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zorrobyte

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  1. ZBE_Caching License: ZBE_Caching by Zorrobyte is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License. Based on a work at https://bitbucket.org/zorrobyte/zbe_cache. https://creativecommons.org/licenses/by-sa/4.0/ Features: Caches AI, all but teamleader so group still moves (tested: 25%+ FPS gain DUWS) Caches empty vehicles (tested: 2385 vehicles 4 FPS no cache, 49 FPS cache) Uncaches AI for players and other enemy AI groups Compatible with virtually every addon and script (including HETMAN/HAL, bCombat, ASR_AI) Per group/vehicle FSM which is performance friendly and fast Enable/Disable caching for a specific group at anytime Cached AI units in group are setPOS(moved) to TL's position so they can still receive damage from artillery, bombs, etc Units that die while cached are uncached and removed from the caching loop If the group leader dies while group is cached, the next group leader is uncached Cached empty vehicles can still receive damage and display damage/explosions Useful RPT/hintSilent debug option Requirements: Addon NO LONGER requires CBA as of v4.4b Addon and script now work the same as of v4.4b. Run script in mission or use addon on server only. Changelog: Working on: setPOS "resolution", user can set percentage from 0-100 to dictate how often cached units get moved to group leader per cycle as setPOS is global and sends packets. Per vehicle type caching distance as 150m is good for cars but bad for planes (as ejecting units will mid air "freeze" aircraft) - done Switch from spawn/scriptDone wait to native FSM wait by using FSM native command "time" - done for all FSM Object caching FSM for ammoboxes, weapons, etc Addon version without CBA requirement by using preInit = 1; in config.cpp - done Installation for Addon version: 1. UnZIP @ZBE_Cache into Arma 3 directory 2. Move userconfig folder into Arma 3 directory (\Arma 3\@ZBE_Cache\userconfig -> \Arma 3\userconfig 3. Set desired options in userconfig (\Arma 3\userconfig\zbe_cache\zbe_cache.hpp) 4. Play the game Installation for script version: 1. Extract contents of \@ZBE_Cache\zbe_cache_script_version to your mission folder. Do not overwrite your existing init.sqf if asked. 2. Open \@ZBE_Cache\zbe_cache_script_version\init.sqf and copy contents into \Documents\Arma 3\missions\missionName\init.sqf file. 3. Set desired options for ZBE_Cache in \Documents\Arma 3\missions\missionName\init.sqf. Disable/Enable group caching: Example for unit init from editor: (group this) setVariable ["zbe_cacheDisabled",true] Broken down: *groupName* setVariable ["zbe_cacheDisabled",*true/false*] Minimum FPS limiter: Prevents AI from uncaching if FPS is below desired FPS. Even while the uncaching is being limited, the next group leader will uncache if the group leader dies. Extras: zbe_clientObjectDrawAuto.fsm is an experimental FSM to auto set client objectDrawDistance based on FPS and no higher than aiCachingRange so players will never see AI uncache. Please vote here if you would like this feature: http://feedback.arma3.com/view.php?id=21746 Community feedback: A3 Feedback Tickets resolved in relation I first found that Physx wasn't disabled for enablesimulation false and was fixed: http://feedback.arma3.com/view.php?id=18451 I then found AI enableimulation false wasn't good as it could be and was improved: http://feedback.arma3.com/view.php?id=18734[/center] Testing "ZBE 144 Groups, 1145 Units, 17 NoCacheFPS, 51 CachedFPS, 59 DeletedFPS" C_Offroad_01_F drops FPS to 28 no ZBE_Cache vs 59 FPS ZBE_Cache (600+/- spawned) DWUS (http://www.armaholic.com/page.php?id=21816) 20%+/- FPS improvement Here is a (lower quality, sorry) video showing how it works. I'll come up with a better video at some point. http://youtu.be/ZF8RLjSl_tU Known issues Units inside vehicle do not cache due to A3 bug: A3 Issue Tracker Report issues here Download and Homepage https://bitbucket.org/zorrobyte/zbe_cache/downloads
  2. I see this sort of thing made it into the A3 engine officially! 🍻 Happy to see some of you still around after all these years. All the best, zorro
