Changes between Version 1 and Version 2 of Ticket #4027
- Timestamp:
- Nov 11, 2016, 6:59:14 PM (7 years ago)
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Ticket #4027
- Property Component UI & Simulation → Core engine
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Ticket #4027 – Description
v1 v2 1 1 It should be possible to install mods by opening a mod file with 0ad: 2 2 3 * The modder makes a file available for download, named something like ''modName.pyromod'' (containing the mod directory or zip, and the mod.json)3 * The modder makes a file available for download, named something like `modName.pyromod` (which is just the zip generated by the archivebuilder, which includes the mod.json file) 4 4 * The player downloads the file to his downloads 5 5 * Then the player is able to open the file with 0ad/pyrogenesis 6 * The game places the mod zip in a new (TODO maybe allow overwriting the same mod if it is a newer version) mod folder. 7 8 Note that during the last step we can add a platform specific workaround for mods on Windows, as once a mod is mounted reading the mod.json from the zip is not possible.