Some launcher suggestions that may be worth considering.
1) Build in a bittorrent client for the distribution of the mod pack files, or package launcher with mod pack through a torrent. This will ease the bandwidth demands of what I guess is at least 120GB in the last week by distributing it to the end users a bit while they are playing the game. Cap transfer so as to not interfere with game.
2) Use rsync methods when updating the modpack / individual mods so the only information that is transferred is the changed bits of the archive files (99.99% of subsequent mod releases are the exact same data, bit-wise).
3) interface feedback to let the end user know what is happening (think WOW launcher), watch logs can be cryptic.
4) Change log for new releases of the client either in the news tab or somewhere easily accessible.
Some additional items to decrease effect of launcher issues:
Rather then what seems like an intense interaction with the server every time you run the client (or game crashes), and the launcher seizing if the server is having issues, simplify the checks to a single hash check or version check.
Even better is to key the version of each of the mods/MC jar and check against a local config that keeps this data handy. But if the server is having any issues, just have the launcher lean on the local config file for the last known good compilations installed. I recognize, and currently lean on "other" launchers that load the FTB mod pack from your install folders, but the FTB launchers stated purpose is to make the mods easier on the end users, and my friends/users fail as soon as the instructions pass the first step of "double click shortcut".
The launcher could then check installed mod versions against "approved" versions and load/update individual mods as necessary (Rather then re-download 18MB because a config file was changed to make mod XYZ not ABC etc).
Thanks for all the work on the mod pack and launcher, its appreciated! Now if I could just get client crashes from bugging my water pumps, my shit won't blow up nearly as much!
1) Build in a bittorrent client for the distribution of the mod pack files, or package launcher with mod pack through a torrent. This will ease the bandwidth demands of what I guess is at least 120GB in the last week by distributing it to the end users a bit while they are playing the game. Cap transfer so as to not interfere with game.
2) Use rsync methods when updating the modpack / individual mods so the only information that is transferred is the changed bits of the archive files (99.99% of subsequent mod releases are the exact same data, bit-wise).
3) interface feedback to let the end user know what is happening (think WOW launcher), watch logs can be cryptic.
4) Change log for new releases of the client either in the news tab or somewhere easily accessible.
Some additional items to decrease effect of launcher issues:
Rather then what seems like an intense interaction with the server every time you run the client (or game crashes), and the launcher seizing if the server is having issues, simplify the checks to a single hash check or version check.
Even better is to key the version of each of the mods/MC jar and check against a local config that keeps this data handy. But if the server is having any issues, just have the launcher lean on the local config file for the last known good compilations installed. I recognize, and currently lean on "other" launchers that load the FTB mod pack from your install folders, but the FTB launchers stated purpose is to make the mods easier on the end users, and my friends/users fail as soon as the instructions pass the first step of "double click shortcut".
The launcher could then check installed mod versions against "approved" versions and load/update individual mods as necessary (Rather then re-download 18MB because a config file was changed to make mod XYZ not ABC etc).
Thanks for all the work on the mod pack and launcher, its appreciated! Now if I could just get client crashes from bugging my water pumps, my shit won't blow up nearly as much!