Thanks for pointing out the bugs and adding the command console, I’ll be adding them to my version of the qsp file.
This seems like it might turn into a small community project, and since you’ve had experience with working on community projects how did you and the other contributors of jack-o-nine-tails handle maintaining version parity?
My fixes are on top of your QSP file already btw. So if you haven't updated yours after you did the second rename, I think you can just continue from mine.
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Jack has the location files loose in a folder and the engine is written such that it reads all of them and makes the .qsp automatically before running the game. No need for QGen. Which made us able to work with a simple private convo for bugs/ideas so we don't clutter the main thread and a git repo where we updated the location files.
As a new contributor you'd give a PM with your changes and the people in the main team would merge into the git.
As a regular contributor we'd give access to the git, they'd make a branch and every other day or so we'd merge everything into the master branch.
I don't think we can edit the engine of this game so idk how much that is an option.
The biggest problem we have here though is that the main development is not in our hands, so we can't change the engine even if it was possible. Otherwise we'd create a whole new (probably quite big) task to implement our local engine every time a new update releases. Maybe once the game is finished.
Here's my idea:
One way I can see this getting a bit more efficient for us as a group is the following workflow:
- Use QGen once to split all the locations into different files.
- We make a github, gitgud, whatever git style repository where we upload and manage/change those independent location files.
- I will write (or probably could just find) a Python script to take independent location files and stitch them back into txt2gam format.
- When we make a release, we use the Python script, import the txt2gam, create the new .qsp and post it.
Now, will that be more efficient for each of us individually? No.
And it would make testing small changes quite the hassle if you just follow that workflow. Each of us would be better of still using QGen or whatever workflow works best for you currently and then copy-pasting our changes to the individual location files when we're done testing/sure everything works fine.
This way we have one place that everyone can revert to if things go sideways and we can also see what updates were made without having to go through however many pages of this thread we missed.
This is however the first thing that came into my head so if anyone has a better one, feel free to post it
Now, since
dspeed spent an ungodly amount of hours to get us this version of the game, I think it's safe to say they are lead dev here (unless they don't want to be ofc) so if they're ok with this, and then you're also ok with this, I can start setting things up.