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Fix and remember selected mods

See original GitHub issue

In the “Create Game” dialog, there is a list of mods: image

However, selected mods are not yet activated in the game. Their UIDs needs to be written into the game.prefs. I thought I implemented this already but apparently, it’s not/no longer there, or broken (but I can’t even find game.prefs in the code).

After this has been implemented, the “Create Game” dialog needs to read the game.prefs in order to figure out which mods had been enabled in the last game and preselect them (mods can also be enabled within the game, and the client should be aware of that). Make sure that the client doesn’t fail if no game.prefs yet exists.

Issue Analytics

  • State:closed
  • Created 6 years ago
  • Comments:7 (7 by maintainers)

github_iconTop GitHub Comments

1reaction
1-alex98commented, Nov 5, 2017

And the writeModStates() And the enableSimMods(SimMod simMode), which is never called, so this needs to be called when the user selects a mod… Now I know what needs to be done

0reactions
micheljungcommented, Nov 14, 2017

(for the protocol) as explained, they don’t alter game.prefs.

Read more comments on GitHub >

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