Current build is build 11: 1.0.0.11
Everyone who wants to make a mod for BFME probably has found out by now: the game is incredibly picky when it comes to mods. It will only read BIG files if they are in the "X:\Documents and Settings\<user account name>\Application data\My BFME files" folder through the -mod switch. That's what I found at least.
The goal of BFME Mod Launcher is to allow you to easily deploy a mod, together with a launching program and an installer.
As an example of deployment you can try the
RingMod example and see how it works.
Here's a screenshot of the launcher program:
What the program does:
- install your mod
- offer option to make a desktop shortcut to your mod
- install BFME Mod Launcher
- create start menu group 'BFME Mods' and puts your mod in there (preselects the mod in the launcher, should it launch the mod directly instead?).
- displays a screenshot of your mod, version, author, website and a custom icon (as I did in the screenshot, I gave my mod a Generals icon).
- installer with LZMA compression, giving much smaller files than ZIP.
- allows the user to configure command-line options once (-win and -noshellmap).
- custom files like asset.dat are automatically extracted from the BIG file and placed in the game folder (backing up the original file) upon launching the mod.
To do:
- only the following files will be automatically extracted from BIG files, I need a more complete list of files to support if you want to have them in your mod:
Code:
asset.dat
data\movies\*.vp6
data\cursors\*.ani
- not all command-line options are available: only -win and -noshellmap. Any others?
The package to deploy mods is not yet available to the public. Is there someone who would like to write documentation on how to package your mod? (After I explain things to them). Also, some help for the Mod Launcher end-user would be nice. Writing documentation is not my strong point so that's why I am looking for help.
Hope to hear!