Open midspace opened 9 years ago
For B, you could always just create a Fork of this repo and maintain the few commits required to adapt the project for ME on its master branch. Then, when changes occur in this shared repo, rebase the Fork. As long as it's just a few commits on top, that could remain pretty easy.
I don't own ME and at the moment I'm not planning to buy it... So I'm unable to keep it working with both games when I make changes and I'm unable to add things to the ME mod. A: What are we going to do if the mod isn't compatible anymore? In both games "everything is subject to change" so in the end we might have to rely on option B. B: We could make 3 projects: the code base that is the same for both games, commands for SE and commands for ME. If we set it up correctly it should be possible to have the SE commands linked to SE and the ME commands linked to ME while maintaining everything in one git project. So, if we are going to do that, let's do it properly. However, I wonder if someone is really starting to develop commands for ME. Is that the case? I won't do anything for ME, so how about you? If no one is planning to add commands for ME we could release a version that just contains the commands needed for ME and no commands that add ME related stuff.
Medieval Engineers support.
At the moment the mod code is 100% compatible, and practically most commands work.
Do we want to A., add the capability right into the code, and publish onto a separate Mod Id, or B., create a totally code base for the mod?
Going with option; A. What I expect we need to do is have something that identifies which game its running under, and disable those commands that are not relevant.
B. Means an on going nightmare of keeping code in sync where it does the same thing.
I've put the question to the Medieval Engineers forum on Steam. http://steamcommunity.com/app/333950/discussions/0/537405286644532523/
And on the Keen forum. http://forums.keenswh.com/threads/admin-mod.7366163/