Two different functions were each reading the bundle database
from the backup, so their changes would overwrite each other.
Additionally, mod bundles were missing from the database.
Ref: #28.
After digging through the VT2 SDK `.exe`, I found that `.package` files
(`stingray::ResourcePackageResource`) actually have more data than I
originally knew about. Most notably, there is a 1 byte `flags` value
that is written at the end of every package file.
Depending on what value those flags have, more data could come after it,
but in most cases, it's just that one byte, which I must have missed in
the binary.
Ref: #28.
Ref: #36.
DML's package needs to be added to the boot bundle as well. Current
issue: Adding any package file to the bundle breaks the game's loading.
But I don't know where this messes things up.
With splitting DMF and DML, there is now more than one case where this
is needed, so it may well be made proper now.
The template still defines them, and, as with VT2 most creators will
probably stick with it, but they do have the option to make a non-DMF
mod now.
There are a bunch of optional commands provided by druid that trigger
this, but we only really need it to check for custom ones that weren't
implemented, yet.
Ditch the `.mod` file and move its data into the config file.
The `run` function was the only thing that could have been dynamic, but
the vast majority of mods in VT2 never made use of that. Infact, VMF was
probably the only mod that had a different content for that.
This removes the LuaJIT binary as a runtime dependency and decreases
the complexity of the compilation, by not needing to juggle a bunch of
temp files anymore.
However, it was a bit of a pain to get everything set up in the end.
Closes#4.