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Proposition: Selective Downloading of Files

PostPosted: Sat Jun 21, 2008 10:50 pm
by Kato
I'm working on a project with an...er...different release model. The way this model works would require the SDL file to be downloaded only on the first run, and then not downloaded again during subsequent updates.

Is this possible currently in ULM? Is it possible to be implemented? Is it a feature that is potentially useful (think about it...we could use SDLs as a workaround sortof for saving progress) or wanted?

If not, I supposed we could distribute the Age without the SDL file, and ask users to download it separately--that would really work just as fine. But it would be easier if ULM could do this kind of thing.

-Kato

Re: Proposition: Selective Downloading of Files

PostPosted: Sun Jun 22, 2008 12:26 am
by D'Lanor
I am not sure what you are saying. SDL files ARE for saving progress... :?

Edit: And this is never going to work in a multiplayer environment. SDL versions on client and server must always match. My suggestion would be: find another way to do whatever it is you are trying to do. Player vault chronicles perhaps?

Re: Proposition: Selective Downloading of Files

PostPosted: Sun Jun 22, 2008 12:43 am
by Trylon
probably his project modifies the sdl instead of using the vault for saving progress

Re: Proposition: Selective Downloading of Files

PostPosted: Sun Jun 22, 2008 4:35 am
by Deledrius
It's hard to see what it is you're trying to do here (you don't supply much information), but you may be better off using Chronicle nodes (use Python to do this) to store certain types of "progress". The SDL is more suited to storing the states of things in your Age (though Cyan wasn't quite consistent on this point).

Re: Proposition: Selective Downloading of Files

PostPosted: Sun Jun 22, 2008 5:16 am
by Lontahv
SDLs should be the first thing to be updated and should be auto-refreshed every time the ULM starts. The reason for this is to strive toward more dynamic ages. Maybe not always at startup but there should at least be a "update all age states" button. :)

The SDLs are a kind of index/structure/defaults(sometimes) for the age's save-points. They map out the vars so that the vault knows what it can and can't make (I'm pretty sure about this). The vault is what you write to and use. So, I think a few vault-tools would be VERY useful because then the author could have programmed into his version of the age, sav-flush commands to run on the first download of the age (think about things like the layer-anim bug, this way you could wipe that and keep the useful save-points). 8-)


~Lontahv

Re: Proposition: Selective Downloading of Files

PostPosted: Thu Jul 03, 2008 7:50 pm
by Deledrius
Lontahv wrote:SDLs should be the first thing to be updated and should be auto-refreshed every time the ULM starts. The reason for this is to strive toward more dynamic ages. Maybe not always at startup but there should at least be a "update all age states" button. :)

You wouldn't want to update the SDL separately from the rest of the Age data. The two are made to function together.

So, I think a few vault-tools would be VERY useful because then the author could have programmed into his version of the age

I agree, but modifying the vault's SDL nodes is really only useful for cheats, or testing different states.

sav-flush commands to run on the first download of the age
On first download of an Age, there wouldn't be anything to flush. SAV files are created when you visit an Age, after the instance has been assigned a GUID. There should never be a need to flush them on the client-end, either. The only real problems that crop up are with the complex types that are stored in there and are changed during development. Useful for development, yes, but wholly unnecessary for the end-user.

It really depends on what you're trying to accomplish, Kato. If you want to PM me with your idea (since it appears you don't want to disclose it publically), I can discuss with you some possible options for doing it that would be most appropriate.