  3. Group Link 5 Core Version 1.0 Release date: 3/27/2014 Project state: experimental Credits/History Toadlife - Operation Flashpoint Group Link The Original KeyCat - Operation Flashpoint Group Link 2 The enhanced version =\SNKMAN/= - Armed Assault Group Link 2 Plus with special thanks to ZoneKiller, KyleSarnik, Solus =\SNKMAN/= - Armed Assault Group Link 3 snYpir, Zayfod, Toadlife, Igor Drukov, General Barron, TJ - Operation Flashpoint Mod ECP ( Enhanced Configuration Project ) thunderbird84, Harkonin - Operation Flashpoint Mod F.F.U.R =\SNKMAN/= - Armed Assault 2 Group Link 4 Special FX Edition Zorrobyte - Armed Assault 3 Group Link 5 Core for Arma 3 KeyCat originally open sourced GL2, in which SNKMAN violated this license and instead closed sourced his port. Zorrobyte released GL5 open source which outraged some of the Arma community. I am humbled to stand up and carry Group Link onward, thank you! Licence This work is licensed under a Attribution-NonCommercial-ShareAlike 4.0 International license. http://creativecommons.org/licenses/by-nc-sa/4.0/ You are free to: Share — copy and redistribute the material in any medium or format Adapt — remix, transform, and build upon the material The licensor cannot revoke these freedoms as long as you follow the license terms. Under the following terms: Attribution — You must give appropriate credit, provide a link to the license, and indicate if changes were made. You may do so in any reasonable manner, but not in any way that suggests the licensor endorses you or your use. NonCommercial — You may not use the material for commercial purposes. ShareAlike — If you remix, transform, or build upon the material, you must distribute your contributions under the same license as the original. No additional restrictions — You may not apply legal terms or technological measures that legally restrict others from doing anything the license permits. Notices: You do not have to comply with the license for elements of the material in the public domain or where your use is permitted by an applicable exception or limitation. No warranties are given. The license may not give you all of the permissions necessary for your intended use. For example, other rights such as publicity, privacy, or moral rights may limit how you use the material. Project description To maintain the core AI enhancements from Group Link for the Arma 3 engine and to further develop Group Link for the next iteration of Armed Assault. Dependencies: None known as of yet, GL4 suggested CBA however GL5 has been tested without CBA with no notable issues. Documentation: Please see the Wiki at https://bitbucket.org/zorrobyte/group-link-5-core/wiki/Home Known Issues: (please report issues here) https://bitbucket.org/zorrobyte/group-link-5-core/issues?status=new&status=open Repository: https://bitbucket.org/zorrobyte/group-link-5-core/overview Installation instructions: Copy the "@GL5" folder into your Arma 3 root directory. Drag the "UserConfig" folder from "@GL5\UserConfig" in your Arma 3 root directory. Additional Notes: Thank you to the Arma community for the support, without you GL5 wouldn't of been possible. http://forums.bistudio.com/showthread.php?175184-Licensing-issues-with-porting-GL4-to-A3 Download: https://www.dropbox.com/s/jhp50wtwruvlw5p/%40GL5v1.zip
  4. I'll never forget that time that one dude from MSO/ALiVE death threated me for forking their clearly Apache licensed code repo into War Sandbox and I took it somewhat seriously. Some German kid, don't even remember his name. People wigging out and having an aneurysm over some scripting language in a game engine, of all things, is why I left. I get people blatantly ripping stuff off, but I don't believe I've ever done this in the Arma community. ":jump_clap: wow! first DAC and now this. finally someone slaps the AI again to make them aware there are enterable houses. any chance this will work well alongside DAC again?:pray:" "This is still one of the coolest addons despite its troubled existence." @snkman You seem like a cool dude, thanks for the good faith. I thought GL was awesome in A2 and wanted to share it with this newer generation of players in A3. You have the torch now. greets to @Dwarden 👋 Nice work on the "ZBE_Cache" implementation 😉
