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The current method is a setup for failure that is tied to an arbitrary "has it been deleted yet?" spring build deletion cycle.
The entire point of portable is to be self contained insomuch that is has the base game and engine distributed with it (ignoring the fact that checking for game/luamenu updates happen upon launch <- this is to be expected). So it doesn't make sense for the launcher to fail because it's checking for an engine build it already has.
Portable shouldn't be trying to download the engine at all. If you are using the portable build then it is clear and should be obvious that that comes with maintenance responsibilities.
The text was updated successfully, but these errors were encountered:
The current method is a setup for failure that is tied to an arbitrary "has it been deleted yet?" spring build deletion cycle.
The entire point of portable is to be self contained insomuch that is has the base game and engine distributed with it (ignoring the fact that checking for game/luamenu updates happen upon launch <- this is to be expected). So it doesn't make sense for the launcher to fail because it's checking for an engine build it already has.
Portable shouldn't be trying to download the engine at all. If you are using the portable build then it is clear and should be obvious that that comes with maintenance responsibilities.
The text was updated successfully, but these errors were encountered: