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Re: add a new wdl to a published project [Re: KojaK] #171047
12/05/07 15:17
12/05/07 15:17
Joined: Jul 2006
Posts: 96
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ChildeHarold Offline OP
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ChildeHarold  Offline OP
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Joined: Jul 2006
Posts: 96
a mod - that means modification, I guess?
Just imagine an online game, which shall extend functionality.
If you are rebuilding that over and over again, forcing the user to download a huge data packet, they won't be very grateful, I assume.

Re: add a new wdl to a published project [Re: ChildeHarold] #171048
12/05/07 18:50
12/05/07 18:50
Joined: Jul 2002
Posts: 4,436
Germany, Luebeck
Xarthor Offline
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Xarthor  Offline
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Posts: 4,436
Germany, Luebeck
Nope the user wouldn't have to download the whole game again.
The patching in 3dgs works if you just provide the new .exe file and all modified files which replace the old files.
That should work too.

Re: add a new wdl to a published project [Re: KojaK] #171049
12/05/07 21:31
12/05/07 21:31
Joined: Feb 2006
Posts: 2,185
mpdeveloper_B Offline
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mpdeveloper_B  Offline
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Posts: 2,185
i've been working on a mod system for things like this, you'll have to set the scripts to be added and run them using the execute function. i'll be finishing it soon, so i'll make sure to give you the mod system as well


- aka Manslayer101
Re: add a new wdl to a published project [Re: mpdeveloper_B] #171050
12/06/07 07:18
12/06/07 07:18
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ChildeHarold Offline OP
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ChildeHarold  Offline OP
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Joined: Jul 2006
Posts: 96
thanks, Xarthor, for that hint. - I did not know that, but that might ease my problems definitely. - To take it concrete: This would mean that you just add new *wrs-files with extended functionality, and that's it? Are there any drawbacks and limitations?

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