Upgrade Versions of the jse.fileassociations.scp

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Lok1728
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Upgrade Versions of the jse.fileassociations.scp

Post by Lok1728 »

Hey All!

Well, during an upgrade I realized that I needed to make sure any changes I previously made to the jse.fileassociations.scp for custom items, etc. would be lost in the most updated file (for example, I'm updating from 3.2 to 3.3 and that file overwrites the old.)

I did not overwrite my file and have a backup.

Is there anyway that a custom.jse.fileassociations.scp can be made and be called from within the jse.fileassociations.scp file? This way, any additions, changes are made within the custom file and not within the original so when you release updates the custom file is never removed/deleted.

I have no clue in coding so my request could be rendered moot. :)

I (at this point) do not have a load of changes but I was just thinking if there were - trying to compare the old file to the update file could be tedious.

Just a thought!
Thanks guys for the hard work and effort!
giwo
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Post by giwo »

I agree this would be a good thing, as it would make it easier for people to customize their JS scripts.

I'll think on the best way to go about implementing this.


In the meantime, just to give you an idea, there are programs like WinMerge which allow you to view the differences between a file, so you can selectively choose what to change and what to leave alone.
Scott
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Post by Maarc »

Had a bit of a think about this, and we could actually do some of this through the PkgInstaller (which, btw, I have at a state that can be tested by other users. One big note, though, is that it strips out anything resembling a comment!). You could generate update packages which the user could install, or I could modify the program to help as well. The issue there would be DFN updates that use SCRIPT tags where we update, not add.
Lok1728
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Post by Lok1728 »

Perhaps there could be an "update" package along with a "full package". Since the full install wipes out the custom folders and files - as could the seperate packages. It seems the update would only contain files that actually need to be updated and not touch the custom folder/files?

Even in the separate packages - the "custom" folders were there and I accidentally wrote over a manually placed dfn file.. (the spawn folder actually.)

I can't remember if the spawn folder is empty on initial install - I'm tempted to make a "custom" folder (if i can be done) in the dfndata folder just to avoid the write over next time.

So anything that is "custom" per say, it would not be written over in an "update package" release.

just my 2 gold pieces for the day.. ;)
giwo
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Post by giwo »

Well, as for the DFN's, I'd reccomend for any DFN you want to change, you simply add a custom.dfn in that folder.

For instance, say you wanted to have all custom spawnregions, simply add a custom.dfn in the /dfndata/spawn/ folder, and declare your regions there. That file will never get overwritten, as we have no dfn files named "Custom" and it will still get used as we scan for every .dfn file in a DFN folder.
Scott
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Xuri
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Post by Xuri »

And in all subfolders ;)
-= Ho Eyo He Hum =-
stranf
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Post by stranf »

I tried that with my magic weapons.dfn, and it, for some reason, wouldn't create the items properly.

Once I moved the .dfn from custom into the "gear" (or items, can't remember) subfolder, I was allowed to create the items in-game.

Maybe it was just me doing something dumb...I should try it again.
Grimson
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Post by Grimson »

stranf wrote:I tried that with my magic weapons.dfn, and it, for some reason, wouldn't create the items properly.

Once I moved the .dfn from custom into the "gear" (or items, can't remember) subfolder, I was allowed to create the items in-game.

Maybe it was just me doing something dumb...I should try it again.
Create a custom folder inside the gear folder and put the .dfn there. Then it should work.
stranf
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Post by stranf »

nice. well I also figured, since they were a different name, they wouldn't never be overwritten anyway. :)
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