Thread: Easiest way to mod a mod
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October 21st, 2012, 18:11 #1
Easiest way to mod a mod
Quick question: I'm working on editing a mod file, but I'm finding that the only way I can do so is to repack the files into the .mod file every time I make a change, which is a colossal PITA. Am I doing something wrong: is there an easier way to make changes to the XML files and reload them into FG without repacking the zip and changing it to a .mod *every* time I make an edit?
"A ship in harbor is safe, but that is not what ships are built for." - John Shedd
"Why is it every time we need to get somewhere, I get waylaid by jackassery?" - Dr. Thaddeus Venture
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October 21st, 2012, 20:21 #2
I use WinZip that allows me to edit the XML code (using Notepad++) and when I save it, it automatically adds the updated version back into the mod file and then I reload FGII to test.
I do not know if any other file compression apps works the same way, but it was the reason I bought Winzip as I got fed up doing it the slow way.My players just defeated an army, had a dogfight with aliens, machine-gunned the zombies, stormed the tower, became Legendary and died heroically
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October 22nd, 2012, 00:35 #3
For my rulesets / extensions, I wrote a small batch file to invoke 7-zip from the command line, zip up the xml files and put them into the modules directory.
So when I am working on a module, I just edit the common.xml file (for player module) or db.xml (for GM module) and then run the batch file. Takes 1-2 seconds.
I usually have the module XML files stored under the ruleset directory in /support/modules/module_name and keep the batch file (publishModules.bat) in the support/modules directory. I've enclosed the code below, although it is quite hard-coded to my purpose, but you might be able to subvert it to your cause with some minor editing.
Code:copy /Y .\swexpg\common.xml .\swexpg\client.xml del ..\..\..\..\modules\swex_pg_final.mod "C:\Program Files\7-Zip\7z" a -tzip ../../../../modules/swex_pg_final.mod -x!.git .\swexpg\* del ..\..\..\..\modules\swex_gm_final.mod "C:\Program Files\7-Zip\7z" a -tzip ../../../../modules/swex_gm_final.mod -x!.git .\swexgm\*
Former SW ruleset / Deadlands extension author. Now I just wanna play a few games. And maybe hack. A little.
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October 22nd, 2012, 00:36 #4
I think what Doswelk/phantomwhale suggest is the fastest method. Unfortunately, you can't have module files uncompressed in their own directory like you can when working with extensions.
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October 22nd, 2012, 07:04 #5
Thanks very much for the tips, guys - much appreciated! I feel like the FG development model is kicking me in the shins no matter which direction I turn... *sigh*
"A ship in harbor is safe, but that is not what ships are built for." - John Shedd
"Why is it every time we need to get somewhere, I get waylaid by jackassery?" - Dr. Thaddeus Venture
-- CA (Pacific time zone) --
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