I had another idea - keep files (windows, linux players) buried inside of a MacOS structure. Then I could create my own launcher script for linux without need to modify vis generated one (or even without keeping script there. In the AOWD 0.xx.app dir, there would be directory Content (for all the stuff), then single exe launcher (maybe with possibilites discussed on DS) and .desktop file to launch under linux with clicking, without launching terminal, as it would be confusing for a lot of ppl. (I'm terminal guy, i live in black window with white text, so no launcher needed for me).
But this has some caveats:
1, extensive testing will be needed (we have still some issues for MacOS Mojave
2, windows permissions - this should be okay, as losing of executable bit from MacOS/Linux binaries is no harm under windows
3, updater - this is biggest pain in the ass, because of different structures of platforms - I'm not afraid of modding bash scripts, as I basicaly live in shell, but windows batch was pain in the ass from beginng to the end. I could make separated versions of updater for standalone packages and one for multiplafrom variant, but I can imagine troubleshooting, espetially here on F95, so no, no no...
I'd like to split this task into some substeps:
1, Design of deployment cycle (now, Nenad makes two/three exports and uploads the, I make updates from it, upload it back, we made some changes in this scenario, but still its not okay) (0.27-0.28)
2, Make few cygiwin/rsync scripts to unpack game and rsync (with keeping permissions for Mac/Linux) onto linux machine, where everything could happen (mixing versions, generating packages, fast upload) [would be tested while publishing 0.28]
3, Update windows batch script into something more usable [v0.28-0.30], in parallel, there would be made one "multiplatform" version to test by few ppl (Me, Blup, Nenad, Zgredzik and
@goobdoob), without public release (this will
break updater BC compatibility, more users confused, needed to avoid).
4. Public release with new windows updater, maybe modded linux/mac updaters (they will need to make update from regular version to multiplatform in next release
5. Multiplatform release, without single versions, also updater should transfer shit
6. This should be first one, actually it is needed to discuss all of this with
@Nenad A.
I think biggest pain in the ass is now Nenad's upload speed, as of deployment cycle and this could be solved with rsync/cygwin on his side.
As i mentioned few times, I'd like to avoid multiple mutations of game in circulation between players, as it would be hell to make everything work with updater then. I'd also like to avoid doing multiple changes at the same time because of debug on gamers side, which could be possible pain in the ass.
And last cherry on the top, I' like to implement optional saves install into updater, just to eliminate stupid situations there