  5. Group Link 5 Special FX Edition Version 1.0 Release date: 4/10/2014 Project state: experimental Credits/History Toadlife - Operation Flashpoint Group Link The Original KeyCat - Operation Flashpoint Group Link 2 The enhanced version =\SNKMAN/= - Armed Assault Group Link 2 Plus with special thanks to ZoneKiller, KyleSarnik, Solus =\SNKMAN/= - Armed Assault Group Link 3 snYpir, Zayfod, Toadlife, Igor Drukov, General Barron, TJ - Operation Flashpoint Mod ECP ( Enhanced Configuration Project ) thunderbird84, Harkonin - Operation Flashpoint Mod F.F.U.R =\SNKMAN/= - Armed Assault 2 Group Link 4 Special FX Edition Zorrobyte - Armed Assault 3 Group Link 5 Core for Arma 3 Lordprimate - Armed Assault 3 Group Link 5 Special FX Edition for Arma 3 Hats off to Lordprimate; he has spent countless hours converting classnames, patching bugs and is most generally responsible for all of the FX features in this edition of GL5. KeyCat originally open sourced GL2, in which SNKMAN violated this license and instead closed sourced his port. Zorrobyte released GL5 open source which outraged some of the Arma community. I am humbled to carry Group Link onward under its original open source license, thank you! Licence This work is licensed under a Attribution-NonCommercial-ShareAlike 4.0 International license. http://creativecommons.org/licenses/by-nc-sa/4.0/ You are free to: Share — copy and redistribute the material in any medium or format Adapt — remix, transform, and build upon the material The licensor cannot revoke these freedoms as long as you follow the license terms. Under the following terms: Attribution — You must give appropriate credit, provide a link to the license, and indicate if changes were made. You may do so in any reasonable manner, but not in any way that suggests the licensor endorses you or your use. NonCommercial — You may not use the material for commercial purposes. ShareAlike — If you remix, transform, or build upon the material, you must distribute your contributions under the same license as the original. No additional restrictions — You may not apply legal terms or technological measures that legally restrict others from doing anything the license permits. Notices: You do not have to comply with the license for elements of the material in the public domain or where your use is permitted by an applicable exception or limitation. No warranties are given. The license may not give you all of the permissions necessary for your intended use. For example, other rights such as publicity, privacy, or moral rights may limit how you use the material. Project description To fully port GL4 to A3, Special FX features included. What are the differences between GL5 CORE and GL5 FX? GL5 CORE is AI only (GL5_System.pbo) for servers and those who use Blastcore, don't want FX, dubbing etc. GL5 FX Edition is the full GL4 port including FX, dubbing, blood, burning buildings etc. Literally everything is here (although some may still be broken/buggy). Since I use GIT and Forks, I work on the GL5 Core Repo (link) while Lordprimate works on the GL5 FX Repo (link). Any changes I make to the GL5 Core repo (updates, bugfixes, etc) get upstreamed (merged) into the GL5 FX repo. Dependencies: None known as of yet, some may say CBA_A3 Documentation: Please see the Wiki at https://bitbucket.org/zorrobyte/group-link-5-core/wiki/Home Known Issues: (please report issues here) https://bitbucket.org/zorrobyte/group-link-5-special-fx-edition/issues Repository: https://bitbucket.org/zorrobyte/group-link-5-special-fx-edition/overview (upstream changes from GL5 Core will be merged into this repo/fork) Installation instructions: Copy the "@GL5" folder into your Arma 3 root directory. Drag the "UserConfig" folder from "@GL5\UserConfig" in your Arma 3 root directory. Additional Notes: As I use PboView and have issues compiling with several other "modern" PBO packers, this addon may need work before being posted on Sixupdater. May be user error, I apologize but gave up after a few hours of keyboard mashing. Thank you to the Arma community for the support, without you GL5 wouldn't of been possible. http://forums.bistudio.com/showthread.php?175184-Licensing-issues-with-porting-GL4-to-A3 Download: https://www.dropbox.com/s/155wb185zzhpiuy/%40GL5SpecialFXv1.zip
  6. Greetings! Back in Arma 2/OA one could spawn a ton of stuff without any major FPS droop as long as enablesimulation false and hideobject true. Such is not the case in A3: http://feedback.arma3.com/view.php?id=18451 Instead of mucking about spawning and despawning vehicles (which spams packets) any clue as to what is still simulating? Is it Physx threads and if so, how to disable?
