View Full Version : Different Versions
Nickademus
March 25th, 2015, 22:35
I have a concern. But first a question, to make sure my concern is legitimate.
I wonder this every time there is an update to FG. Is there a problem with players connecting to a session where the GM has a different version, or where some of the players have the new version and other haven't updated yet.
Trenloe
March 25th, 2015, 23:46
The players on the wrong version should download the correct ruleset from the GM - it might be worth checking in the player's campaign cache folder to see if there are any <ruleset name>.dat files to indicate they are downloading the ruleset from the GM.
If there are fixes/updates in the base FG executable then there could be minor issues/strange behaviour if the players aren't using the same version as the GM. It's always best to be on the same version as the GM.
ddavison
March 25th, 2015, 23:48
It ultimately depends on the nature of the updates. I occasionally run a slightly newer version than my players and everything continues to work as expected. In general, however, it's best to maintain the same level to ensure that there are no issues.
Nickademus
March 26th, 2015, 05:53
In general, however, it's best to maintain the same level to ensure that there are no issues.
This is not possible. As a GM, I cannot update to a version that breaks extensions that I rely on for the game until those extensions are updated. Alas, if a player sees the red button and updates before joining my game, they are now running a different version than me.
While it make only take a few days for extension to be updated to a new version of FG, this make little difference when an update is pushed a couple hours before one of my games.
It would be nice if there was a short period after the Test Version is finished but before the Update is made live where the extension owners are told that the test version is done and won't be changed anymore. That would give them the chance to update the extensions before the public starts updating FG and finding broken extensions. It would simply be nice to have this grace period to ease the transition.
dulux-oz
March 26th, 2015, 08:30
As a GM, I cannot update to a version that breaks extensions that I rely on for the game until those extensions are updated.
Just for my own interest: which Extensions are you using, Nick?
heranon
March 26th, 2015, 11:38
What I always wanted to ask in that context: Is it possible to downgrade to a previous version if anything breaks? Does it make sense to backup just the application folder or is there more to take into account?
damned
March 26th, 2015, 13:04
Most changes are to the contents of the %appdata% folder but sometimes they also update the c:\program files (x86)\fantasy grounds\ files too (this current update does that).
Nickademus
March 26th, 2015, 22:04
Just for my own interest: which Extensions are you using, Nick?
A couple community ones and a couple custom ones.
Most of my issues comes from the fact that there may not be time to update extensions before a game that takes place the same day as the update. No warning is given that it coming (other than the occasional hint 'later this week' or such). Would be nice to have a small buffer like I mentioned above before turning that button red.
Trenloe
March 26th, 2015, 22:18
Most of my issues comes from the fact that there may not be time to update extensions before a game that takes place the same day as the update. No warning is given that it coming (other than the occasional hint 'later this week' or such). Would be nice to have a small buffer like I mentioned above before turning that button red.
Yeah, a few days warning would be nice - have the "stable" version in test (i.e. this is the version that will be deployed) to allow us extension developers a chance of updating the extensions before the new version moves to live.
dulux-oz
March 26th, 2015, 23:59
Yeah, a few days warning would be nice - have the "stable" version in test (i.e. this is the version that will be deployed) to allow us extension developers a chance of updating the extensions before the new version moves to live.
I can see this being useful as well - it won't eliminate these types of problems (that would entail the Extension Devs to move immediately they got notice of a "Stable Test Version", and SW can't guarantee that) but it should help.
Taking a "What can go wrong" POV: how long do people recommend (a week, a day, 3 days, 5 days)?
Because no matter which period is chosen someone will not be satisfied because its too short, and potentially someone else will not be satisfied because its too long.
For the record I'd probably like to see 5 days.
Cheers
Nickademus
March 27th, 2015, 01:05
I was thinking 3 days. I think most extension-developers here check the forums within 3 days. But that was just a guess.
dulux-oz
March 27th, 2015, 01:10
I was thinking 3 days. I think most extension-developers here check the forums within 3 days. But that was just a guess.
I agree: 3 days to check the forums. But what about time to test & patch the Extension(s)?
Hence my suggestion of 5 days - but I could live with 3 (I mean, we're living with effectively none now :) )
Cheers
dulux-oz
March 27th, 2015, 01:13
And speaking of patching: what do people use for their version control (the SW Devs, the Community Devs, and other non-FG Devs)? I'm looking into GIT at the moment, having just gotten myself to the point where I need to automate this process (the manual one I was using now no-longer viable).
Any thoughts/suggestions/comments?
JFK
March 27th, 2015, 03:49
But, is there some way that the extension dev can release the update when they're done with their extension? In other words, Smite Works makes the newest update available to the extension devs without releasing it wholesale. Once a dev has fixed an extension, they can post a link to the update with a big ole notice that says, "This update works with xx extension. Other extensions may not yet be updated." That way, someone who uses the GreatGooglyMoogly extension can decide to update and have his players update, 'cause GGM is ready with their extension. After a period of time, SW announces the update across the site, as now. Or is that a bad idea?
Nickademus
March 27th, 2015, 03:58
That is a bit complex.
I think Smite Works posting in the test version thread saying 'Okay, it's done. We're not going to change anything else.' and waiting a few days for designers to do their own thing is a good comprise (and very little extra work for SW).
Nickademus
April 7th, 2015, 18:50
Case in Point: today is my game. I run FG and see the red update button. I don't know what the update is for or what it will break. I'm working on getting things ready for my game and don't have time to rework my extensions, nor have any of the community extensions been updated today (if even needed). Would have been nice to have a bit of a buffer here, and some communication.
ddavison
April 7th, 2015, 19:02
The new items we just released are to support the launch of official D&D content for Fantasy Grounds. We were unable to disclose any information about that prior to launch.
Nickademus
April 7th, 2015, 19:13
I'm not asking for information on what the update is. I'm asking for information on what the update isn't. I assume since there is no announcement of a new version that this update won't be affecting the SW rulesets or modules. It would be nice to have such stated when the update is pushed though. Or if I'm wrong, it would be very nice to know which rulesets/modules will be affected. There is no need to share information about why they are affect, just that they are (and thus some things will need updated).
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