12.09.2006, 17:25:53
<disclaimer> This is just theoretical babble from one bored and sleep deprived man, not a request to do anything.</disclaimer>
Plenty of mods, particularly Total Conversions and TS mods, tend to hexedit the game(md).exe to look for <modname>##.mix and other files that are undetectable by the original game installation. With the creation of RP/ETS, they have to keep editing each version of the patched exe to keep their changes functional. Clearly, there should be better ways to separate mods. This idea (multiple non conflicting mods) has been brought up in the past, in this very forum, and as I recall it was proposed to use Quake style -dir=moddir exe switches and load content from gamedir/moddir as if it were part of the game.
Thoughts?
Plenty of mods, particularly Total Conversions and TS mods, tend to hexedit the game(md).exe to look for <modname>##.mix and other files that are undetectable by the original game installation. With the creation of RP/ETS, they have to keep editing each version of the patched exe to keep their changes functional. Clearly, there should be better ways to separate mods. This idea (multiple non conflicting mods) has been brought up in the past, in this very forum, and as I recall it was proposed to use Quake style -dir=moddir exe switches and load content from gamedir/moddir as if it were part of the game.
Thoughts?