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Feature proposal: install mods in another directory #53

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Enet4 opened this issue Feb 27, 2016 · 2 comments
Open

Feature proposal: install mods in another directory #53

Enet4 opened this issue Feb 27, 2016 · 2 comments

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@Enet4
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Enet4 commented Feb 27, 2016

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?

@verhoevenv
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Yes, I fully agree!

There's some overlap in #43 as we could load multiple directories in the PhysFS virtual filesystem.

However, it doesn't sound too hard to do before we have PhysFS, but it would maybe need some rework with PhysFS.

Not sure about mod discovery currently. Do you think we need to maintain backwards compatibility with the old way of finding and loading mods?

@Enet4
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Enet4 commented Feb 27, 2016

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.

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