File sizes are no way to compare VN:Mod versions bud, they mean nothing. This mod is for VN version v1.21 which is exactly the version found in the VN's OP... so it's the latest "public" update available. Make sense?Chapter 2 update?
Edit: I'm not actually sure what the most recent update would be called, but the original game's scripts.rpa file is now 8605 KB vs. this mod's 6246 KB.
Size reduction usually means removed lines of code, but I didn't see any mention of optimization of the original author's code in your OP, so it's a safe bet to be used for an update comparison. Since you're saying that it's up-to-date, may I ask what was altered within the file?File sizes are no way to compare VN:Mod versions bud, they mean nothing. This mod is for VN version v1.21 which is exactly the version found in the VN's OP... so it's the latest "public" update available. Make sense?
You assume too much as fact when it is not. What I stated is correct. File size doesn't matter at all in anything that has been compressed/archived for distribution as the results if done a dozen times in a row will always result in the final file sizes being a dozen different sizes. You're of course free to "think" what you want, but that thought simply isn't true nor accurate.Size reduction usually means removed lines of code, but I didn't see any mention of optimization of the original author's code in your OP, so it's a safe bet to be used for an update comparison. Since you're saying that it's up-to-date, may I ask what was altered within the file?
My question was specifically for the scripts.rpa file (e.g. the walkthrough choice component), but I'm guessing there wasn't a way to future-proof your mod by referring into the file, rather than altering it.Obviously any mod actually adds to base code... otherwise there would be no hooks (it wouldn't do anything). So asking what all has been altered it the code necessary to make all the functions of the mod listed in this thread's OP functional.
All of every SanchoMod multimods made public rely on embedding necessary RenPy/Python code throughout a VN's script (coding) files. RenPy VN's only basically contain it's core engine files, script files, and media (images, audio, fonts, etc.). Given that every single mod will rely on a certain set or all of the individual VN's script files to function those are the files that are modified. So, considering I use a physically embedded script coding methodology (all RenPy/Python mods do that have functionality beyond informational lookup such as URM, etc), a mod must be updated on each VN update if it is to remain in sync since the "new" VN update code must also be processed with new mod code. The idea of future proofing is only the mod author's ability to retain the desire to inject (process) the mod's required code functionality into any new VN update script going forward.My question was specifically for the scripts.rpa file (e.g. the walkthrough choice component), but I'm guessing there wasn't a way to future-proof your mod by referring into the file, rather than altering it.