  7. First off: Link Link 2 All clear now? Good. WICT has always been a favorite of mine, all credits to ArmAIIholic. Who else could resist "Safe, hot, tampon and directional zones"? There was some improvement made in MSO to this module (MSO License and CC license of WICT). My goal is to revive WICT in spirit by porting it to A3 and finishing features that may not be finished in the original project. Plan I'd like to recruit anyone who would like to contribute to the project and share the vision of what WICT set out to be. I feel there is a sore lacking of COOP in A3 and I'd love to help bring the tools for COOP to reemerge in A3. I would love to use a GIT repo, wiki and issue tracker if others will operate in the framework. License Per CC, any changes will be released under the same license guaranteeing anyone to share and adapt the work. As MSO is Apache licensed and open by default AND WICT is CC Share-alike, there shouldn't be any reason not to implement the wonderful work the MSO team has put into the module. Never the less, rage below. Credits All work is and will be attributed to ArmAIIholic and the authors of improvements since WICT's A2 inception. The final release version will be by "The Arma Community" or some other name that indicates this is a project by the community for the community. After the feud from Group Link, I can care less if my work has my name on it as it's not about that for me. I tweak and build things for all to enjoy with the best intentions at heart and it hasn't always worked out well for me but I'm learning to have more of a spine and see the greater good that I may provide overall. At the end of day, I personally enjoy tweaking and working in the Arma engine, I don't want "fame" or monetary gain, just something to do in my spare time. Possibly "By the Arma community with help from X, X, X?". Repo I have a rough version semi-working since alpha days here Issues As a core proof of concept, things are working for the most part. I finished up the RE to BIS_fnc_MP changes last night but capturing bases still isn't working. There was reports in A2 that capturing was not working there either, I don't believe the code was ever finished. Call to action If you are enraged by the recent events of A3L but don't understand how CC or Apache licenses work and the intentions of such authors who release their work under permissive licenses and wish to misdirect your anger on this project, why not vent here?. Else if you are still with me and encourage or wish to help with the project, post below! I think the idea of WICT is too cool to pass up.
  8. :D I'm glad to see that ZBE_Cache lives on and is still used. I've been away from the Arma community for some time, the development experience I gained in Arma translated to some pretty awesome job opportunities over the last few years. So here is to you, hobbyist developer - Arma development can lead to some awesome real-life work - the experience gained in SQF can be built upon with sites like teamtreehouse and Lynda. Start out contracting via upwork or another freelance site to build up some resume fodder and land yourself an awesome job. Anywho, I've been exclusively on Macs for the last few years due to my work - I ended up selling off the gaming rig instead of sitting idle into obscurity. I went out the other day and got a GTX 970 to cram in my DIY NAS machine to do some light gaming - this ended up with time spent in Arma that was enjoyable (3k+ hours will burn anyone out). Apex is coming soon and I'm very interested in what the Vive and Rift will bring to Arma if anything. Long story short, it may be not the last of me around these forums. I'll do some catching up and see if ZBE_Cache can be improved in the coming year.
  9. http://feedback.arma3.com/view.php?id=21746 - RESOLVED! Now we wait until Dev releases stable for dynamic Object Draw Distance, should have great effect on clientside FPS. Ah totally forgot but can also do AI caching range based upon this so players should never see AI uncache in SP. In MP, a horribly complex idea would be to average all player's ObjectDrawDistance and set AI uncache to that.. hmm.
  10. I have found something odd. **EDIT** Nevermind, I figured it out.
  11. Here you go, 25%+ FPS gain: http://www.armaholic.com/page.php?id=26093
  12. I'm still around, just lurking about :cool: I've gotten time to start playing with my clan and we are using ZBE_Cache often. I will continue improving it as I can!
