[FEAT] Mod installer (aka Blue Shift support part 1) #137
Labels
enhancement
New feature or request
help wanted
Extra attention is needed
PRIORITY
A feature or bug that should be prioritized
In order to support overhaul mods that come with their own game folder + gameinfo.txt (such as Blue Shift) we should devise an automated mod install + launch process for servers.
Mod registry
There should be a central registry file that we can ship, which for each of supported mods includes:
Plugin commands
All commands take workshop id or short name for mod resolution.
Install mod
sc_install bshift
Launch mod
This is where it gets tricky since overhaul mods require launching with custom -game parameter, which we have no direct way to affect.
As a workaround we can use a static game name
scmodlauncher
as a dynamically updating symlink pointing to the active mod directory. We then instruct users to launch with-game scmodlauncher
.We'll most likely need to do the same with the +map parameter, since server won't fully start with launch map missing.
We can ship an empty placeholder map.
The final file structure would look like this:
sc_launch
would do the following (approximately):After the restart, we can detect our placeholder map and change to the first map of the mod.
Implementation
The text was updated successfully, but these errors were encountered: