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Add a VERSION file to simplify engine version checks for mods. #13443

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merged 5 commits into from Jun 4, 2017

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pchote commented Jun 3, 2017

Dropping support for the RequiresMod metadata had an unfortunate side effect of removing the only simple way we had for mods to check/force a specific engine version.

According to @jrb0001 players with the wrong engine version desyncing games is an ongoing problem for the Crystallized Doom mod, and I need a simple way to query the engine version for the mod template.

This PR introduces a VERSION file in the source/install root that external scripts can read to get the current engine version. This is also used ingame instead of relying on the modcontent mod so that third party mods are no longer forced to ship that if they don't need it.

@pchote pchote added this to the Playtest featuring updated HitShapes milestone Jun 3, 2017

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rob-v approved these changes Jun 4, 2017

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@@ -93,7 +93,8 @@ public MainMenuLogic(Widget widget, World world, ModData modData)
// so we can't do this inside the input handler.

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rob-v Jun 4, 2017

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The now obsolete 'Switching mods changes' comment could be also updated.

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rob-v Jun 4, 2017

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The now obsolete 'Switching mods changes' comment could be also updated.

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pchote Jun 4, 2017

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This is still technically correct, the content installer is a different mod.

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pchote Jun 4, 2017

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This is still technically correct, the content installer is a different mod.

@obrakmann

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@obrakmann obrakmann merged commit abdcf90 into OpenRA:bleed Jun 4, 2017

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obrakmann commented Jun 4, 2017

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A "RequiresEngine" section in the mod.yaml to express the dependency from the mod side would be a good idea for a follow up PR.

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jrb0001 commented Jun 4, 2017

A "RequiresEngine" section in the mod.yaml to express the dependency from the mod side would be a good idea for a follow up PR.

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Our official stance is that mods should never be distributed separately from the engine, so that feature won't happen. Wait for the next PR against the mod template to see how you can achieve the same thing on the tooling / launcher side.

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pchote commented Jun 4, 2017

Our official stance is that mods should never be distributed separately from the engine, so that feature won't happen. Wait for the next PR against the mod template to see how you can achieve the same thing on the tooling / launcher side.

@pchote pchote deleted the pchote:engine-version branch Oct 15, 2017

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