loup99/WtWSMS

"Dev" versions of .mod files

Opened this issue · 5 comments

It would be good if we could keep both the Github and Steam WtWSMS versions in the launcher at the same time and have them easy to distinguish.
My proposal:

  • keep the current .mod files in case someone only uses the development version
  • create copies of the current mod files (i.e. dev_WTWSMS.mod, dev_WTWSMS_AfricanPortraits.mod) with different names in the launcher (add [Dev] prefix or something similar)
  • no folders have to be edited

I agree with this

The Steam workshop version is identical to the latest release. You can download the release and edit the .mod files directly in that download yourself to have them in the launcher. With this in mind I don't understand what you want to do.

You misunderstood me. I (and @Abian36 probably) want to keep both the Steam and GitHub versions at the same time. Downloading the releases, modifying the files etc. is exactly the redundant work that could be avoided with my solution.

But the Steam workshop is not a separate version, it is an exact copy old version of the GitHub (hence why Steam workshop can not be used for development)! You can find it here to have both. Remember too that the sub-mods don't change, they are the exact same for both. So you don't need to have it or add mod files, and in fact I strongly recommend you not having it since it updates automatically and bugs more often than not.

So keep the old release and the GitHub at the same time if you want to mess with that, but that personal choice has no impact on the repository. You confuse folders with .mod files, and the Steam folder is compressed while those here are linked (and the .mod files are not, hence why you can edit them as you wish in your game folder).

My experience on this: when I want a Steam-based installation of a mod to co-exist with a git based installation: I copy WTWSMS.mod from git repo into WTWSMS-git.mod, changing inside the name to "WTWSMS (git)" like suggested by @IhateTrains. Maybe a script similar to https://github.com/loup99/WtWSMS/blob/master/create_symbolic_links.bat could automate that ?

But that's only to debug Steam uploading/checksum specific issues, and you need to be careful to revert that setup before packaging a new version of the mod, as steam uses the .mod name to link with workshop item.

I tend to agree with @loup99 that if you want to play a public release of the mod (to reproduce a bug etc.) it's easier to "git checkout tag" (assuming you use symbolic links for the mod folders).