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feat: include Repacker as part of HAT #7

Closed
4 tasks done
Krzyhau opened this issue Feb 26, 2023 · 3 comments
Closed
4 tasks done

feat: include Repacker as part of HAT #7

Krzyhau opened this issue Feb 26, 2023 · 3 comments
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enhancement New feature or request

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@Krzyhau
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Krzyhau commented Feb 26, 2023

The idea is to allow modders to load both packed and converted content for a sake of easier modding process and efficient distribution. Here's a mini-roadmap:

  • Finish FEZRepacker's base (maybe even look for optimizing memory usage).
  • Implement Repacker into HAT.
  • Add ability to load PAK packages named "Assets.pak" if present.
  • Add ability to load converted assets (like PNG files, FEZAO file bundles etc.) instead of converted XNB files.
  • feat: create dynamic asset loading #17
@Krzyhau Krzyhau changed the title Include Repacker as part of HAT feat: include Repacker as part of HAT Aug 9, 2023
@Krzyhau Krzyhau added the enhancement New feature or request label Aug 9, 2023
@Krzyhau
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Krzyhau commented Jan 10, 2024

0099082 implements Repacker into HAT. Might need to look for side effects, but generally seems to work. PAK reading is still on TODO, but should be easy. Some better asset manager would be more than welcome, considering that right now, I'm simply converting all assets at game launch. Just you wait for all of these not-yet-existing community-made mappacks to slow the bootup of this 11 year old game to 5 minutes.

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Krzyhau commented Feb 20, 2024

Of note, the last task could probably be skipped if we require modders to pack their big mods into converted packages. Additionally, this process seems to be unrelated to the implementation of Repacker into HAT, so it really should be a separate issue.

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Krzyhau commented Feb 21, 2024

With PAK capabilities being included in a loading process, I consider Repacker fully integrated into HAT.

@Krzyhau Krzyhau closed this as completed Feb 21, 2024
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