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Click on button Add a Module. On this page, enter the following asked information : Name : The name of your module (example : The Adventure's Island). Password : The password that will allow you to modify your serveur data. Confirm Password :Rewrite the password. Then click on button Add this Module. Click onList of Modules in the menu. This page displays refered modules list for the client. In front of each server, there is an Edit button that allows you to access to the module's modification page. (You must enter the password given at the module creation to be granted the access) The module modification is composed of three pages : the module main properties, the zip files list (include all the data that will be copy to the client) and the files path (allow the correspondence between the path beginning in the zip files (folder) and the files path on player's computer. (To validate modification, click on Save) Name of module : Change module's name Current Password : Check current password to validate new password. New Password : Write new password. Confirm New Password: Rewrite new password. (Optionnal) Skin is composed of 4 parts. Background, launch buttton, bars of progression and the cross to close the client. We place at the disposal the .psd corresponding to the format of edition of the images under the Photoshop Software. They will enable you to recreate your self skin for your module. In the .psd, there are copies with ++ front. That wants to say that you shouldn't remove or deplace them. These copies form the framework and the writings of the client. For the background and the decoration, it is with you to play !!! Basics concepts in computer graphics under Photoshop are necessary to the creation/modification of a skin. Once your skins ready, place them at disposal on a web hosting. Then return for each entity the corresponding URL. Example : Background : Then click on Save and on URL of Zip Files This page allow you to add the zip list containing all the files which are necessary for the client (hakpak, gui, trx, pwc and anything else). For that, you just need to add as many URL as zip files you have (each server has the responsability to host his own resources). There's a cross that allows you to delete one component of the list. The client never downloads an entire zip on the player's computer. For instance, imagine that you have created a single zip file that contains everything from a folder that you have structured and that contained sub-folders and files. At their first connexion, the players will download all the files included in the zip. Now imagine that you have just modified a hak. You copy your new hak in the folder structure and this allow you to easily regenerate your zip that contain all your files. When the player launch again the client for the module, he will not download the zip but read the information contained in it, compare each file (date and size) to its copy in the player's computer to see if it has changed and, in the case of a modification, the modified file will be extracted by distance from the zip and redownloaded. So it is up to you, whether you prefer a single zip or many small zip. We suggest the happy medium. Thus, thanks to that system, the module creator dont have to worry about generating the list, the CRC, etc... and if a player has deleted or modified a file by accident, it will automatically repatch at the next connection. Of course, think that you are not the only server for a player so try to give specific names to your files because this is decreasing the conflict risk between two modules. But if by any bad luck, two modules would have the same files name, the client will automatically updates the server that the player has lastly selected. But even it does not create any bug, it compels at each module change, the player to redownload the files for nothing. It's the most complicated part of the site but in fact, it's very simple. On this page, you will be able to specify the correspondences between a folder path contained in the zip and the player's computer folder. When you create a new module, there is automatically 5 main correspondences that are created. If you structure your zip in order to be in adequacy with those correspondences, you will have nothing to do, otherwise, you can create your own correspondences. Imagine that in the zip, when you open, you have this : hak/MonHak1.hak hak/MonHak2.hak pwc/MonPWC1.pwc pwc/MonPWC2.pwc In that case, the correspondence /hak/ >> %PLAYER_HOME%/hak/ will allow you to copy the first two files in the "My Document/nwn2/hak" folder. And the correspondence /pwc/ >> %PLAYER_HOME%/pwc/ will allow you to copy the last two files in the "My Document/nwn2/pwc" folder. Now, if in your zip, you have that : MesHaks/Modeles/MonHak1.hak MesHaks/Objets/MonHak2.hak MesPWC/Zone1/MonPWC1.pwc MesPWC/Zone2/MonPWC2.pwc You create the following correspondences : MesHaks/Modeles/ >> %PLAYER_HOME%/hak MesHaks/Objets/ >> %PLAYER_HOME%/hak MesPWC/Zone1/ >> %PLAYER_HOME%/pwc MesPWC/Zone2/ >> %PLAYER_HOME%/pwc (If you have any question, go on the forum ;-)) |