Fix and remember selected mods
See original GitHub issueIn the “Create Game” dialog, there is a list of mods:
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:
- Created 6 years ago
- Comments:7 (7 by maintainers)
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Top GitHub Comments
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
(for the protocol) as explained, they don’t alter game.prefs.