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[FeatReq] autosave/ and screenshots/ should be organized diffrently #273

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lavenderdotpet opened this issue Nov 30, 2023 · 4 comments
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@lavenderdotpet
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autosave/ should either be saved in as a .autosave/ [hidden folder]

or the way i would prefer in /home/user/.local/share/ironwail/
screenshots/ should either do the same or put it in the dir the engine is running from
and for windows u could go the route of putting stuff in the Documents\ folder
its just annoying to keep having to delete the auto saves folder from my mod dir

@lavenderdotpet lavenderdotpet changed the title [FeatReq] autosave/ and screenshot/ should be organized diffrently [FeatReq] autosave/ and screenshots/ should be organized diffrently Nov 30, 2023
@4LT
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4LT commented Nov 30, 2023

I'm not fond of creating more hidden files, but I do like the idea of using a subdirectory of $HOME/.local/share ala the XDG proposal instead of polluting the mod directory.

In the meantime, there is a script I wrote that strips out extraneous files

====

However, theoretically assets (the entirety of the .ironwail directory) should be under $HOME/.local/share... perhaps generated files could go to $HOME/.cache?

@lavenderdotpet
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yeah i prefer the freedesktop specifications setup i just said the top one if they wanted to do the bare minimum

id also suggest addons.json and addons.url.dat should also go into ./local/share/ironwail
image

@mmillar-bolis
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What about implementing fs_savepath to give the user the option to specify a write path, in the manner that later Quake/idTech engines do?

@tunbridgep
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tunbridgep commented Dec 16, 2023

honestly, I would love a -userdir command-line argument to specify the folder where ironwail.cfg, autosaves, screenshots etc go.

Not only will this not pollute mod directories, it also lets us use the same settings file for multiple mods.

Ideally, the engine would load cfg files in -userdir first, then would use the XDG path, then the mod directory, so mod developers can include autoexec.cfg and etc to apply various needed settings without interrupting our user configs.

Ryman pushed a commit to Ryman/ironwail that referenced this issue Dec 27, 2023
Error compiling world|OIT 0; DITHER 0; MODE 0 vertex shader:

Vertex shader failed to compile with the following errors:
ERROR: 2:51: error(andrei-drexler#247) Function return does not match type
ERROR: error(andrei-drexler#273) 1 compilation errors.  No code generated

Engine:    Ironwail 0.7.0 (64-bit)
OpenGL:    4.3.13399 Core Profile Context 15.201.1151.1008
GPU:    AMD Radeon HD 7500/7600 Series
Vendor:    ATI Technologies Inc.
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