Official Database and Modded Database's

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zacklaws
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Official Database and Modded Database's

Post by zacklaws »

I was thinking yesterday, what will happen, if or when the developers bring out in the future a new database with more updated information included in it replacing the default database. My line of thought is, I am slowly modding a copy of the default one now with bits and pieces of information I find out through reading through manuals. But, if a new official database comes out, maybe a years time, somehow, I would then have to copy that one to mod and then do a long lengthy process of modding that one too with all the mods I had applied to my modded database. Could there be a way of merging databases etc or another way of resolving what could become a big issue to some users.

At the moment, I am recording things in a small book so that I can keep a record of changes etc but someone who does not keep a record and has many changes, a lot of work could be lost.
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kevinkins
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RE: Official Database and Modded Database's

Post by kevinkins »

I am shooting from the hip (but we all are being new to AB):

I think you can maintain two or more databases. In the games settings right now their is default database i.e the official one. Over the coming months, players will copy and edit that default database and name uniquely e.g. Iraq_Kevinkin, zacklaws_Korea etc. Those databases would only be selected when designing / playing a battle in those regions. Now when a new official database comes out the developers could incorporate community research into the official database or just leave the community with several databases to select from. I think the latter will be how they handle it. Notice the dropdown way to select from several databases. I think they intend to have a bunch of databases.

So I don't think you will have to reenter your data into the default database unless you are overwriting the values associated with the defaults that shipped with the game last week.

Again, I might be really off here. But you asked an important question that I have been thinking about too. No doubt Veitikka has a strategy on this.
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noooooo
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RE: Official Database and Modded Database's

Post by noooooo »

Use the compare plugin for Notepad++

https://github.com/pnedev/compare-plugin

If a new database comes out, simply compare new and old one and copy over differences.
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kevinkins
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RE: Official Database and Modded Database's

Post by kevinkins »

When we get to multiplayer, the official database might have to be copy protected. We all have to be playing off the same database. Version control is something to think about moving forward. The Command folks are very sensitive to it. Even w/o multiplayer, you can't edit their database.

Kevin
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RE: Official Database and Modded Database's

Post by 22sec »

ORIGINAL: kevinkin

When we get to multiplayer, the official database might have to be copy protected. We all have to be playing off the same database. Version control is something to think about moving forward. The Command folks are very sensitive to it. Even w/o multiplayer, you can't edit their database.

Kevin

It is already copy protected.
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CapnDarwin
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RE: Official Database and Modded Database's

Post by CapnDarwin »

@zacklaws, probably no easy way to merge the data from different files since the only time stamp is on the file itself and not a data record. You might be able to use something like NotePad++ to do a comparison. Sadly any time there are data files and custom files, you run the risk of having the official files updated with new info. That's why data modding is always a bear to deal with in most games that have it.
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zacklaws
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RE: Official Database and Modded Database's

Post by zacklaws »

It appears that what I am thinking is right, issues ahead with modded database's

On of the big issues is scenario designers who create a scenario with a modded database, if the modded database is not attached with the scenario, the scenario may or will not play out as planned depending on the mods that have been done

Ie, I have been modding UK 81mm mortar and 120mm RCL to be manpackable as they are in real life. The official database has them as immobile.
If I was to create a scenario on an advance to contact over a long distance with inf units, the mortars and RCL's would be able to follow the infantry units.
But if I released the scenario without the database, the scenario would not play out as the mortars and RCL's would remain on the start line and only be able to provide support up to the point the infantry had moved out of range.

Also, if your a keen scenario player, how many other users databases could you end up with on your own system. At only just over 7MB it is only small, but eventually you could end up with a lot unless your tidy and delete them after use.
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Veitikka
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RE: Official Database and Modded Database's

Post by Veitikka »

A few points:

1. The official 'default' database is locked and cannot be modified. You must create your own database if you want to make modifications or start from a scratch. Instructions are here: tm.asp?m=4558585

2. Every database has a unique ID that's saved in the scenario and savegame files. If the ID doesn't match then the scenario/savegame won't load and is not listed in the UI. This prevents conflicts with incompatible databases.

3. The database consists of .xml files that can be edited with any text editor. There are merge tools available that can be used to view changes and even merge different data sets.
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CapnDarwin
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RE: Official Database and Modded Database's

Post by CapnDarwin »

So to be clear, if I make a scenario based on a custom database, I need to package both the scenario and database file for that scenario? Also does the player have to "install" the database for the scenario to work?

Thanks.
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Veitikka
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RE: Official Database and Modded Database's

Post by Veitikka »

ORIGINAL: CapnDarwin

So to be clear, if I make a scenario based on a custom database, I need to package both the scenario and database file for that scenario? Also does the player have to "install" the database for the scenario to work?

Thanks.

The player must have the custom database on his system, of course. It's the same thing with just about any moddable game, isn't it? I think it's a bad idea to include the database in every scenario package though. Copy the custom database to the data\database folder once and select it in the settings launcher, and you're done.

Now someone might ask what's the best way to provide the custom database and its associated scenarios to the players. I don't have an answer for that yet.
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CapnDarwin
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RE: Official Database and Modded Database's

Post by CapnDarwin »

We got around the having both by having the data required for the scenario baked into the scenario file so you can play the custom scenario (and use the custom data). Now if you want to edit it, you need the data files involved or the editor tells you can't edit it. That gave the scenario/data maker the option to publish the data or not. For PBEM, both players had to have the same game file (we embed a code as well) in order to play and prevent cheating of the data. Your structures are different from ours, so I'm not sure what is the best move.
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Veitikka
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RE: Official Database and Modded Database's

Post by Veitikka »

ORIGINAL: CapnDarwin

We got around the having both by having the data required for the scenario baked into the scenario file so you can play the custom scenario (and use the custom data). Now if you want to edit it, you need the data files involved or the editor tells you can't edit it. That gave the scenario/data maker the option to publish the data or not. For PBEM, both players had to have the same game file (we embed a code as well) in order to play and prevent cheating of the data. Your structures are different from ours, so I'm not sure what is the best move.

In our game the database can have references to new graphics files too. These are listed in the resources_custom.xml file. The player must have the new textures for the database to work.
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