Korovev wrote:I guess the verification against Cyan’s server is done only on request also to avoid weighting on it?
I can’t think of an easier way of using the repair mode with Wineskin, other than fiddling with the exe flags field in the advanced configuration; but for a game formally unsupported on MacOS, I’d say that’s good enough .
The obvious brute-force solution would be to make the patcher run both modes in order every time; you'd always get a perfectly patched-up game that way. Unfortunately, for the few files that are modified, it means a perfectly up-to-date, ready-to-play game would re-download files from Cyan, and then over-write them with files from Gehn at every launch. That's not ideal -- it's a pain for the user too, and it creates unnecessary downloads from both Cyan and Gehn's dataserver. Both branan and Paradox have considered adding back into the engine the notion of sub-file patching (which among other things might mitigate this issue), but those projects were never finished.
Deciding which files are needed and how to acquire them efficiently is, sadly, a non-trivial problem to solve.
In describing to you the process in my previous post, however, I did realize that we could probably at least help inform the user a bit better. I suspect that displaying a confirmation dialog with a warning about the incomplete state when the user attempts to cancel the initial image or a repair would at least communicate the need to finish by running the repair again.