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The launcher should detect if binaries are included in the mod, if the binaries are not included it uses the vanilla binaries.
for this we should be able to tie the mod back to the vanilla commit/release it was built from/last merged with (edit: I see you have this in the metadata 👍)
Also just adding that the way that we order the table is so magic and feels really good. Barg did a great job on that.
lol glad it feels nice to you, my PC still does some kind of daily scan and so they all end up with the same last accessed timestamp for me
game? Jak 1/2
Not a huge deal but I wouldn't rule out the possibility of a mod crossing multiple games (e.g. could bundle orb hunt Jak 1 and Jak 2 together, give user a way to choose which game to launch?) Or we just list them separately but they can pull from the same repo behind the scenes
maybe we wanna think about showing some kind of stats for number of downloads or let users give a rating? definitely not top priority but could be cool
More complex mods we should support
- Hide and Seek (cpp extra library and custom binary but still all runs from one executible in gk.exe)
More complex mods that I dont think we can realistically support without a ton of clutter and custom exceptions
- TeamRuns - Unfortunately the custom electron webclient layer probably makes launching/maintain something like this too unrealistic
- OpenGOAL twitch crowd control - Again the same issue.
It would probably be possible to "launch" the TeamRuns electron client or the crowd control client from gk natively, If they figure out a way to bundle it so it works then I wouldn't be against them adding these but I don't think we should worry about the current way they work.
Packaging of a mod. All uploaded to the root of a github release.
Should add a script to automatically package the source into a mod format version.... see -> https://github.com/OpenGOAL-Unofficial-Mods/jak-project/blob/curl-hide-and-seek/scripts/batch/make%20release%20file%20structure.bat