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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 Wanted features: easy to integrate simple and understandable rules for modders about when mod will be updated and how Assumptions: Mod use Github hosting (or the site which provide API) Mod has metadata file and filled 'Download=' keyword the update process don't touch mods inside game directory, only the mods from the directory where user has placed all mods 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?
Greetings, I'm playing BG:EE on Steam and use Gavin mod. Until now eveything was fine, but yesterday they was an update of the game for the release of Siege of DragonSpear,and now Gavin has no portrait, he's called "invalid 34053" and all he says is "invalid", well you get the idea. Anyone with this problem ? Anyone with an idea ? (Ps: I'm using game with text in french and french translation of Gavin.)
Hello everyone, As the topic states I have problems with updating my gemRB, downloaded from android market, to 0.7.2 (http://sourceforge.net/projects/gemrb/files/Other%20Binaries/android/). The bg2 and tob are working flawlesly on 0.7.0.1; however, when I try to replace or copy GUIScripts, the game immediately crashes and sends me back to the home screen. Yet, the game works fine if I go back to the 0.7.0.1 GUIScripts. The instructions provided only mention GUIScripts and Override folders to be copied, but the GemRB-nmake-vs10-v0.7.2 contains much more files. Am I missing something here? The cache folder is empty and the resolution that I'm using is 800x600, which is absolutely fine on 720p screens. What could be the cause of such situation? The game works fine on the old 0.7.0.1 GUIScripts (of course there's that nasty trap bug that I'm trying to get rid of), but as soon as I replace it entirely with the 0.7.2 GUIScripts, the emulator kicks me to the home screen. Any ideas? My installation process: 1) dl gemRB from google play, 2) run the app and dl the remaining files, 3) copy all bg2 + tob files, including *.exe, 4) rename the GemRB.cfg.sample to GemRB.cfg and then set the resolution to 800x600, 5) Run the game and check if it works; it works properly, 6) replace (tried also overwriting) the 0.7.0.1 GUIScripts and Override folders with the 0.7.2 counterparts, 7) result - app exits to the home screen. When I overwrite the said folders back to their previous version, everything works fine. But the game is unplayable due to the trap bug. I know that some people managed to upgrade their gemRBs to 0.7.2 so I'd be grateful for any help.