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  #1  
Old November 21st, 2000, 08:45 PM

Talenn Talenn is offline
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Default Question regarding patches/updates and mods...


How are patches and upgrades going to work? Are they going to continually be changing the Data and AI files? I certainly hope not. Many people, myself included, will be using modified data etc and dont really want all that effort wiped out with every new tweak or upgrade.

Will there be a way to maybe clearly indicate what changes are made to the data and AI files so that Users of custom files can simply update their files? Otherwise, it will be impossible to remain current with the game system and not go insane having to retype mod after mod.

Has a process for this already been spec'ed out?

Thanx for any info!
Talenn

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  #2  
Old November 21st, 2000, 09:14 PM
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Noble713 Noble713 is offline
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Default Re: Question regarding patches/updates and mods...

Put each of your mods in a separate folder in the Space Empires IV directory. You can change which ones you are accessing in the path.txt file.
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  #3  
Old November 21st, 2000, 09:18 PM

Zanthor Zanthor is offline
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Default Re: Question regarding patches/updates and mods...

I always keep copies of any files I change. Do the same for the files you have altered and want to keep just in case they are changed back to the originals. Then just pull the modified copy back. Takes a few seconds.
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Old November 21st, 2000, 09:38 PM

Talenn Talenn is offline
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Default Re: Question regarding patches/updates and mods...


Heh,

I guess I phrased it poorly I want to know if the FIXES are going to require a new database. It wont do much good to have backup copies of your old data if those datafiles either a) still contain the 'bugs' or b) arent compatible with the new patch.

This is what I'm concerned about. That the patch changes will be implemented in new data files which will be required to replace the ones I've (we've) already made. What I would like to see is that any 'patch changes' to data be clearly indicated so that Users of custom data can simply 'cut and paste' the updated areas into their custom data.

Thanx,
Talenn
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Old November 21st, 2000, 10:42 PM
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Default Re: Question regarding patches/updates and mods...

Here's my geeky solution...

Do you have access to a unix/linux machine?

Unix has a standard tool called "diff" that intelligently compares two files and outputs the differences between them, line by line, showing insertions, changes, and deletions. With that, you could diff the old and new Versions of the data files, and easily make a list of changes to them.

I know one of the old MS C++ compilers came with a graphical Windows tool which did essentially the same thing, but I don't know if it still does or if there is any diff equivalent for the PC.

Well, for that matter, when the patch comes out, if Malfador does make data file changes and doesn't detail them, I can do the diff myself and post the changes here if people would like.

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Old November 21st, 2000, 10:44 PM
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Default Re: Question regarding patches/updates and mods...

Context-sensitive diffs might work well, given how much of the data is ASCII text...

I'd be really, really, surprised if 'patch' and 'diff' have not been ported to DOS/Windows given their usefulness. And they'd be quite useful for mods (e.g. Tcl/Tk or VB or what-have-you front-end used for selecting between standard game and mods; if a mod is selected, the front-end applies the relevant patches, and then reverses the patches after SE4 exits. Probably would need an option to revert manually if the script gets aborted before the patch gets reversed, or what-not. But that'd be workable as long as Version changes don't induce incompatibilities like changing field semantics (adding mandatory fields, etc) or conflicts (same-name components, same-number component images, etc).

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