Comments (2)
Essentially, you are replacing the explicit C++ code to modify the dat file with generic C++ code to parse patch instructions and apply them to a dat file.
And then you also want to automatically generate those patch instructions from a diff of two dat files.
Both things are technically possible, but sound like a lot of work. If you want to tackle any of them: good luck, have fun 🤗
from auto-mods.
I thought of it, because that would make automating things easier, for example auto-mods
could be used officially and automatically update mods in their workshop when a new patch is released. Without the people needing to care, they could just store the initial patch instructions within the upload of the mod and then it gets applied automatically when downloading the mod.
from auto-mods.
Related Issues (17)
- Cannot be compiled on modern Ubuntu versions HOT 7
- How do I run this with a debugger? HOT 5
- Random cost mod discussion HOT 7
- Output .dat file seems corrupted HOT 4
- (Suggestion) Add 50x mod HOT 1
- [Critical] None of the xtech mod work on latest (Update 51737) HOT 1
- x256 mod crashes when you queue a technology after itself HOT 1
- [9x Tech Mod] Level Hoardings destroys all castle when all University tech is done HOT 2
- [Teamwork] Byzantine castle HP overflow and trade carts getting stuck
- [Teamwork] Guilds and saracen market bonus
- New Civs don't have 9X Castle Techs HOT 1
- Burgundians - subsequent tech researches are not 33% cheaper food HOT 2
- Bengalis Castle techs not 9x researchable
- [9x Tech Mod] Economic techs are not repeatable from Mule Cart HOT 2
- [9x Tech Mod] Researching supplies twice crashes game
- CI/CD - Github Actions HOT 2
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from auto-mods.