scorpian Tails - from mgm, reason: sitx
  • Self-Destruction - from mgm, reason: sitx
  • Sniper and Pistols Mod - from mgm, reason: sitx
  • Taxi's Gametype Pack - from mgm, reason: Not a map modification. Probably should belong in gametypes database if that exists or in a different section than "Multiplayer mods"
  • The Great Wall of Gulch - from mgm, reason: sitx
  • The Un-Named Mod - from mgm, reason: sitx
  • Ultimate Anti-Noob Mod o' Doom - from mgm, reason: sitx
  • Zone Control - from mgm. Not really rejected, but it includes images that you can optionally inject yourself in the bitmaps map. Maybe someone could upload a version where it just has a bitmaps.map map file instead.

Use this link if you want to browse all of the mods on the MGM page, so you can download and upload them here. It displays all of the mods on a single page in alphabetical order and saves some trouble.

- Nil

I uploaded appropriate versions of the above files.--UNSC 15:53, 22 May 2009 (UTC)

---

You know, I have no idea why I blockquoted things. Is this desired? If not, I could just remove all of those blockquote tags or something..

- Nil

Yeah, Nil, just use the colon before the first line instead of blockquotes. Thanks for all your work! I didn't include the .sitx extension because we already were using the .zip one, and .sitx doesn't compress these types of files any better than .zip. I can download these mods and upload .zip versions of them later. Just remember that each file needs only a single extension, otherwise the online server will not process them correctly. Oh, and I agree that Stuffit is more a pain than it used to be before it changed hands. --UNSC 01:09, 12 January 2009 (UTC)

---

Let's add a CSS field to each mod's description. What do you think? --UNSC 15:03, 18 April 2009 (UTC)

The CSS field seems to be useful and works well. I'll change it to a simple "YES" and "NO" system.--UNSC 18:06, 21 May 2009 (UTC)

---

The format for preview pictures should be, for example:

[[File:Air_tutorial_4.png|256px|Air Tutorial]]

This way, we can upload pictures at widths of 512px or 1024px and still have them resized on the mod database page.--UNSC 18:04, 21 May 2009 (UTC)

Page size

I've gotten the Mod database down to 42k - that's only 10k more than the maximum suggested size. I think that by the time we're done, it will be down to at least 35k. Keep up the great work :)

--UNSC 01:00, 17 January 2009 (UTC)

34 k :D Well anywho, people should start uploading mods here now.

-Nil

Image: versus File:

The File: prefix started being used since our update from 1.12.0 to 1.14.0. Files/Images with the prefix Image: are automatically read with the prefix File:, so changing all the files to File: isn't actually necessary. But I still think it's a good idea, for consistency. Nice job, Nil!

--UNSC 13:36, 21 March 2009 (UTC)

Depp?

Are DEPP and CHDepp the same? I'm assuming "CH" means Clan Halo.

Automated Addition

Nil (at least, this is mostly directed toward Nil), I'm wondering if I should make a php script that will automatically add a mod to the Mod Database with appropriate formatting and whatnot.

--UNSC 17:02, 13 January 2010 (UTC)

Screenshot Credits

Special thanks to the following Halo Demo players for their assistance with many of the "action" screenshots:

  • BrOkEn
  • Enigma
  • JesusYouJew
  • Jonathan
  • [CG} Valdor
  • Zëëk

Special thanks also to AID for adding so many screenshots!

Thanks

In the past month this page has gone from good to FUCKING AWSOME!!!! There have been pictures for stuff, everything has a description there have benn like 100,000,000,000,000 new mods and everything! So to those people who helped... YOU ROCK!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!Vegerot 02:17, 4 February 2010 (UTC)!!!!!!!!!!!

lol same here - A I D 15:11, 8 February 2010 (UTC)

Hazy boundaries: Can I upload Halo Full or Halo CE maps?

A new member once uploaded a Halo Full map converted to Demo, plain and simple. This was my reply:

"Do not upload converted Halo Full files. If people want to convert Halo Full maps, they should do it on their own. Don't hand them the converted maps! Thanks for your consideration."

