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Split LUA code in to a separate repository. #57
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+1 |
Mods folder from the repo has been moved to: https://github.com/JamesWilko/Payday-2-BLT-Lua/tree/master |
@JamesWilko great! |
..actually the "payday2bltdll" is still a problem. |
@BangL We're aware of the problem, since if we decide to push a dll update then we're going to end up with all Linux users with Windows dll's in their game folders. We'll most likely sort this out server-side so that players get the right one. |
@JamesWilko I haven't even thought much yet about auto-updating... For starters, we currently ship three different binary builds. One that targets on Ubuntu Precise/SteamRT, as some users seem to have a larger shared object library provided by SteamRT which gets in the way of other builds working, another for Ubuntu Trusty, and one for Debian Testing (simply because that's my distro). We could easily tag the release using the preprocessor and expose it via a LUA native function, I suppose, and if a user is using a source build, we could just place a notification at the main menu. |
As it stands there are currently three BLT Loaders. One is for Windows, and two are for Linux.
All of these support the same mods, and have the same LUA API. Since the LUA API is, for the most part, platform agnostic, it would be nice to move it to a separate repository so that anyone using it can depend on it as a submodule without pulling in the BLT loader.
This has the advantage of insuring that any BLT loader is using the same code as any other, and allowing for contributions of any BLT loader to the LUA base to benefit the rest.
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