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add a new wdl to a published project #171037
12/04/07 14:05
12/04/07 14:05
Joined: Jul 2006
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ChildeHarold Offline OP
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ChildeHarold  Offline OP
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I would like to extend the functionality of a published project (which communicates basically with a wdl).

Therefore I use wdl mainly to declare new functions.
But how is it possible to do that?

I tried add_resource (which works fine for models etc), but not for wdl files.
I tried add_buffer - and it did not work either.

Re: add a new wdl to a published project [Re: ChildeHarold] #171038
12/04/07 15:40
12/04/07 15:40
Joined: Jan 2006
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EpsiloN Offline
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Try using as 'include <script>' a text file or some other format , and call your new include <script> in that text file.
Some time ago it worked for me


Extensive Multiplayer tutorial:
http://mesetts.com/index.php?page=201
Re: add a new wdl to a published project [Re: EpsiloN] #171039
12/04/07 16:11
12/04/07 16:11
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ChildeHarold Offline OP
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That would have been a wonderful solution, but unfortunatley - it does not work.
The program does not reconizes the newly added wdl.

There must must be a solution though. Otherwise a project, once published, would be totally frozen in it's functionality - which is hardly what I may imagine.

Re: add a new wdl to a published project [Re: ChildeHarold] #171040
12/04/07 16:54
12/04/07 16:54
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Xarthor Offline
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It is frozen in its functionality.

Just add the file in the source code and re-publish the project.

Re: add a new wdl to a published project [Re: Xarthor] #171041
12/04/07 18:26
12/04/07 18:26
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ChildeHarold Offline OP
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hmm... are you sure? That seeems pretty absurd to me. Why should I be able to add resources, models etc. etc. - and never ever a new function?

This would mean that a Gamestudio project could never be upgraded, but would always demand a new published version.
Is this really true?
If so, this would be a serious drawback.


Last edited by ChildeHarold; 12/04/07 18:30.
Re: add a new wdl to a published project [Re: ChildeHarold] #171042
12/04/07 19:47
12/04/07 19:47
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EpsiloN Offline
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Almost every application (games or programs) when updating they replace the old executable file. If you replace the current .exe file with the one searching for that particular .wdl code , it should work.

PS.: You tryed to add into a .txt file a new .wdl file. Try including a .txt file in a .txt file included in the main .wdl file...


Extensive Multiplayer tutorial:
http://mesetts.com/index.php?page=201
Re: add a new wdl to a published project [Re: EpsiloN] #171043
12/05/07 07:10
12/05/07 07:10
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ChildeHarold Offline OP
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ChildeHarold  Offline OP
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Thanks, Epsilon, your hint with the textfile was really helpful. Actually the definition of a text file seems to be a workaround. I just tested it, included a textfile and added a few functions. In fact these functions are just declarations of dll functions.
So my extension policy bases upon the replacement of a dll.
By this mean you reaaly can change and extend the functionaliy of a game. Just replace als dll (which may have 2 o r 4 MB), which is much more conventient thant recompling hundreds of MBs.

I never understood why Gamestudio is so precious about it's wdl wdl files. Mainly it is text which is read in each time the program starts - like any other cript language. So in fact it is not frozen. - But obviously there is some protection mechanism which prevents from modifying these files. Therefore it does not work. - Taking a textfile instead is a handy trick to circumvent that mechaninism.

Thanks again.

Re: add a new wdl to a published project [Re: ChildeHarold] #171044
12/05/07 11:40
12/05/07 11:40
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Xarthor Offline
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Exactly. The compiled exe only runs with the wdl files it "knows". If you modify them the exe won't start.
But to get a new exe you would have to re-publish anyway.

Using text files which get read in is a work around but the published exe itself is "frozen" and the .wdl files too.

So yes, you can use that work-around if you want

Re: add a new wdl to a published project [Re: Xarthor] #171045
12/05/07 13:38
12/05/07 13:38
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Scorpion Offline
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but that "workaround" gives also the problem that a user, who knows c-script, could modify it, too...

Re: add a new wdl to a published project [Re: Scorpion] #171046
12/05/07 14:29
12/05/07 14:29
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Posts: 110
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KojaK Offline
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Which is the very essence of making a mod for a game.


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