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Doki doki mod manager
Doki doki mod manager






doki doki mod manager

Installing a mod was simplified, as was creating them. I wanted to make an application that did a task discreetly without getting in your way or causing unnecessary nuisances, and not something that you’d spend more time in than necessary. I started writing DDMMv2 to address these issues, and more. This is why v1 was never open sourced, but feel free to have a look anyway) Then I realised my code was a complete monstrosity (two GIGANTIC JavaScript files, mixing UI and backend code - any other Electron developer would want to hit me. Then people complained that they couldn’t add certain mods. This worked surprisingly well - people could upload mods, the server would verify them and make them available to download.Įxcept my code was terrible, and some mods were marked as valid when they weren’t, and I had to manually unpublish a couple of mods that flat out wouldn’t work.

doki doki mod manager

I also included my own version of a “mod store” where you could upload your mods and distribute them to users of DDMM.

doki doki mod manager

(The ones who did included the developers of the extremely popular Monika After Story) This was a mistake, as very few mod developers would go out of their way to support a project so early in its life. I was very much mistaken - more on that later.ĭDMMv1 used a custom format for mods: the mod needed to be a zip file that had an mod.json file in the root directory. I didn’t bother to add much error checking, as I naively thought that nothing could go wrong. There was no sort of crash reporting feature, so dozens of users suffered in silence as I had no way of finding out if they had any issues. Unbeknownst to me at the time, it had its fair share of flaws.








Doki doki mod manager