Please do NOT INCREASE the number of FPK files. I want to keep the total number of FPK files to a minimum. I remember that there is a limit to the number of FPK files that a mod can have before it starts to break down and I'd rather not see that, and we also need flexibility in order to allow for future modmods. I have three in mind that I want to do, and I want to keep them independent.
I understand your concern about messing your work and i don't want that. Actually, the 5 fpk were repacked into 10 fpk (the categories in my previous post). I've tested on a 2h game and i've no problems so far (except movies that you pointed out). With that info in mind, i'll try to investigate on the C2C side.
About the flexibility, it seems that packing art files doesn't have any impact, as the modmod will be modular and replaces the default files; isn't it ?
I wouldn't mind seeing ANDPak1.FPK and RevDCM.FPK consolidated into the other FPK files. If you can keep the number of FPK files constant or reduce it, that would be fine. I can appreciate the idea of reorganizing the artwork, but I know C2C ran into problems with too many FPK files, so I don't want to run into that again.
The goal is more to sort art files than to reduce the number of files. After looking into art definition files, it seems that there are no real sorting logic because the old rom files are packed in a fpk, some new and files into AndPak0, yours into Vokarya, etc.
The movie files were giving me problems (not working at all) if they were packed into an FPK, so I would really recommend leaving them unpacked.
Thank you for pointing that out. It seems these aren't played when packed. I'll try to sort that out.
I'm not finished yet with adding stuff, so please don't mess with my FPK for the moment. I'll probably be done once the last 13 techs are brought up to the two-trick threshold.
No problem. There's no hurry in doing that work. However, i'll might extract terrain texture from
RomPak FPK to allow the switch between original textures, AND textures and Blue Marble.
@team: BTW, has anyone a drawsheet with shortcuts for debug mode ? i try to learn how to debug python in-game.