I guess I can test this out myself but I am wondering if anyone has tried it or can point out any problems with this.
If I was to add a new area to an existing module (in directory format) and tweak a few existing scripts in that module will my changes be playable when loading up a saved game that was made before those game assets existed?
Adding new area to a module and continuing saved game
Débuté par
Guest_ElfinMad_*
, août 06 2010 08:43
#1
Guest_ElfinMad_*
Posté 06 août 2010 - 08:43
Guest_ElfinMad_*
#2
Posté 06 août 2010 - 12:31
This is more guess than fact:
The game state will be saved with the Player's save, so updates will need to be "refreshed" somehow.
Don't think you will have any problems with the area, short of needing to maybe also modify some other area to put in an area transition (if that's your trans. method). The player might have to leave/reenter the area for the new version to be loaded up.
The scripts will need to be refired somehow. Any assets that have been cached or are otherwise still in memory will not be updated, again until "refreshed."
The game state will be saved with the Player's save, so updates will need to be "refreshed" somehow.
Don't think you will have any problems with the area, short of needing to maybe also modify some other area to put in an area transition (if that's your trans. method). The player might have to leave/reenter the area for the new version to be loaded up.
The scripts will need to be refired somehow. Any assets that have been cached or are otherwise still in memory will not be updated, again until "refreshed."
#3
Posté 06 août 2010 - 04:10
I think _Knigtmare_ is pretty correct. I don't know. My impression with executing this idea was that it worked best only when adding new areas and new things in those areas (of course, with any modifications to Campaign functions that are necessary to make them work) and then, when the player enters the areas, they can do whatever and all their old stuff will still work and any new things that occur in the older modules should fire off based on the conditionals you set for that coming from the newer module areas.
I don't know of anyone that's completley tested this. Kaldor's Remakes where you can use the SoZ party and convo systems in the OC, though, may have required him to get fairly well versed with this sort of thing. Hopefully he'll have some sort of answer to this.
dno
I don't know of anyone that's completley tested this. Kaldor's Remakes where you can use the SoZ party and convo systems in the OC, though, may have required him to get fairly well versed with this sort of thing. Hopefully he'll have some sort of answer to this.
dno
#4
Posté 06 août 2010 - 04:58
It is my understanding that saved games include the module resources, which means that you cannot add a new area to an existing module nor can you modify module scripts unless that module hasn't yet been accessed in the saved game. This is not true of campaign resources because campaign resources are not saved with a saved game and instead are always loaded from the campaign folder. This is one reason why it makes sense to me to have modules use campaign scripts rather than module scripts.
Since I have always developed using campaigns rather than modules though I haven't attempted to add areas to an existing module. My guess is that it will not work and only new games will see the new area, not saved games.
Regards
Since I have always developed using campaigns rather than modules though I haven't attempted to add areas to an existing module. My guess is that it will not work and only new games will see the new area, not saved games.
Regards
#5
Posté 06 août 2010 - 05:09
You have to save outside the module for updates to apply, which means you can only do it in multi-module campaigns.
#6
Posté 06 août 2010 - 05:30
Kamal and Kaldor are correct.
But Having all scripts in the campaign directory isn't a good solution either.
If a script in the module and one in the campaign directory share the same name, the one in the campaign will always be the one choosen.
But Having all scripts in the campaign directory isn't a good solution either.
If a script in the module and one in the campaign directory share the same name, the one in the campaign will always be the one choosen.
#7
Guest_ElfinMad_*
Posté 06 août 2010 - 08:33
Guest_ElfinMad_*
Thanks for the info people, it would seem that I need to rethink my whole building approach.
Edit:
Yep, just did a quick test and the new area was not recognised by the saved game.
So if I understand this correctly:
1. If I wanted to release a campaign in installments I would need to package the new areas of each installment in its own module.
2. To make this new module playable I would need a campaign script to jump the player from their saved game in the original module to the new one.
