FPK live (tm)

You won't be able to start C2C without the mod folder being exactly Caveman2Cosmos since PPIO was merged, so going forward there should be no players who have C2C saves made where the folder is named differently.
The exception will be v39 saves though, these may still have been made under a different mod folder name than Caveman2Cosmos.
Another benefit to this would be that it would somewhat enforce that I think so that players can't really go and change the name since it's installed for them. Curious - if they DID change the name, would that break the linkage?

You could but why on earth would you want to! You have one folder structure that does have everything in it, and then another that doesn't, just do all edits in the one that does!
This is just a matter of knowing I'll have to establish a new habit is all.


So in saying you can't have both folders in different drives, what you were saying there suggests that the drive is actually only storing things once. I would never have dreamed this could be done.. lol.
 
Curious - if they DID change the name, would that break the linkage?
If they renamed Mods\Caveman2Cosmos the links inside it would still be fine.
What will break the linkage is deleting either one of the end of the link. One feature that is interesting is that both ends are equally the real directory/file after you make the link. If you delete one end the other will just continue to work fine. So actually once you do the install you can delete your SVN workspace and the mod still works fine!
I did make my install script clean the Mods\Caveman2Cosmos directory before installing though. I guess I need to exclude some folders/files from that clean maybe? The ini file and UserSettings?

So in saying you can't have both folders in different drives, what you were saying there suggests that the drive is actually only storing things once.
Yep only one copy that is pointed to from two (or more!) different places, both equally the "real" one.
 
Hopefully that was when the additional step was running a script after every update (which would be annoying), whereas with the junctions it is just running it after every *clean* get. Although those are way more commonly required than they should be (roll on git :mischief:).

It was about having to do any additional steps and having to adopt to changes. Even a one time thing seemed not possible and i don't really understand why??
 
whereas with the junctions it is just running it after every *clean* get. Although those are way more commonly required than they should be (roll on git :mischief:).
I've only done 3 *clean* gets (checkouts) the last 8 years, two of them related to me performing a new windows installation.
Multiply that by two btw, as I have two SVN folders.
 
I've only done 3 *clean* gets (checkouts) the last 8 years, two of them related to me performing a new windows installation.
Multiply that by two btw, as I have two SVN folders.
Almost the same here. And I have SVNs for AND2 and For Krome as well. All new checkouts were because of windows new OS over the past 7 years. (I still have Team capabilities for AND2 but would Never make a change with out extensive discussion with 45* 1st.)

Krome is/was a collaboration between Jtanner, Isabelxxx, and myself to make a RoM1.03 hybrid with Kmods 1.40 version starting as a Modmod for RoM. Sits idle now that JTanner has disappeared again and Isabelxxx left long ago too (college student that moved on with life). As I do not have the Coding skills to change AI functioning. Just a simple xml tag and variable changer sadly. My Dream Mod languishes. :(
 
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I am going to come back to this now (optimization is in a good enough state for now, still plenty more that can be done there though).

I have been using the hard-links for a while now and they seem to work well. I have two SVN workspaces, one for trunk and one for branch, and I can swap between them easily using this system. I believe Anq has been using it as well without issues.

I think it works well as a replacement solution for those who have SVN checked out *into* their Mods directory directly.
Please can DEVs who check out SVN direct to their Mods directory switch to using the Install.bat script instead, so it can get more testing:
This is very simple to do: Just move your Caveman2Cosmos directory to somewhere else on the same drive using explorer cut/paste or drag and drop (I have mine in Documents\SVN\Caveman2Cosmos), then run Tools\Install.bat and follow the instructions. It shouldn't take more than 30 seconds. There is a detailed explanation of what the batch file is intended for and what it does when you run it, before it does anything.

Next we need a solution for people who don't currently have SVN in their Mods directory, but use copying of some form instead.
I need to hear from people who do this how they want the scripts set up.
I could:
  • Have the script ONLY do what is necessary for FPK live to work (write a text file to the Mods directory that indicates which SVN workspace to read the art files from). It wouldn't copy anything, you could do that yourself by whatever mechanism you prefer. Art files would not need to be copied because FPK live would pick them up.
  • Have the script always sync all files FROM the workspace TO the Mods directory, replacing what is there if they conflict, never deleting any that don't exist.
  • Have it sync using some other method? Not sure what exactly is desirable or if it could be the same for everyone.
 
