Include everything needed for your campaign in the archive
#1

Include everything needed for your campaign in the archived campaign file

It is best practice to also include all skins and other add-ins to your archived campaign file.

You want to do this because so many people don't maintain their download locations and websites.

It is not uncommon to go to a download site for the skins required in a campaign and find they are not longer available. The devs have good intentions, but they move onto other things frequently and don't make arrangements for their files to be available.

When users download files and extract them separately it is often very easy for them to make mistakes.

So, just wrap everything needed for your campaigns in one archived file and include a good directions readme.

It is such a pain having to download skins and stuff from other sites and often find they are not available.

Then you have to modify the campaign files, which is just that much more work.

I know it takes alot of time to put up a good campaign, but with just a bit more attention to detail you can make it so much easier for users to enjoy your campaign.
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#2

Good points mate..
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#3

Uploading campaigns with the required skins is a must IMO, although I always edit every mission to change the skins to my liking, so I usually don't really need the ones the author included.

As for the rest, campaign downloads sizes would increase dramatically if campaign builders using Mod planes on mod maps started to include them in their zips. Many campaign makers already censor themselves in that they try to stick to popular mods or addons included in the UI, trying not to use too many different mods to keep things simple.
Most modded campaigns will only require a few planes and a map, which are included in the UI most of the time. If links to these mods are provided in the readme, how hard can it be to download and install a couple of files ?

Cheers

Nico
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#4

VonBarb. Wrote:Uploading campaigns with the required skins is a must IMO, although I always edit every mission to change the skins to my liking, so I usually don't really need the ones the author included.

As for the rest, campaign downloads sizes would increase dramatically if campaign builders using Mod planes on mod maps started to include them in their zips. Many campaign makers already censor themselves in that they try to stick to popular mods or addons included in the UI, trying not to use too many different mods to keep things simple.
Most modded campaigns will only require a few planes and a map, which are included in the UI most of the time. If links to these mods are provided in the readme, how hard can it be to download and install a couple of files ?

Cheers

Nico

VonBarb - you are correct I should not have mentioned that MODS should be included in archive file.

The problem you have with separate downloads is as I mentioned. Many developers just don't keep up with their files. Often they have links to free sites and other web addresses that may not be accessible a month later.

It is best not to require skins or other stuff if you don't plan to include in the archived file. Do not require MODS that are not included in an exisiting mod pack.

If you don't include them in the archive then don't push the user to a bunch of other download sites to acquire files.
I downloaded a recent released campaign ( I won't name) several skin files are not available several weeks after the release; the developer links don't work.
It just wasn't worth the hassle so I just deleted the campaign file.
I should also mention... many users can handle a one step package, but when they have to start making individual placement of files they lose track of what they are doing, some get lost and others get frustrated and quit.
Users just experience too many issues when they start poking around to fix something they didn't create, and sure don't know how it all fits.

It's NOT necessary to include mods or maps in archives. The Installer pack that includes those mods needs to be mentioned in the readme.

It is very important to have a good readme. There are so many mods being released campaign devs must pay attention to their campaign files and making sure they are updated frequently.
Campaign or mission developer should explain carefully in the readme, just what version of IL2 the file applies and which mod pack and version applies.
Anyone putting up a campaign or mission on this site should expect a mod pack to be already installed.

Do not require any mod in a campaign or mission that is not part of an already exisitng mod pack release. In other words no individual MODS

There are plenty of sites that will host large file sizes. Mission4today will host up to 120MB, which should handle any campaign if you don't include a lot of video tracks in the archive. M4today has been hosting files for this community for many years and the chances of your file being available to users are very good.

edited by vonbarb : what's with the big orange fonts ?
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#5

Sounding pretty demanding there... Maybe campaign makers don't have the time for that and since you're the one using the campaign, it's up to you to meet the requirements. The recent 'Fighter Boys' campaign came without a readme and without skins (not even assigned to planes in the missions) but no one really cared because the campaign itself is a gem, and I didn't mind going through all the missions in wordpad to add skins myself.

Sometimes it just takes a little more than just drag and drop to play a campaign, and that's always a good opportunity to learn more about the sim and its mods.

Cheers

Nico
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#6

If you would like to avoid issues and make your campaigns and mission files easier for users to implement you might want to consider these guidelines.

These guidelines are especially important if you are using MODS and/or custom SKINS in your campaign or missions.

1) Do NOT use or include individual MODS or MAPS in campaigns or missions.

2) Use only MODS and MAPS that are included in INSTALLER MOD PACKS in your Campaigns and Missions.

3) In the Readme reference the IL2 version and INSTALLER MOD PACK version required.

4) Campaign and Mission Builders should NOT customize any file in an INSTALLER MOD PACK.

5) The INSTALLER MOD PACK used in your campaign or missions should be the exact released version ONLY.

6) Include all skin files needed inside the campaign or mission archived file


This should resolve all the issues with compatibility of mods and maps with the campaign or missions.

INSTALLER MOD PACKS are only released a couple times a year at most, which means updating will not be required often.

I realize many users want the latest and greatest stuff. In such cases, they would have to take on the burden of fixing issues themselves.

As long as the campaign and mission builders maintain a standard defined by INSTALLER MOD PACK version and Il2 version most problems for users will be resolved.

Mission4today.com will host files up to 120MB, which should satisfy requirements for campaigns and missions. Video tracks are space hogs, avoid if possible.
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#7

In the past I have included only the links to the needed mods and skins in the readme, but after the trouble this caused with my VMF-223 campaign, I'd definatly recommend any campaign maker to follow Nearmiss' advice.

VonBarb. Wrote:Sounding pretty demanding there... Maybe campaign makers don't have the time for that and since you're the one using the campaign, it's up to you to meet the requirements.

sometimes true, but at least for myself, sense I have the skins and mods myself, it is often easier to simply include them in the download rather than track down their download location.

nearmiss. Wrote:I downloaded a recent released campaign ( I won't name) several skin files are not available several weeks after the release; the developer links don't work.

hope that wasn't mine...
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#8

I agree to the above, i mean to say that I also think that a campaign should have the required skins "on board".
Also, it should be very clear which mods are required to play it.
This is in the developer's own interest. If a campaign gets played in a wrong version or mod, It's alsmost a guarantee that something will not work as intended.

So I fully support what has been said here, however there is one thing that remains.
>> a good campaign is also determined by the way it is made and presented.
What am I trying to say? Well, if people make campaigns that can only be played after going through a lot of extra downloading and searching for skins and mods, the campaign will never be popular and is soon forgotten.
In my view it's the user that determines the success of a campaign. The M4T site contains thousands of downloads and as by natural selection, the good stuff is easier to find as it is closer to the top of the list in terms of page hits and reviews.

Another point I might add: have your campaign tested by users! They will tell the dev exactly what needs to be added, 8)

Summary: if you want your work to be appreciated, do everything you can to make it work easily and without hassle. If you do a good job, the reviews will tell that story. :wink:
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