This might be a very entry level question but how do you save your work when using local files? I have created a module and I am playing around with the combat_h file, so I create a local copy, compile and everything works. When I exit the toolset and comback I have no way of opening the local file again to continue playing with it and all the changes are gone. I have resorted to copy and pasting to a .txt file but this won't scale when I add other files to the mod.
What are folks doing, or am I missing something here? As I understand I should not be checking out the file and actually changing, if this is true how do you save local changes for later editing?
how do you save local copies of scripts?
Débuté par
candy7man
, déc. 04 2009 11:25
#1
Posté 04 décembre 2009 - 11:25
#2
Posté 05 décembre 2009 - 12:10
Hmm.
The toolset basically use version control methods, which can be a bit disturbing at first I suppose. Here is a quick figure explaining the basis :
So with checkout the toolset gives you a local copy from the repository/trunk (held in the mssql database) and when you want to merge the changes with the repository/trunk you have to commit / checkin the working copy. In the meantime, any changes saved to the working copy will be kept until you discard/revert ("undo checkout") the copy, or until you commit the changes into the trunk.
On a side note, the toolset "open a local copy" just give you a temporary copy of the file, so any changes in that copy won't be kept.
The toolset basically use version control methods, which can be a bit disturbing at first I suppose. Here is a quick figure explaining the basis :

(source)
So with checkout the toolset gives you a local copy from the repository/trunk (held in the mssql database) and when you want to merge the changes with the repository/trunk you have to commit / checkin the working copy. In the meantime, any changes saved to the working copy will be kept until you discard/revert ("undo checkout") the copy, or until you commit the changes into the trunk.
On a side note, the toolset "open a local copy" just give you a temporary copy of the file, so any changes in that copy won't be kept.
Modifié par Phaenan, 05 décembre 2009 - 12:12 .
#3
Posté 05 décembre 2009 - 01:07
You can store your code in another non-local script that is not referenced by anything (and thus never run) and just use that as a clipboard per se for your scripts. I think the wiki suggests this as a work around to working on core files without editing them.
#4
Posté 05 décembre 2009 - 02:01
Local copies are designed to be temporary: to test something you don't want to be permanent. If you want to make permanent changes, check the file out.
The only way to save a local copy would be to save it in an external program. Don't be affraid of checking a resource out, there's a resource history if you ever want to go back.
The only way to save a local copy would be to save it in an external program. Don't be affraid of checking a resource out, there's a resource history if you ever want to go back.
#5
Posté 05 décembre 2009 - 02:17
There are valid reasons for using Local copies for your mods.
#6
Posté 05 décembre 2009 - 05:01
Thanks for the help guys, so basically the feedback is to modify the files directly via checking them out, and revert if something goes wrong. Lots of tutorials call for using local copies, but last think I want to do is to hose my main game. I am familiar with source depots etc, but I have read plenty not to check them out directly when you are playing with core files for DAO. Safe to say that you can revert to an older copy if something goes wrong?
I like your idea of creating an extra file directly Nodrak, but it sounds a bit of a hack though to circumvent this.
I like your idea of creating an extra file directly Nodrak, but it sounds a bit of a hack though to circumvent this.
#7
Posté 05 décembre 2009 - 05:02
Sorry double post
Modifié par candy7man, 05 décembre 2009 - 05:11 .





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