The concern was more with replay compatibility down the line (since the file would be replaced outright when updating and that could break replays using it since replays are pretty fragile.)
..though I suppose that's a relatively minor thing, I have a tendency to hang on to older versions of mods exclusively for replay reasons.
Hmm, I hadn't considered this issue before.
I just had a quick look through my fork of V2.4 RC1 and it would seem right now implementation of support for
MODINFO is minimal as I should have guessed from the fact its only output is to the console. I consider my pro-action on
MODINFO implementation future-proofing since an obvious example of what
MODINFO could fix for you is that the game could be the judge on if you're loading the correct WAD or PK3 of a mod in a replay rather than you having to track file names, but the problem there of course is that's just hypothetical. It'll either be coincidence from Kart Krew or a merge request to make it reality.
At this point I consider myself committed to
MODINFO dictating versioning, once it's fully implemented it is much cleaner for most users. I guess for now my advice would be cracking open the WAD or PK3 you download of my work, reading the
version from the
MODINFO lump, then appending that to the name of the file you downloaded before you use it just like it was before
MODINFO could be used by DRRR. As for me, since I like the concept of
MODINFO a lot, I think I'll attempt a merge request to resolve your issue or other incomplete aspects of
MODINFO implementation.