Basically, people can get the resources and tools to do all kinds of things from HDM. If someone wants to convert a Halo Full or CE map to demo, they can do that on their own. But we should not upload such "bleached-clean" conversions to HDM.

One of the things we don't want to do is directly provide entire converted maps to the player community. Some within the community may be willing to use a small number of tags from Halo Full and CE within their demo maps, but maps that are simply converted go beyond the extents of our copyright-abiding boundaries.

Since we also support Halo Full, you can mod a Full map and upload it to the Halo Full Mod Database so that it's playable on Halo Full. But if we convert all those Halo Full maps to demo, then the Halo Full-playing crowd may dwindle, as it has in the past. The goal is to make both communities do really well. Weigh this, and feel free to discuss it with us at MGM if you want.

If you want to play a Halo Full map in Halo Demo, either make it and don't publish it here, or use only a very limited number of tags from the Halo Full map, at the very most a single multiplayer sbsp tag and that's it. You could do something like make a demo mod from scratch, add a multiplayer Full sbsp tag and some things from CE, and then modify this map heavily on your own (you would need to do this anyway, since the scenario and bsp wouldn't line up). This is probably a mod you would develop over a period of at least a few days. I made one like this in an entire day as a resource map, the full and ce content being secondary to the research and resource nature of my custom-made scenario tag. It would be best to talk about this at MGM, though. I think other people could benefit from this message, so I'll copy it over to the uploading rules section at the Mod Database's Talk page.

Modders can do what they want with the tools we provide, but remember that not all players are modders! We modders need to be careful with what we release to the playing community, as opposed to the modding community.

--UNSC 14:13, 10 February 2010 (UTC)

Alphabetization of the Mod Database

I just did a once-over on the alphabetization. Took me about two hours to complete. Please check your entries to make sure they are alphabetized. (Note that the "Grunts" mod can come before the other ones that start with "Grunt" - I think this is ok so the Grunts mod doesn't get buried below the others.)

--UNSC 02:42, 8 May 2010 (UTC)

Page Size Increasing

The Mod Database page is now 14.7 MB in size...

--UNSC 18:31, 18 May 2010 (UTC)

Is it all the images? Must be. I think all the images referenced should be 256x256 (or lower), not something bigger that will cause the file sizes to also be bigger!

Edit: Heh, so I'm wrong. The big sized images aren't actually downloaded. Anyway, I think the way the only way to help the situation is to replace all the png images with jpeg ones, though it won't help by that much seeing as the majority are jpegs anyway.

--Nil

Actually, 14 MB is a bit insane for something that could be well under a MB to download. (I think HDemoLauncher only downloads like 400 or some KB when accessing this website because it doesn't download any of the images). Is it possible to have some closure triangle thing that when clicked it downloads and loads an array of images *if* the user wants to view them.

--Nil

You know, I think the easiest way to fix the issue is to just have the images on the file pages rather than on the database page. More images can fit there too, probably.

--Nil

Could we split the pages? There could be an option to view the full mod database or 1/2 or 1/3 of it at a time, unless this is a memory issue on the server. Most modern broswers should be able to view the mod database page pretty well, just around 4-10 seconds loading
Splitting pages is for the lose. That's how MGM did it, and no one in particular liked browsing that database. It is an advantage that this is just one page making it easy to search for things without going to other pages. I'm on a high speed connection, and it takes 10 seconds or well more (if it's not cached) to load all of the images on the page. The images are a bandwidth issue.
--Nil

Internalizing Bitmaps/Sounds

I have noticed many zip files that also include the bitmaps.map and sounds.map. It is a pain to switch out the original bitmaps and sounds and use the new ones, especically when the bitmaps and sounds don't even have any new content, and the bitmaps can get pretty large, hogging server space. Please Internalize Bitmaps and Sounds in your maps in the future. - A I D 17:19, 12 July 2010 (UTC)

Just going to point out that I don't always agree with internalizing. For example, it would suck for me (and others) if Refresh's bitmaps were internalized, because then I wouldn't be able to use those bitmaps with *any* bloodgulch mod I'd want. If your standalone bitmaps/sounds maps are good and wanted enough to work with any mod, you shouldn't go internalizing in my opinion. Otherwise, yes, please internalize. - Nil

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