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New toolset database pre-release - should fix the plot GUID bug


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#51
BryanDerksen

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Kaldir II wrote...

BryanDerksen wrote...
When you #include something in a script it gets exported even when you've selected "export without dependancies."


Since these included scripts are core scripts that are available in the original game, can they be deleted without trouble? Or does the addin/module that included these scripts really need them to be available in the directory where they got exported?


Yeah, if you haven't tinkered with the core resources you can safely remove them. In fact, it's advisable when making builder-to-player packages to not include them in it - uncheck the "packages/core" directory when packaging stuff up. That way if some other mod changes the core resources your mod and the other mod won't fight over who gets to override core.

Of course it means that someone could release a mod that changes core in a way that isn't compatible with other mods. But that's a bigger problem that probably shouldn't be the responsibility of mods that use vanilla core to try to fix.

#52
BryanDerksen

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TimelordDC wrote...
How exactly would this work for released modules? Do we have to then release updated versions of modules for each patch that touches the game's core resources as otherwise there is a possibility that the resources included in the module and the game are out-of-sync (which could possibly mean similar issues as with the Plot GUID bug)? 


If we patch or extend the core resources I imagine one of our main QA goals will be to ensure that they remain backward-compatible with existing content. Otherwise all our DLC, or even the main campaign, would be at risk of breaking. So you should in theory not need to release an updated version of the module if the module is just using vanilla core.

#53
BryanDerksen

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stuntpope wrote...
EDIT - ok I just realised these includes are added at compile time - but that doesn't change my point, since they are included in my compiled code that goes into my module's own directory why do any original scripts need to be exported to the packages\\\\core\\\\override directory?


I don't know the real answer to why that decision was made. It could be that it was simply a case of "well, the toolset had to retrieve and compile these resource anyway since they're #included, we might as well take the single last step of exporting them as well so that when the designer tests his work he'll be sure to have the latest guaranteed-compatible stuff on his system."

#54
DLAN_Immortality

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Hi,
First, sorry for the newbie questions (this is the first toolset I've ever used).
I see there is a new game patch out (1.02). The new toolset update will be for this game patch, right?

Will the new toolset version have the game's OC content (so we can browse through it all, for instance to get examples of how things were done)?

I was creating a module. But with all the problems and the fact that my module broke my OC savegames (even though it was a completely new campaign), I wanted to just forget about it, delete it and start from scratch.

I have a new creature, and area and some scripts. However, I'd like to save the conversation only (cos I've written a lot). Is this possible somehow? To save only a conversation and delete all the rest without fearing that it may break my game again?

Also, when I don't backup my mods, will they just get deleted when the new toolset version comes out? (that'd be awesome, cos I have a big mess with modules I don't really know how to delete :-D)

And finally... will the FaceFX work better? (I'm one of those unlucky people to which the FaceFX option does not even appear in the toolset menu).

Thank you!!

Modifié par DLAN_Immortality, 07 décembre 2009 - 08:42 .


#55
Proleric

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Now that 1.02 is available, should we wait for the official toolset patch before installing it? (I assume there's no toolset patch in 1.02, as it's not mentioned in the release notes).

For those of us who installed the pre-release data base, are there any special instructions, over and above those you already gave us, Bryan?

#56
AnTeevY

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DLAN_Immortality wrote...
Will the new toolset version have the game's OC content (so we can browse through it all, for instance to get examples of how things were done)?

Apparently, yes.

I have a new creature, and area and some scripts. However, I'd like to save the conversation only (cos I've written a lot). Is this possible somehow? To save only a conversation and delete all the rest without fearing that it may break my game again?

You can always save without breaking anything, the problems only appear when you export your module, load the main campaign and save your game while there are export files in the packages/core/override folder. This will be fixed with the new update (the database is already available).

Also, when I don't backup my mods, will they just get deleted when the new toolset version comes out? (that'd be awesome, cos I have a big mess with modules I don't really know how to delete :-D)

Yes, I think the database will be deleted with the new toolset patch, so make sure you builder to builder export all your important ressources before applying it. The patch won't delete the file system folders of the addins though, you have to do that manually.

And finally... will the FaceFX work better? (I'm one of those unlucky people to which the FaceFX option does not even appear in the toolset menu).

As far as I know, yes.



#57
stuntpope

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BryanDerksen wrote...

Yeah, we've definitely been continuing to work over the addin system internally as the PRC team has been testing its limits and finding problems with it. If the end user community is finding problems with it too then by all means report them and we'll see what can be done.




Bryan, can you suggest a good channel for reporting problems that we see with the addin system as it is? Where's the right place for feedback to the devs?