🔒 Outline for a new mod manager
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664a13a90de53
27. February 2013, 09:21:07
@Zeebok: I did a bit of testing and reading in the new dark docs last night. As a conclusion the preferred path to add mod resources to would probably be mod_path (Doh!) in cam_mod.ini since it loads all kinds of resources.#20
27. February 2013, 10:01:37
#21
jg18Quote
I might be able to help a bit with this if you need it, Zeebok. I work on a wxWidgets-based launcher for FreeSpace 2 Open.Why wxWidgets, by the way, as opposed to, say, Qt?
27. February 2013, 14:45:11
#22
ZeebokQuote
@Kolya: Luckily I haven't got to the point of changing ini files yet but thanks for the heads up.@jg18: If you'd like to help that's fine, so far I've been doing ok (outside of having free time) but I will certainly get in touch if I run into problems. As for why I chose wxWidgets; just curious how the library was. Wanted to mess with some kind of C++ GUI library and heard this was one of the nicer ones. I certainly am interested in seeing Qt more but perhaps for a different project.
28. February 2013, 20:32:33
Once you're done with the mod manager, what about adding something to set all the stuff which you can only be set through config files?#23
IMHO it would be a nice addition.
My idea would be something like this.
28. February 2013, 21:02:44
That's a whole different can of worms for several reasons. I'd be superhappy if we just had a good modmanager.#24
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