Patches modify Data scripts, how to keep our mods valid

Post Reply
Aekar
Sergeant - 7.5 cm FK 16 nA
Sergeant - 7.5 cm FK 16 nA
Posts: 231
Joined: Thu Nov 27, 2014 10:29 am

Patches modify Data scripts, how to keep our mods valid

Post by Aekar »

For extensive mods we also make our own versions of a few scripts.
For instance my campaign has its own versions of:
Data/Battle/Scripts/MapGenerate2.bsf
Data/Scripts/ScenarioTools.bsf
The new scripts are in the My Games/SANCTUS/Campaigns/... files as recommended.
This is a convenient way to edit a few values without breaking things.

However I of course came to the problems that it implies.
The game has evolved and its core scripts have been changed.
I see now a different version in the game for MapGenerate2.
A few lines and arguments have changed.

For instance in the first lines I see:
SetGlobal("gSlugga", 100);
SetGlobal("gWeird", 3);
SetGlobal("gBurna", 6);
Whereas it was:
SetGlobal("gSlugga", 100, 1);
SetGlobal("gWeird", 3, 1);
SetGlobal("gBurna", 6, 1);
This is minor but some other major changes can occur too.
For us to maintain compatibility and the benefits of patches, what course do you suggest?

Could we get an information on patch logs when core scripts are modified (and which files)?
Or would it be a tedious task?
Is there any solution to this?
pipfromslitherine
Site Admin
Site Admin
Posts: 9702
Joined: Wed Mar 23, 2005 10:35 pm

Re: Patches modify Data scripts, how to keep our mods valid

Post by pipfromslitherine »

As you say, it is a major task to list every script change. Generally you would either need to grab all the 'current' scripts into your mod, and thus be almost self-contained, but you could still 'break' from data changes. Or just update to match new scripts.

Cheers

Pip
follow me on Twitter here
Post Reply

Return to “Sanctus Reach Mods and Scenario Design”