Sounds like a good idea, but what's the potential catch? Sent from my iPod
On Sep 11, 2013, at 10:28 AM, "Neico" <ad...@neic0.de> wrote: > Something that I thought about just now is the following: > Wouldn't it be nice if mods would be able to use things like the Steam > Cloud? > > This could be archived trough the following way: make a wrapper inside > the engine to map the Cloud the following way: > /<source 2013 cloud root> > <mod folder> > <cfg> > <...> > > All the engine wrapper would need to do is make sure that each mod only > can see it's own folder when it accesses the cloud functions. > I know that not all of the api functions can be implemented that way but > it sure would give the modding community some sugar to consider moving > to source 2013 after all... > The workshop for example can be arranged trough this way as well, you > just have to seperate the mod files by tags (which the engine is able to > create trough the wrapper) > > I'm not saying that it's a must have, but having that being done some > day would certainly appeal to some people (and not force everyone to > move their mod into the greenlight procedure) > As I said, just a random idea that I came up with. > > Feel free to discuss about it, maybe someone beside me has more ideas in > this regard. > > Kind Regards, > Neico > > PS: I noticed that the steam api headers on the git repos aren't up to > date with the ones available at steamworks, maybe consider updating > these with the next code update? (if it's necessary then I'll also make > an issue on github about it) > > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, please > visit: > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders > _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders