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Completely eliminate the awkward installer with a runtime script instead #83
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but we could write a launcher installer launcher 🎉 all in all, I like this |
Technically I could add something like |
@RomanHargrave shall I move the repo over to the blt4linux organization? |
If you want. |
I'm revisiting issues at the moment, and had some thoughts on this. The installer is more than just that, it's a collection of scripts to automate a source build for end users. Setting the launch parameters is somewhat of a tertiary concern. Perhaps if we were to install a launch wrapper, and then configure steam to use it instead of the current approach. It has the benefit of the launcher in being more end-user friendly and robust, as well as giving us the ability to redirect the game output to a file, and we retain the automated process of building BLT and putting it in the proper place (most of the time). Ultimately, the launcher alone runs in to the same problem as does the installer here, though, which is putting files in the proper place. If we want to properly store BLT in known location (like /var, or /opt, with the launcher in the path), we need to have write access to the root filesystem, otherwise we need to rely on the user having an environment configured to search |
Introducing: blt4l_launcher. A single-file bash launcher script, designed for distro packaging with no external dependencies (except zenity for error messages, but that's wholly optional).
Features:
mods/
if missingmods/base/
if missing$PAYDAY2/libblt_loader.so
before/usr/lib/blt4l/libblt_loader.so
)Rough idea of new blt4l install instructions:
Pros over the old system:
mods
directorymods/base
and run the game again to repair/update the base modmods/base
to update.Cons over the old system:
but it is a lot simpler to explain to a user on how to do it
Folder mockup of a proper package install (Arch standards here):
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