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Versioning your mod/map/patch
Posted: Wed Jul 13, 2022 4:31 pm
by Diamondback
A useful resource on how to version your mod project:
Semanting Versioning
And here:
Best Practices for Versioning a Release
Re: Versioning your mod/map/patch
Posted: Wed Jul 27, 2022 4:33 am
by duffman
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
Re: Versioning your mod/map/patch
Posted: Thu Oct 26, 2023 4:51 am
by Diamondback
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
Any script suggestions?