3. If I wanted the player to be able to return to the old module and see minor changes to the old module due to their actions and progress of the plot (eg a new NPC to talk to), I can do this by tweaking scripts if those scripts and blueprints are campaign resources.
Edit:
Yep, just did a quick test and the new area was not recognised by the saved game.
So if I understand this correctly:
1. If I wanted to release a campaign in installments I would need to package the new areas of each installment in its own module.
2. To make this new module playable I would need a campaign script to jump the player from their saved game in the original module to the new one.
3. If I wanted the player to be able to return to the old module and see minor changes to the old module due to their actions and progress of the plot (eg a new NPC to talk to), I can do this by tweaking scripts if those scripts and blueprints are campaign resources.
Modifié par ElfinMad, 06 août 2010 - 09:24 .
#8
Posté 07 août 2010 - 03:56
You are correct.
I suggest that you make all of your module scripts (the scripts you see when you look at the modules parameters) campaign scripts. That way you can easily change them and in the module on enter script you can make whatever changes you may need to make in the older module when returning from the newer one.
Also make the major NPCs in your modules use campaign conversations rather than module conversations. That way you can easily alter them and use them to unlock access to new areas or react to things the characters have done in the new areas.
I suggest you download my King's Festival Campaign from the vault and take a look at how I have set it up. It is designed so that when I release the second part of it there will be a seamless transition for people who have already played the first part. They can just load up their last saved game and speak with Aralic to unlock access to the new areas in the new module I will release.
Regards
I suggest that you make all of your module scripts (the scripts you see when you look at the modules parameters) campaign scripts. That way you can easily change them and in the module on enter script you can make whatever changes you may need to make in the older module when returning from the newer one.
Also make the major NPCs in your modules use campaign conversations rather than module conversations. That way you can easily alter them and use them to unlock access to new areas or react to things the characters have done in the new areas.
I suggest you download my King's Festival Campaign from the vault and take a look at how I have set it up. It is designed so that when I release the second part of it there will be a seamless transition for people who have already played the first part. They can just load up their last saved game and speak with Aralic to unlock access to the new areas in the new module I will release.
Regards
#9
Posté 07 août 2010 - 11:17
"
But Having all scripts in the campaign directory isn't a good solution either."
Why not, half the campaigns I've played do it.
But Having all scripts in the campaign directory isn't a good solution either."
Why not, half the campaigns I've played do it.
#10
Posté 07 août 2010 - 12:20
When you have many many script it can becommes troublesome to manage.
#11
Posté 07 août 2010 - 02:38
When making a campaign, I find it WAYYYYY easier even as a builder to use campaign resources instead of local module ones. That way you don't need to keep exporting/importing blueprints, scripts, etc. between modules. Also, when you update a campaign asset it gets updated for all modules at once.
If you have the choice, use a campaign version over a local module. I also advise starting right from the beginning using a campaign mode rather than module, regardless of if you plan on a second module in the series or whatever. There's some functions that only work from the campaign (World Map, SoZ style parties, base miminum conversation distances, level caps, etc).
If you have the choice, use a campaign version over a local module. I also advise starting right from the beginning using a campaign mode rather than module, regardless of if you plan on a second module in the series or whatever. There's some functions that only work from the campaign (World Map, SoZ style parties, base miminum conversation distances, level caps, etc).
#12
Posté 07 août 2010 - 02:42
Naming conventions and strict application thereof. I would name all my scripts in a campaign to start with the initials of the name of the adventure with either a c appended in front of or behind the adventure initials for Campaign level scripts (any files, really) and then use a small m for Module area scripts that had to have (for whatever reason) the same overall name. In this way, no script would match exactly, no matter where it was stored and you could search them based on them being Campaign or Module.
And thanks, ElfinMad for asking this question. I'm learning more about module building's finer final details from this.
dno
And thanks, ElfinMad for asking this question. I'm learning more about module building's finer final details from this.
dno





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