Search the Community
Showing results for tags 'github'.
Hi, One of the most missed features for all past years was the ability to click one button in order to update my all local mods. Lucky, with the GitHub API, Project infinity can offer a possibility to update mods, which is very easy to add via one single line inside mod metadata file. Because it's GitHub-based, it offers stability and consistency. It is impossible to download mod with malformed files, you either download it correctly or don't download it all (git feature). And for the first time, there is a possibility for so called "delta updates"! As a sidenote: GitHub.com now offers private repositories for free! Right now, this system is opt-in and it's based on the mod metadata "Download" keyword: Download=https://github.com/Gibberlings3/SwordCoastStratagems Features: easy to integrate simple and understandable rules for modders about when mod will be updated and how the update process don't touch mods inside game directory, only the mods from the directory where user has placed all mods Requirements: Mod use GitHub hosting (or the site which provide API) Mod has metadata file and filled 'Download=' keyword General Flow: Phase 1: Read Mod Metadata "Download" keyword > Check if update exist > Present 'Update Available' for specific mod > do nothing until player hit "Update Mod" button Phase 2: the "Update Mod" button was clicked > Download update > extract and overwrite all mod folders and files / preform delta update and also overwrite all mod folders and files How it would work: Checking if there is a updated version of the mod is done automatically (but not the update itself) Notification about the update will be presented to the player ('Update Available' next to the mod name, "Update mod" button enabled") The update itself can be only accepted/started by player himself (in order to not break existing mod/components setup) Leave user-created files inside mod data folder intact for eg: mymod\mymod-config-user.ini Which update channels would be offered for players: if mod has releases, offer to update only if there is a new release if mod has only prereleases, offer the update for prereleases if mod has both releases and prereleases, offer the update for releases only, do not offer the update for prereleases unless there is a global option "Allow for prereleases" enabled if mod doesn't have any releases or prereleses, the assumption is made (mentioned at 'Download=' keyword documentation ) that the modder use master branch. For many modders, simply committing to master branch seems to be enough and I don't want' to force them to make releases. Modders can simply create Release in order to switch update chanel. When player decides to update the mod, there are two ways of updating locally extracted mod files: downloading release/prerelease, extract and overwrite all mod folders and files preform delta update, also overwrite all mod folders and files My main concerns are: Should I offer "Prereleses" for normal users, who aren't interested testing BETA versions and reporting bugs? (opt-in option?) Should I offer "download last commit" aka "experimental" for mods which do have releases/prereleases? (undocumented option?) Should I offer "download last commit" from specified branch like "devel" (undocumented option?) @argent77 AFAIK, you alone use different branches. What to do with files which were available in older version (let's say MYMod\Items\SWORD.itm) but the new one doesn't have them anymore? Removing old mod version directory entirely could potentially remove also user-generated config (only two mods have them but it's still important). If such problem occur, any kind of solution for is doable at this stage. No worries, files non-present inside new mod version are removed. That's everything for now, any feedback will be appreciated. @K4thos Enabling this for EET will allow for EET delta update without re-downloading 250+ MB, what do you think?
OK, https://github.com/cmorganbg/Aran-Whitehand/releases/tag/Beta_Luridel Latest beta with all BiG World or other mega-batch installer support, recognises EET, a custom .log file set that updates so that even if you install and then change components (thus wiping out the .DEBUG file information from the initial install), All content up to 6/30/2015 (that's also 30.6.2015) put into place. For those that don't "get git", the following sequence should help you out - 1. Click on the link. 2. look for the part that says "Downloads" 3. click on one of the "Source Code" lines, either .zip or tar.gz 4. extract that file to your desktop or some drive somewhere 5. Go into the folder you just extracted ("Aran-Whitehand-Beta_Luridel") 6. Copy the folder "aranw" and the file "setup-aranw.exe" into your mod installation directory (leave the .gitattributes and the undefined file "README" alone and you are ready to go. If you are on Linux or Mac, you don't want that "setup-aranw.exe", you want to use the latest WeiDU for your system. WARNING: untested on Linux or Mac. Secondary warning - Female PCs can get themselves into some (a good deal of) adult content similar to Romantic Encounters, Baldur's Gate Romantic Encounters, and several of the more explicit NPCs. Luckily, there are tons of ways of diverting him from "going there", but consider everyone warned