help wantedquestion
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Description
Right now I did not choose the way we want to support mods for the D2Moo integration. In the long term, I think the best option is to use a fork of D2Moo, but it's not necessarily simple to migrate from an existing mod (for example using D2Template) as you would have 2 different patching methods.
In my opinion this should be a discussion with other modders / community, so I listed a few ideas, their advantages and drawbacks in the following table.
Please give your opinion!
| D2MOO as | Method | Integration with existing mod | Ease of update | Can share includes | Compatible with D2Template | Can easily change implementation of an ordinal | Mod redistribution | Can contribute/share easily (bugs) | Is own project bugged or is it D2Moo? |
|---|---|---|---|---|---|---|---|---|---|
| subproject | Configure CMake to use your own patch files and .def | medium | easy | only unpatched | +/- | yes, but only from the original dll pov | D2Moo launcher + .dlls | yes | easy to know |
| subproject | Import D2MOO .dlls and patch the functions you want | easy | easy | only unpatched | yes | yes, but only from the original dll pov | Whatever you already had | yes | easy to know |
| subproject | Link D2Moo statically | medium | easy | only unpatched | yes | yes, but only from the original dll pov | Whatever you already had | yes | mostly easy to know |
| fork | Fork D2Moo and work directly on it | needs some transition (start by importing dll?) | easy, might need resolve | all | +/- | yes | D2Moo launcher + .dlls (OR simply .dlls if we use forwarding DLLs for unpatched ordinals) | yes | just need to change branch |
| source | Copy paste (please don't) | "easy" but leads to lot of issues | hard | copy-paste... | yes | depends on your project patching facilities | ? | no | no |