  13. ZBE_Cache There are a number of caching scripts/addons out there. Some delete/respawn units, some enablesimulation false and hide units and some even go so far as to disableai/enableai. The issue I have with these scripts/addons is they either spam netcode with delete/respawn (and effect addons/scripts like HETMAN/HAL negatively) or they hide the units which make them static (and unable to move unless uncached, further effecting HETMAN/Waypoints). I mention HAL/HETMAN. This is Rydyger's artificial leader script/addon and I have been following its development for quite some time. Regardless, there are other AI scripts/addons out there that can mount empty vehicles/static weapons (I think, or at least in A2 there was). I hope that by working on this caching module, that other devs can finally start to use "ambient" vehicles for AI. "If a tree falls in a forest and no one is around to hear it, does it make a sound?" In Arma, yes. Even if objects are 10,000m away vehicles still simulate Physx, sound eventhandlers loop checking for an opportunity to fire and play sound. Distant AI with no enemy near keep group count up, needlessly eating resources - and so on and so on. Each issue by itself isn't that big of a deal, multiply this by 100-1,000 times and you have some performance issues. Another benefit to such a caching module, enablesimulation false disables packets being sent for that object to clients. We all know that Netcode is an issue for MP, why should empty vehicles and AI with no enemy near (or near player) continue to send network updates if no one is around to see it or use the object. ZBE_Cache Scope Where does ZBE fit in all of this, how does it help performance without spamming netcode or preventing AI movement when cached? AI: Reduce groups down to Leader using: _x disableAI "TARGET"; _x disableAI "AUTOTARGET"; _x disableAI "MOVE"; _x disableAI "ANIM"; _x disableAI "FSM"; _x enableSimulation false; _x allowDamage false; _x hideobject true; When enemy unit near or in player viewdistance: _x allowDamage true; _x enableSimulation true; _x hideobject false; _x enableAI "TARGET"; _x enableAI "AUTOTARGET"; _x enableAI "MOVE"; _x enableAI "ANIM"; _x enableAI "FSM"; _x setPOS (or findsafeplace or other not yet known way) (position leader) Unneeded AI are stopped in their tracks, disable simulation in all aspects. Once an enemy unit is near or spotted/combat/leader shot/etc(still thinking of uncache reasons) the rest of the group is uncached and moved back to the leader's position. That in itself sounds like a great way to increase performance for AI. However, thought needs to go into how to assess of a side is enemy/friendly for independent groups as this can change depending on mission settings. Another method for triggering caching could be diag_fps. Why loop through caching scripts needlessly if server/client fps is greater than X? Vehicles I was inspired by TPW_Park for a way to spawn in ambient vehicles for HETMAN use. I didn't like how TPW_Park deleted and spawned in vehicles dynamically (as in MP, this would spam packets) however at the time it was the only way to do so without performance issues. I found that when spawning in my desired vehicles that Physx and class Sounds killed FPS as they didn't disable when enablesimulation false. Bravo to BIS for fixing this issue in about a week's timeframe (http://feedback.arma3.com/view.php?id=18451). My issue with current vehicle caching methods is that they don't uncache/spawn until a PLAYER is near. When using HETMAN/HAL with these types of caching, the vehicles stay cached and AI who normally could choose to man a empty vehicle simply cannot as the vehicle isn't uncached for them. The same could go for static weapons and so on depending on how the caching script works. This is a rough proof of concept I have used in my performance testing: //Caching loop for LandVehicle []spawn { while {true} do { { if (!(count ((position _x) nearEntities ["CaManBase",1000]) == 0) || !(count (crew _x) == 0) || !(count ((position _x) nearEntities ["Air",1000]) == 0)) then { _x hideobject false; if (count ((position _x) nearEntities ["CaManBase",500]) == 0) then { if (count (crew _x) == 0) then {_x enablesimulation false} else {_x enablesimulation true}; } else { _x enablesimulation true; }; }else{ _x hideobject true}; } count entities "LandVehicle"; sleep 1; }; }; Vehicles stay cached until a CaManBase (including AI) is near or inside the vehicle. So far this works well. Damage handling hasn't been added, what if one fires artillery at the area? The vehicles will be damaged but won't show (or blow up) until the player is near resulting in undesired death and visual effects. Some solutions are available like "hit" eventhandlers and so on however one must assess the performance impact before haphazardly adding it into the caching module. Keep in mind, my goals for this module is to spawn in a few hundred vehicles all across the map during mission start and small performance impacts add up quicky. Conclusion This is a WIP and I'm dedicated to the project. Stay tuned for updates. We also have some great new commands in A3: https://community.bistudio.com/wiki/hideObjectGlobal https://community.bistudio.com/wiki/enableSimulationGlobal
  14. I'm attempting to make a trigger set to Anyone Present Repeatedly for an ammobox but the ammobox triggers the trigger. How can I make the trigger activate for Anyone - the ammobox?
  15. I've made it just about me. I am the one doing this, no more company "persona". Thank you for the input! I feel bad :( Soolie, you are welcome anytime to PM me and I'd be happy to set you up another webspace and even help do the work. Of course! Just keep in mind that your submission will be public for anyone to download. If you are okay with that, I can support uploads natively up to 2G and anything above I can add to the server with the link. It'll ask on the submission form.
