A useful resource on how to version your mod project: Semanting Versioning
And here: Best Practices for Versioning a Release
Versioning your mod/map/patch
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Versioning your mod/map/patch
See my Strasbourg map project here.
Re: Versioning your mod/map/patch
I looked at that a while back, and they are all kinda valid in one way or another.
But they are very focused on software development with controlled releases, updates,
are managed very strictly.
For a complete mod it make sense, but for maps and levels its not so useful.
Use a "build number" instead.. aka a build counter.. simply increment a counter
every time you "build" the map/level (scripted is the way).
Gives you much more exact control on a map/level, and metrics to understand time
spent as well as making sure everyone has the right map at game time.
Scripting is key here..
I use a script to update a file containing only a number inside every time
I "make" a playable/test .rfa file.
Aka: run make-rfa.bat -> update counter in file, include file when making .rfa
But they are very focused on software development with controlled releases, updates,
are managed very strictly.
For a complete mod it make sense, but for maps and levels its not so useful.
Use a "build number" instead.. aka a build counter.. simply increment a counter
every time you "build" the map/level (scripted is the way).
Gives you much more exact control on a map/level, and metrics to understand time
spent as well as making sure everyone has the right map at game time.
Scripting is key here..
I use a script to update a file containing only a number inside every time
I "make" a playable/test .rfa file.
Aka: run make-rfa.bat -> update counter in file, include file when making .rfa
-
- Posts: 600
- Joined: Mon Oct 01, 2012 3:13 pm
- Location: Canada
- Contact:
Re: Versioning your mod/map/patch
Any script suggestions?duffman wrote: ↑Wed Jul 27, 2022 4:33 am I looked at that a while back, and they are all kinda valid in one way or another.
But they are very focused on software development with controlled releases, updates,
are managed very strictly.
For a complete mod it make sense, but for maps and levels its not so useful.
Use a "build number" instead.. aka a build counter.. simply increment a counter
every time you "build" the map/level (scripted is the way).
Gives you much more exact control on a map/level, and metrics to understand time
spent as well as making sure everyone has the right map at game time.
Scripting is key here..
I use a script to update a file containing only a number inside every time
I "make" a playable/test .rfa file.
Aka: run make-rfa.bat -> update counter in file, include file when making .rfa
See my Strasbourg map project here.