Mod management
AWildErin opened this issue · comments
Allow users to create source mods and set them up correctly. Can probably make it download the template repo or something
Would this be extra buttons or a separate window that'd allow you to configure the source mod?
separate window that'd allow you to config the source mod really
for Chaos source mods or P2CE source mods? or just, any source game? idk this is called SDKLauncher, doesn't specify for what exactly, I assume Chaos?
Chaos only, specifically for p2ce though I suppose you could theoretically do it for any chaos games
I mean, that's where the difficulty lies, if it's P2CE specific, we can likely ship a ZIP it unpacks with the source mod, if it's Chaos we need to find a way to fetch any chaos game that has modding support and append that to the list of sourcemod options somehow.
unless I am just over complicating things greatly.
Or just download the template repo? There's a direct download url you can do and you can ultimately just make use of that
for P2CE? doesn't that require git to clone?
even if it' directly downloaded, it'd still be a zip that needs unpacking.
No, it doesn't require git to clone. And while yes it'd need to be unpacked, it'd still be the most up-to-date rather than shipping a zip with each build.
That's true. Luckily, QT provides a neat little network package that'd allow us to fetch and download it. it's gonna be quite a process to make work, but I can try my best.
I have an idea for the best of both worlds, can it be done where chaos applications like P2CE and Momentum have a file in their root called sourcemod
(no extension), it's a plain text file with a link to the sourcemod repo, this way we can scan for this file and fetch the sourcemod, and if there are chaos games in the future they can follow suit or leave the file out, if it can't be found, it won't show up as an option.
I am curious, what library would be used to zip/unzip the zip files brought on by github?