Modders: please release your SK source-code along with your mod

Is this a good idea?

  • I am already a modder and I pledge to use this model for my SDK-based mods

    Votes: 6 66.7%
  • I am a modder and I don't want to do this

    Votes: 2 22.2%
  • I am an end-user of mods and I would love to see this

    Votes: 1 11.1%
  • I am an end-user of mods and this is of no value to me

    Votes: 0 0.0%

  • Total voters
    9

zulu9812

The Newbie Nightmare
Joined
Jan 29, 2002
Messages
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Location
Athens of the North
It really does make it a whole lot easier to integrate into other mods. Here is the format that I propose:

Inside the mod folder, alongside the Assets folder, there should be a folder entitled SDK-source-files, like so:

Code:
Mod folder--------------Assets--------------------------Art
--------------------------------------------------------Python
--------------------------------------------------------XML
------------------------SDK-source-files----------------

In that SDK-source-files would go all the .cpp, .h, etc. files that you edited - but not all the of the files of the whole source code, obviously (that would probably be illegal anyway).

In addition, the changes within each file should be enclosed in non-code comment lines, e.g. Start of [mod-name], End of [mod-name].

I realise that some modders do this already, but some don't (they don't release any source code at all). I would like to see this become a universal standard. This will help people to integrate mods into their own and it will help people to create their own SDK-based mods if they can easily inspect the code of other mods. After all, isn't that the point of the SDK in the first place? To help people to mod?
 
I strongly agree. SDK source code for module components, at the very least, should always be released. Full scale mods I can understand not releasing source for, simply because they may have dozens of source files changed, and most people won't be combining a full scale mod with anything unless they're on the mod's team.

Components, however, have to be open source or they're virtually useless.
 
While I agree with the above, and will be releasing all of my source code, I am a little disappointed (and consequently put off doing this) with a certain element on the internet at other Civ4 sites. A person has ripped some of my code and claimed ownership/creation of the code. :mad:

It's this sort of thing that allows me to understand modders who don't want to release source code. :(

Dale
 
zulu9812 said:
It really does make it a whole lot easier to integrate into other mods. Here is the format that I propose:

Inside the mod folder, alongside the Assets folder, there should be a folder entitled SDK-source-files, like so:

Code:
Mod folder--------------Assets--------------------------Art
--------------------------------------------------------Python
--------------------------------------------------------XML
------------------------SDK-source-files----------------

In that SDK-source-files would go all the .cpp, .h, etc. files that you edited - but not all the of the files of the whole source code, obviously (that would probably be illegal anyway).

In addition, the changes within each file should be enclosed in non-code comment lines, e.g. Start of [mod-name], End of [mod-name].

I realise that some modders do this already, but some don't (they don't release any source code at all). I would like to see this become a universal standard. This will help people to integrate mods into their own and it will help people to create their own SDK-based mods if they can easily inspect the code of other mods. After all, isn't that the point of the SDK in the first place? To help people to mod?


I strongly agree with releasing the source code changes to the SDK for any mod, but I don't think that as a standard it should be released in the same package as the mod. As a seperate download from the main package would be just as well. First off, perhaps you would like to look at the source changes without downloading a 120mb or so file that some mod packages are sized at.

The second reason is that I've had experience with someone trying to install the Civcraft mod and being confused about where to put the "SDK Source Changes" folder, because at that time I was putting the SDK Source Changes folder alongside the Assets folder as you are showing (now I have it within a "Optional Items" folder).

For GerikSpells, I'm putting the Source-code changes inside a seperate package that can be found at a download site. Not that it's necessary to because the package is quite small, but just because I don't think it's necessary to have to bundle the two.

The only problem with this is that the new File Database at this site can only upload one file. So, I can't attach two packages to a Mod Component page, and don't think it's really necessary to make two seperate downloads in the database (one for the mod, one for the SDK changes). On the other hand, I should probably put a link to the source changes in the README file for those who want to see it. So, that might be a decision I have to make too, if it becomes so that the File Database becomes a primary download spot.

So, yes to releasing code, but no to releasing it alongside the assets folder inside the main package.
 
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