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After playing with the latest version of Wazzal II, I have reminded myself that installing and updating Notrium mods are not very clean procedures, as it involves injecting the content in parts (data, textures, sound, ...). Such a mix prevents someone from seamlessly cloning the contents from a mod's git repository and play the mod in that form.
What do you think about allowing the user to copy a mod into a dedicated folder ("mods"?) and have the game discover the mod as it is?
The text was updated successfully, but these errors were encountered:
Not sure about mod discovery currently. Do you think we need to maintain backwards compatibility with the old way of finding and loading mods?
At first, I thought of adding an optional item in the configuration file (either a flag or a path to a directory) stating whether to look for mods in that path or keep the classic behaviour. But of course, we don't really need to be that flexible. Also, it is questionable whether we need backwards compatibility here: the only purpose would be to avoid confusion between Notrium versions.
After playing with the latest version of Wazzal II, I have reminded myself that installing and updating Notrium mods are not very clean procedures, as it involves injecting the content in parts (data, textures, sound, ...). Such a mix prevents someone from seamlessly cloning the contents from a mod's git repository and play the mod in that form.
What do you think about allowing the user to copy a mod into a dedicated folder ("mods"?) and have the game discover the mod as it is?
The text was updated successfully, but these errors were encountered: