MikeTheRaptor wrote:TMM-certified mods are mods which meet Trespasser CE's standard directory structure and which are package in a zip file.
This is great, I was hoping this feature could be added, but I didn't ask for it because I don't how big you want to take this app.
As tatu asked on Discord, hopefully we can get RAR and 7Z support later.
I added a few issues to the GitHub page. TMM crashes when tp_mod.ini and/or the mod folder are not found and if there are duplicate entries to the trespasser.ini.
MikeTheRaptor wrote:I'm creating a small library of TMM-certified mods
here.
I've actually converted Christmas Crisis to a TMM-certified mod last week. Is there a way I can upload it to that library?
TheIdiot wrote:Question: what exactly does the "UseRecommendedQuality" setting do? Does it read any .ini settings from the mod and override those of your trespasser.ini while the mod is active?
Yes, but not just any setting. Here are the settings from trespasser.ini that get overwritten by your mod's fm.ini if UseRecommendedQuality is active:
CacheMinDist, ForceMaxObjectDetail, PixelTolAdj, DetailReductionScale, MaxShearTestDist, MaxCullDistance, MaxCullDistanceShadow, MinCullDistance, MinCullDistanceShadow, ObjectCullDistScale, ObjectCullDistScaleShadow, CachedObjectCullDistScale, MinObjectCullDist, MinObjectCullDistShadow, MinCachedObjectCullDist, MinTerrainNodeEvalDist, PersectiveError, MinSubdivison, AltPerspectiveError, AltMinSubdivision, AdaptiveMinSubdivision, MaxToDepthsort, SortDistanceScale, CullDistScale, CullShadowDistScale, FarClipScale, WaterResScale, TerrainTexelScale, TerrainDistanceScale, ResolutionScale
Basically, only things under Render and MaxQualityParams.
TheIdiot wrote:Mods should come with that setting in their .ini file if required. I have no idea if CE actually reads that value from a mod's .ini, but regardless I always have it set to 7 in my .ini file (it's 8 in my mod .inis but I would always avoid having 8 AI active regardless in order to be safe - the extra one is available just in case). I've never played a level with more than 7 active at once, and after a lot of testing it seems 7 is the most the game can handle before things start bugging out (like physics turning off, some AI not waking up, etc). I have tested up to 9, which does work provided there aren't too many other objects around, but should also be considered "unsafe" as weird stuff can happen. If TMM adds the ability to change this value in the future, I have to suggest it be allowed to go up to 9, but any values above 7 should come with a warning.
It can be set higher than 6? The reference document says 6 is the maximum. Maybe Lee meant 6 was the maximum amount of stable dinosaurs.