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Client downloads flags and maps from server if they don't have them #147
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libcurl would be a nice stop gap solution. |
honestly libcurl (with openssl?) would be the way to download the mods in the future, too. |
mod.io seems pretty popular. It has an API. 0ad's in-game mod downloader uses it. Maybe in combination with libcurl, I haven't looked. Any registered user can add mods, maps, tilesets, etc. They don't show up in the in-game mod center though unless signed by a 0ad project admin. If they're not signed, they still show up on the site and can be downloaded by anyone. @widelands actually has a way to upload mods from the in-game mod center. They still have to be approved by a project admin before showing up to other users, iirc. |
Interesting. I was just going to have the server owner put the pak files they want on their server, and then client will download them on connect when needed. I thought this was a nice simple approach, but open to understanding the advantages of mod.io. They could always upload user-created mods to moddb. |
Yes, I agree. That sounds like how @MegaGlest does it. If a player is hosting a game and a client joins, the server will offer the map automatically. The client user gets a y/n prompt to confirm before download. If the client already has the map, then the server does a CRC check to make sure it matches. (One thing missing from MG is an offer to "update" the map if the CRC doesn't match)
I accidentally went off-topic. That's a discussion for when NP has more mod capability, correct? Though you might want to register NP on mod.io in case you want to take advantage of it later. |
I got the idea from Enemy Territory.
Yes, we can support signing (I think this is configurable in ET).
I suppose, yes, can be discussed later! |
Using libcurl, or a new mod system ? We shall see.
This would fix #146
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