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Done it , as you say .C2C is now in F: .
Install.bat has to run as Admin , but if i point it to the Modfolder , it says"Previous Mod Folder ......" and
abort.
 
@TaylorItaly any chance you can try this please? Remove .txt from the file extension first.
You can put it anywhere, it doesn't do the install just tests the directory browser and outputs what you select so I can see if it works.
 

Attachments

Another maybe unrelated thing that i just rememberd.

The svn repo on sourceforge has some corruption but it will continue to work unless someone commits the unpacked art into the svn. We had problems in the past where commiting a specific button would break the svn complely and i had to modify the repo files on the sourceforge server directly to get it working again.
Let's not do this again.
 
The svn repo on sourceforge has some corruption but it will continue to work unless someone commits the unpacked art into the svn. We had problems in the past where commiting a specific button would break the svn complely and i had to modify the repo files on the sourceforge server directly to get it working again.
Let's not do this again.
Yeah in that case definitely this will be a git thing only then (it is why I am pushing forward with it again now).
 
I could:
  • Have the script ONLY do what is necessary for FPK live to work (write a text file to the Mods directory that indicates which SVN workspace to read the art files from). It wouldn't copy anything, you could do that yourself by whatever mechanism you prefer. Art files would not need to be copied because FPK live would pick them up.
That would be my favourite.

What I do when I install a new SVN version:
  1. Rename the folder in the game from Caveman2Cosmos to Caveman2Cosmos_old (to have a fallback position if anything goes badly wrong)
  2. Update the SVN and export it to a neutral place (which is on the same drive as the game)
  3. Do any personal changes or add modmods at this neutral place, add my UserSettings folder
  4. Move the content of the folder from the neutral place to my Mods/Caveman2Cosmos folder

I am pretty sure that this could be done simpler but I always feel like being on the save side this way.
 
Next we need a solution for people who don't currently have SVN in their Mods directory, but use copying of some form instead.
I need to hear from people who do this how they want the scripts set up.
I could:

  • Have the script ONLY do what is necessary for FPK live to work (write a text file to the Mods directory that indicates which SVN workspace to read the art files from). It wouldn't copy anything, you could do that yourself by whatever mechanism you prefer. Art files would not need to be copied because FPK live would pick them up.
The script should just assume that the destination folder is empty (UserSettings folder is an usual exception) and copy over exactly those files needed for the game to work as it should.
So pretty much all files except for some exceptions like Tools folder, Source folder, docs folder, .vscode folder and art files. Art would be packed in FPK in the correct location during the script.
 
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What I do when I install a new SVN version:
  1. Rename the folder in the game from Caveman2Cosmos to Caveman2Cosmosxx (xx = number to be able to revert back to - I keep a couple of versions.)
  2. Create a new empty Caveman2Cosmos folder.
  3. Update the SVN and export it to the new empty Caveman2Cosmos folder.
  4. Copy my UserSettings folder from Caveman2Cosmosxx.
 
So,today it works like a charm.
But what now ?
How should i update the new Folder F:/C2C ?
No more with SVN update ,but with update.bat ?
And then ,i have to run wich .bat to update Mods/C2C ?

A little bit more Instructions would be nice , or have i overlooked some thing again ?
 
No more instructions required! You can just update SVN in the directory you moved it to like normal. You don't need to run Install again when you update or anything else.
 
Ok ,i updated F:/C2C to latest SVN :
upload_2019-8-13_16-54-15.png


And the File Structure shows the updated Files :
upload_2019-8-13_16-55-21.png


But in Mods/C2C there is only Caveman2Cosmos Config.ini updated :
upload_2019-8-13_16-57-45.png


Is this right so?
Sorry ,if i miss something here,but Mods/C2C is not updated in my opinion.
 
If you aren't a dev you don't need to do this by the way, we aren't going to change the SVN repo anymore, you can just have it in your Mods directory.
You can confirm if the links are working just by adding a new file in F:\Caveman2Cosmos\Assets and see if it appears in your Mods\Caveman2Cosmos\Assets directory.
If it doesn't, and you definitely used Install.bat to make this install then maybe something is different about Win 7 from Win 10. You can always run install.bat again and it will delete and recreate the Mods directory version.
 
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