  16. I figured I'd update this thread as others have started posting on it! ModRepo has been reborn as ArmaRepo for the Arma community. The new site is http://arma.modrepo.com What I do: Game mod webhosting Fast downloads using decentralized CDN tech, the more concurrent downloaders, the faster your download speeds Optional but available webspace for authors (yourname.modrepo.com) End user submission and content editing. You can submit/update your listings anytime from the front end Rich user profiles with gamification, authors take center stage Feedly/Flipboard/Full RSS support. Simply append /feed on almost any ArmaRepo URL to keep updated on what you care about Known mod conflicts, requirements and general tags to easily find X Mod for X other Mod Author tags, display all works by a specific author License field, to select the content use license you prefer including "Other" option with License URL Mod website URL support Code Repoistory URL support Follow submitters/authors and receive email updates when they post new mods Mod centric, no BS design that is totally responsive to any device you browse the site on More planned such as support ticketing system, Clan/Squad listings, community media library, and much more
  17. Your mod has been added to ArmaRepo! If you wanted to claim and update your mod to include the content you'd like to showcase, register for the site and I'd be happy to assign it to you (there is an edit button on each mod). My site is still under development and lots of polish needs to be done, however downloads are blazing fast. The best way for the community to lend a hand is to submit Mods so I can build out planned news, feedly & flipboard integration, pagination, search and much more! I'm proud to bring end user submission and editing to the community so you are in control of your content! -ZB
  18. Greetings! I'm currently building a Mod Database app and I'd like to collect feedback as to the attributes that I am assigning to each mod. So far I have: Category Tags Requirements (Tags) Author Images 1/2/3 Featured Image Youtube Link Version License License URL Code Repo URL (Bitbucket/Github/Other) Mod Website Overview Features Changelog Credits Excerpt BIS Forum Link Any missing or not needed/redundant? Second question, should I allow anyone to add to the database any mod/mission or should only the author be able to?
  19. You know, I'm thinking since I have a "Report a problem" on each listing - I may allow anyone to upload other mods. I hear many authors are leaving and cannot be asked to upload. That way the community can help build a database and if incorrect information is shown - anyone can submit report to change. Of course, I moderate and approve all listings and can always reassign ownership of an item for direct editing/resubmission. I'm going to go ahead and link the site http://arma.modrepo.com It's still very much WIP and there is a feedback form after submitting. I'm still very much at work on building listing pages and views so please keep in mind. However, getting initial submissions will greatly help me structure the frontend and adapt to how the community wishes to use the site. This is on a 32GB Ram, 2x 3TB HDD server with a 1Gb/s port and unlimited bandwidth with decentralized CDN. Downloads should be blazing fast and max mod upload is 2GB. In other news, I just had an interview for the company who built the platform I'm using to power the site, so we can expect quality to improve as time progresses.
  20. Anything that has internet access In fact, I just tested Mod uploads up to 2Gig and it works perfectly from the frontend. I still have much more work to do however I need to get some feedback as to the submission process. If interested Skype ross.fisher91 or PM me on forums :) I will pay in COOKIES! Oh.. and I just moved to another dedicated server for unlimited bandwidth, I'm kinda serious about this project :)
  21. Laying out submission design: https://www.dropbox.com/s/7mv7b6yecjmy198/2015-03-14%2019.44.29.jpg?dl=0 Do I have enough information yet? :p
  22. That's top secret until release.. Let's just say the more that download concurrently, the faster the download speed. ;) Hopefully I can entice some by offering a JSON REST API to the platform? Lots of work to do and only 24 hours in a day. We will see the end result.
  23. How does this look? http://grab.by/FxIg
  24. Thank you for the excellent feedback so far! I don't want to overwhelm those who submit their mods into the app with tons of options that they may know little about. I suppose what I could do is group together a "Developer info(Advanced)" section that can be enabled with a Radiobox to enable these additional fields. On the front end I can group this content into an accordion that is collapsed by default. The cool thing is, my search feature can find all of this info - for example if one wanted to see all Alive missions, simply tap the ALiVE tag to display all submitted ALiVE missions. Unsupported mods is an important factor to take into consideration. I suppose the best way to handle issues is to crowdsource by putting a "Report a problem" button on each mod so the community can help maintain. Authors who go AWOL can have their submissions handed to an internal account for updates to be handled by the community and me. *EDIT* Better yet, I'll have Known Conflicts to be yet another Tag category so users can tap on a mod to see all known conflicts
  25. Thanks! I've added the known conflicts as a single line text box. I'll need to think about how to add in other forum links in a way that doesn't clutter the interface. Download links is nice, I'll need to get with the Six team to see if they have special URLs to auto launch their client.
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