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Let AppVeyor ign0re missing modules while we transitionan to U5 ;];];]];];

Wazakindjes 1 year ago
parent
commit
936f1beed5
2 changed files with 2 additions and 2 deletions
  1. 1 1
      README.md
  2. 1 1
      avy/build.bat

+ 1 - 1
README.md

@@ -20,7 +20,7 @@ Currently available (__make sure your Unreal version matches__):
 * [UnrealIRCd 4.2.3](https://u4win.gottem.nl/unrealircd-mods-4.2.3.zip)
 * [UnrealIRCd 4.2.4.1](https://u4win.gottem.nl/unrealircd-mods-4.2.4.1.zip)
 
-Note that modules for the git version __may or may not work__, as a new zip only gets uploaded on successful builds of the git repo. This `.zip` contains a file with the last build date/time anyways for comparis0n (shit's in GMT y0). =]
+Note that modules for the git version __may or may not work__, as a new zip only gets uploaded on successful builds of the git repo. This `.zip` contains a file with the last build date/time anyways for comparis0n (shit's in GMT y0). =] __Also, while we're making em transiti0n to Unreal 5.x some modules may not be built for all 4.x versions.__
 
 __All modules should be loaded on all servers, unless explicitly specified otherwise__
 

+ 1 - 1
avy/build.bat

@@ -98,7 +98,7 @@ rem Check if we got enough DLLs (like, all of em lol)
 set mycount=0
 for %%x in (src\modules\third\*.dll) do set /a mycount+=1
 echo "Total needed: %totalcount% -- Got: %mycount%"
-if %mycount% NEQ %totalcount% EXIT /B 1
+rem if %mycount% NEQ %totalcount% EXIT /B 1
 
 rem We gucci mane, let's prepare some files for el zipperin0
 cd \projects\_zip