\XStoryPlayer 3\ shouldn't be a part of the folder structure.
What if decide to install my game in c:\xstory\ ???
I'm not even sure that "pack" and "pack_dungeon" should be a part of this folder...
for me, zipped mod should have a root readme file containing
- use this mod with this_base_pack.bin
- to avoid conflicts or overwritting other mods, rename / unpack your this_base_pack.bin to \my_big_mod
and root folder should be the same as the uncompressed .bin
\ai
\init
\scene
(I don't remember well the content of packed filed and I'm at work, sorry)
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I'm looking for a way to implement a mod installer/uninstaller but it's quite difficult since "script" files need to be modified (not replaced) for multiple mod install.
diff files may work in most case but will certainly cause bugs at short term.
I was trying to think something easy to use for modders and end users.
Maybe with bloc tags that identify added parts of code.
something like :
Code:
// <mod name="my_mod">
blabla
code
here
// </mod>
loc.item = "value" ; //<mod="my_mod> original_line_code_here (ex : loc.item ="original_value" ;) </mod>
with a "standardized" input mod file like :
Code:
<pack file="pack\pack_dungeon.bin"/>
<insert file="pack\ai\file.dat" line="20">
blabla
code
here
</insert>
<replace file="pack\ai\anotherfile.dat" line="42">
loc.item = "value" ;
</replace>
but the installer will have keep a trace of inserted lines to offset other mods, and I'm not sure I can make it work in every case.
this is just a draft of what I've been thinking. It needs big improvement, maybe I have to go on a totally different approach...
if there are other devs on the problem, let us know what you've found.
What do you think of what I wrote? maybe an idea ? pure shit ?