Author Topic: Wait, I can't organize my files or script in-game anymore??  (Read 3211 times)



(edited into previous, not a double post)
Sorry for being a whiny bastard; I knew I was over-reacting and it was only a matter of time until someone pointed out a workaround, and as such I tried to keep from flaming too much, but I don't get mad often and I'm bad at restraining myself.

Protip: Try doing the thing you say you can't do and also read the error messages before you flamepost. Then you will not look like you live in a fantasy world where Badspot personally hates you.

LOL no really, I thought I did exactly that. I ran a file from add-ons/script_code/ and it didn't work, because it wasn't found in script_code.zip. Maybe I was reading the wrong error message?

EDIT: Yeah, ok, that doesn't work. So the trick is to AVOID having duplicate files in the official add-on method during development, and then pack it into a .zip only for distribution.
« Last Edit: March 20, 2009, 03:43:26 AM by Mr. Wallet »

I created all these files AFTER blockland started so I think the resource manager is working fine.

But things like findNextFile won't pick up on it until you refresh the resource manager, which is a pain.

You can refresh the resource manager? How? Will that stop the thing from breaking when I over-write a file in a .zip with a version 1 byte larger?

EDIT: Yeah, ok, that doesn't work. So the trick is to AVOID having duplicate files in the official add-on method during development, and then pack it into a .zip only for distribution.

Now you are trying things and learning instead of being pissed off and complaining. This is good.

Also if you can edit your files directly doesn't it not matter if changing zips breaks things?

Now you are trying things and learning instead of being pissed off and complaining. This is good.

Also if you can edit your files directly doesn't it not matter if changing zips breaks things?

Self-improvement lessons with Kompressor  :cookieMonster:


No the thing is, you can't run the file at all if the .zip is there. It doesn't matter if you've changed the .zip.

EDIT: Note that this precludes making files in your own add-on's folder "namespace", e.g. for saving an add-on's options. Instead the data has to be put in a different folder or somewhere like the config directory tree, where either it and other crap-ons can have nice big fights over who controls what file where, or settings can be dumped into a prefs.cs with all the other settings, sitting idle forever and ever if the add-on is removed until such time as a new add-on wants to use it and doesn't initialize it properly before checking it (or uses a check explicitly to see if it needs to be initialized).
« Last Edit: March 20, 2009, 04:48:44 AM by Mr. Wallet »

Another random idea I just had: It would be very nice if you could create (not come standard, so that idiots don't start using it) a folder called "development" or something, and any contents in it would work as if they were in the add-ons folder.  It would be nice to not have to look through all the add-ons and folders for downloaded crap any one person has.

Edit: Crap, I just realized that would screw up any add-ons with downloadable content....hmmm.