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See...this is a perfect example. Sloppy needs to identify from draug's post that he needs to unzip the plugin folder and put it into a plugins directory that he creates inside of the files directory. There are so many points of failure that cause pain and frustration for users.
If Sloppy downloads it twice by accident and unzips both, then moves the PluginFolder_1 folder inside of plugins his plugin will break. If he names plugins wrong, his plugin will break. If he makes plugins in the wrong directory.....you get the idea.
If Sloppy downloads it twice by accident and unzips both, then moves the PluginFolder_1 folder inside of plugins his plugin will break. If he names plugins wrong, his plugin will break. If he makes plugins in the wrong directory.....you get the idea.
Savet, GS has no control over the fact most unzip programs for Android create a new directory named for the .ZIP and extracts into this. That's one point of "failure" you're just not going to get around without a platform specific installer. Given that the plug in system is an unsupported perk for the community, it's the community that should undertake this.
Plugins are unsupported.
The method for installing plugins is absolutely supported and well documented.
And they absolutely have control over the fact that a directory gets created. There could be an interface that allows the user to choose a zip file they downloaded which extracts the zip file into the plugins directory. It would remove all user error and make the process less error prone. Saying plugins are unsupported while basic functionality is omitted from the official client is a cop-out and is going to bite them in the rear when they try to release on iphone.
The method for installing plugins is absolutely supported and well documented.
And they absolutely have control over the fact that a directory gets created. There could be an interface that allows the user to choose a zip file they downloaded which extracts the zip file into the plugins directory. It would remove all user error and make the process less error prone. Saying plugins are unsupported while basic functionality is omitted from the official client is a cop-out and is going to bite them in the rear when they try to release on iphone.
+1 on general terms but really what we need I'd a guide, written on chewable cardboard so that the new Android players can install plugins. It's a bit of a fiddle to be sure but if there was a guide ...with screen shots ..on the forum then that would help in the short term. Presuming that the 12 year old f2p player can read and actually process information.
+1 Savet
This interface should also have a disable/enable button (which can be implemented by something simple like having a separate plugins_disabled folder, renaming main.lua, or something like that)
Ideally, the interface would affort discovery as well, i.e. link to some sort of plugin store; but maybe that should wait until steam integration.
I think with so many games offering community addons, people are much more understanding of the difference between the core game (that should Just Work) and plugins (that might fail, be buggy, etc).
This interface should also have a disable/enable button (which can be implemented by something simple like having a separate plugins_disabled folder, renaming main.lua, or something like that)
Ideally, the interface would affort discovery as well, i.e. link to some sort of plugin store; but maybe that should wait until steam integration.
I think with so many games offering community addons, people are much more understanding of the difference between the core game (that should Just Work) and plugins (that might fail, be buggy, etc).
If anyone here has the knowledge of making Android APK applications they can put on the market, they could make a "Vendetta Online plugin installation tool."
User downloads plugin zip files from their favorite source. User installs APK installer. User tells APK installer to "look in this folder and subfolder(s) for zip files. APK says "Ok found some and here's a list." User says "use these ones" and the APK install tool does a search for the game's folder names, creates plugins folder if none exist, and uses the Android's built in extraction tool to extract appropriately.
I'm sure SOMEONE knows how to do this. I am not a coder and couldn't if you paid me, but I'm willing to test and help troubleshoot.
User downloads plugin zip files from their favorite source. User installs APK installer. User tells APK installer to "look in this folder and subfolder(s) for zip files. APK says "Ok found some and here's a list." User says "use these ones" and the APK install tool does a search for the game's folder names, creates plugins folder if none exist, and uses the Android's built in extraction tool to extract appropriately.
I'm sure SOMEONE knows how to do this. I am not a coder and couldn't if you paid me, but I'm willing to test and help troubleshoot.
Inc, what's the status on this?
Does this directory get created by default now?
As a reminder, wish list items currently include:
1. Create the directory automatically on installation.
2. Create a method to install or delete a plugin through the interface by selecting a plugin zip file with a disclaimer that plugins are completely unsupported, which will unzip the plugin into the user's plugins directory.
This would go a LONG way to decreasing mobile user frustration in using plugins which are almost necessary for situational awareness or mobile UI layout.
Does this directory get created by default now?
As a reminder, wish list items currently include:
1. Create the directory automatically on installation.
2. Create a method to install or delete a plugin through the interface by selecting a plugin zip file with a disclaimer that plugins are completely unsupported, which will unzip the plugin into the user's plugins directory.
This would go a LONG way to decreasing mobile user frustration in using plugins which are almost necessary for situational awareness or mobile UI layout.
So, I asked Ray to auto-create the plugin directory on installation quite awhile ago, and I was told that was working and released (6 months to a year ago?). If it isn't working or something, let me know.
As for generally improving or streamlining plugin installation.. that is just not a priority right now.
What would be far better, is to come up with a condensed list of those "best" plugin features you consider absolutely mandatory, and elevate those in a separate ticket for integration into the main game UI.
I know we haven't propagated across these kinds of new features in some time, but that's really what the plugin stuff is supposed to be about.. enabling experimentation by the users which may then inform developer-created improvements to the main game.
We're in the middle of doing the whole VR/Cockpit UI stuff anyway, which is going to be a whole.. new thing for plugin authors to deal with. So it's a good time to be adding in some new features anyway, when we're still in the design process.
As for generally improving or streamlining plugin installation.. that is just not a priority right now.
What would be far better, is to come up with a condensed list of those "best" plugin features you consider absolutely mandatory, and elevate those in a separate ticket for integration into the main game UI.
I know we haven't propagated across these kinds of new features in some time, but that's really what the plugin stuff is supposed to be about.. enabling experimentation by the users which may then inform developer-created improvements to the main game.
We're in the middle of doing the whole VR/Cockpit UI stuff anyway, which is going to be a whole.. new thing for plugin authors to deal with. So it's a good time to be adding in some new features anyway, when we're still in the design process.
Thanks. I'll start a new thread with a list of bare minimum necessary enhancements for player awareness.