Dual Install ?

WarKirby

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I'm a few patches behind in FF currently, due to an ongoing multiplayer game that I don't get a lot of chances to play.

I really want to update though, so...

Is there any way to install two copies of FF. So I can keep what I have now without breaking savegames, but also install a seperate, fully updated instance of FF? Preferably with the new models from FFH too (I'm still a bit uncertain of how to enable those)
 
I'm a few patches behind in FF currently, due to an ongoing multiplayer game that I don't get a lot of chances to play.

I really want to update though, so...

Is there any way to install two copies of FF. So I can keep what I have now without breaking savegames, but also install a seperate, fully updated instance of FF? Preferably with the new models from FFH too (I'm still a bit uncertain of how to enable those)

Yes, of course you can.

1)Rename the current FF050 folder to something like Fall Further 050g(or whatever the patch you have)
2)Patch FFH2 to z
3)Install FF
4) Patch FF to J
5)Open the ArtInfos.xml(or whatever the name) of FFH2 and FF in winmerge
6)Check to see which lines from FFH2 you have to import to FF for the graphics to be applied
7)Save

Now you should be able to play FF patched and updated with new graphics. I have not done it, but this should be the procedure.
If you wish to start a game with your old FF, you can copy and modify the icon on the desktop to point to the old FF.
 
He could just as well use the FF patcher after copying the original FF folder somewhere else though, no?
 
http://winmerge.org/
If you're trying to maintain a mod, Winmerge is your best friend, plain and simple. Winmerge allows you to compare two files, and merge any differences between them. So when FF release a new patch, you can use Winmerge to see what changed, and then either change your mod's files to match, or change FF's files to match your mod.
 
I think I'd have given up on Fall Flat a few patches ago without Winmerge... it's THAT handy.
 
I think it is a sin against the modders code to even think about modding without winmerge and notepad+++
 
I use Crimson Editor >_>. Does that make me a bad modder :_(
 
It looks like a hell lot of stuff was changed. It is going to take a few hours to go through all the artdefines :). By the way, what's the difference between "Warrior.kfm" and "Warrior blood.kfm"?
 
It looks like a hell lot of stuff was changed. It is going to take a few hours to go through all the artdefines :). By the way, what's the difference between "Warrior.kfm" and "Warrior blood.kfm"?

My guess the "warrior blood" is for the "blood and gore" effects introduced in FFH040y.
 
I used (note the past tense) Notepad. Usually it worked fine. However, ever since I got Notepad++, I have not looked back.
 
There are animations in civ games? Surely you jest!
 
Arg, I'm not sure I can do this.

Got all of it done and working, up until the last step. Using winmerge.

It seemed fairly straightforward, and I merrilly pressed on merging all the new blood animations for axemen, arquebus, and other things beginnning with A.

Once it got down to b, everything went horribly wrong. There's a new Bannor champion model, and winmerge didn't seem to recognise it as a new entry. Instead, it was trying to replace the Clan of Embers champion.

So I copied and pasted it in manually, in the right spot. But that seemed to cause everything to desynchronise. The next thing it was trying to merge, was replacing a define for the dwarven shadow model, with some blood animation. they're different types of entries.

The order of chariot models also seems to be mixed up

I kind of started tearing my hair out there, and gave up on it. -_-

Don't suppose anyone would like to do the merging for me?
 
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