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@Fris0uman Fris0uman commented Aug 28, 2022

Fixes #158

Move basegame data to Data/ and add a Mods/ folder for mods

As far as I can tell it works, games loads properly and works, I've got some weird behaviour with Voidwanderer but I could not figure where they came from and it might because the version I was using got outdated since I took so long to finish this

This Pr also require a change in the data repo to actually add the two new subdirectories and move stuff there

traunts added 10 commits January 1, 2023 16:16
Refactor PresetMan to contain a static reference to all official & userdata modules.
Add the new function `IsModuleUserdata()` that takes a module name and checks if it exists in our list of defined modules.
Replaced some duplicated checks with these new utility functions (including `IsModuleOfficial()`)
…s and returns a path as such

Update XML doc comments to match standard.
Refactor all directory generation checks to use case-sensitive members.
Remove the leading underscore from generated Screenshots directory.
XML Comment refactoring
remove more hardcoded references to mods folder, accommodate userdata in path utilities
@traunts traunts marked this pull request as ready for review January 1, 2023 06:54
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traunts commented Jan 1, 2023

I've added changes that expand on the current set to handle Userdata in its own directory. This should mean that no modules are created at the root level. The directory is configured in System as /Userdata for the time being. The rest of the module path work should handle it similarly.

@traunts traunts added enhancement New feature or request refactor Code needs to be refactored labels Jan 1, 2023
@MyNameIsTrez
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@Fris0uman Idk if you saw me talking about it in #project-coding, but mod.io downloaded zips now automatically have something inserted between the ".rte" and the ".zip", meaning that the game won't be able to automatically unzip them anymore. If you'd be able to change the game's check whether it ends with ".rte.zip" to ".zip" in this PR that'd be awesome. :)

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I can look into it, not sure when though. I haven't looked at this in a very long time now, it would probably better if someone else does it if doesn't absolutly have to be part of this PR

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traunts commented Feb 6, 2023

@Fris0uman Idk if you saw me talking about it in #project-coding, but mod.io downloaded zips now automatically have something inserted between the ".rte" and the ".zip", meaning that the game won't be able to automatically unzip them anymore. If you'd be able to change the game's check whether it ends with ".rte.zip" to ".zip" in this PR that'd be awesome. :)

@MyNameIsTrez Changed my mind with this one, it's out of scope and this has been open long enough. I'll open an issue if you haven't already and tackle it there.

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MyNameIsTrez commented Feb 6, 2023

I'll do it on this PR when I get home.
It can be done in a separate PR, but it's more about this current PR's unzipper method not making sense anymore. It should just

  1. Iterate over the Mods/ directory, instead of the game directory, and
  2. Only check that the filename ends with ".zip", instead of having to end with ".rte.zip"
    The relevant code is here in his PR.

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traunts commented Feb 21, 2023

Closed in favour of #490 to avoid working on the forked branch
(I accidentally created the branch on our remote, and don't fancy backtracking)

@traunts traunts closed this Feb 21, 2023
@Fris0uman Fris0uman deleted the move_to_data branch February 21, 2023 17:39
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Add a "mods" folder

4 participants