On Sat, 13 Jun 2015 15:05:27 +0200 Fenyo <[email protected]> wrote: > Ok, i have made my adjustments.
They are mostly committed. The last one is the mods patch, which is under
test right now.
> And i have discovered a MAJOR problem what we should resolve somehow.
> When we have all four season mods (4seasons,months,weeks,days) in the mods
> directory, the game reads in ALL of them (FreeColMessages.properties file),
> regardless that we have enabled the certain mod or not.
Yes this is a problem, and a new one with this group of mods.
> And this problem is not just season-related!
> The plantForest mod also defines custom names,
> and they are in the game, regardless that the player enabled them or not.
> "markovoss" mod also defines custom names, same problem.
> And any mod which is just want to overwrite names, had this problem!
Actually plantForest is not a problem, as it does not define any names
that collide with any others. The fact that they are present in the game
but unused is a waste, but very minor. And they are not totally unused:
mod.<modName>.{name,shortDescription} *are* used, even when their mod is
not enabled, because they are part of the mod selector drop-down menu.
Those two messages must be present, which is probably why when mods were
implemented the reading of the properties file was made mandatory. I
vaguely remember some such discussion at the time, but I was only
tangentially involved. I fear the seasons-mod-group is doing something we
did not think of.
> Hmm, maybe if the game would read only the messages (from the
> FreeColMessages.properties file)
> with the mod id specified in mod.xml, and read the complete file only if the
> mod is actually enabled.
> Or maybe the game should just read-in the messages started with "mod." and
> the rest when enabled.
Partial reading of property files sounds messy. Probably the easiest
option is to just split the FreeColMessages.properties file into the
"always-read" part containing the two messages mentioned above, and a
"read-when-enabled" part called something like
<modName>Messages.properties, which would be read in
Specification.loadMods.
Cheers,
Mike Pope
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