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Sorry, but even more minor bugfixes here
-Bug fix for two bugs created accidentally while fixing other ones
=fix the bug of Carmelli reconstruction event loop.
=fix the tax event loop after the first month change

Be sure you are running the latest version, thanks. 

Downaload Link: 
Queen in Deficit Ver. 0.09d


Comments

waffel

when it comes to bug updates isn't it better to set up a public git with the public version, so we only need to download the exact files that have been modified instead of downloading 200+ MB for a few kb changes?

BrokenTorpedo

Sorry, unfortunately I don't know how to that while keep my game data encrypted. I am just not comfortable release the unencrypted one. I will see what could be done on that part.

waffel

Isn't it just to commit the encrypted version, instead of the unencrypted, with my experience with git I really can't see why you cannot just overwrite the bugged with the debugged version and commit that, then git will automatically notice the difference between the two versions and... voila. You don't need to make a git folder with the source code, you can make a git folder with the release version. Especially if it can be done in a way where the artwork is downloaded separately and merged afterwards so it's only the compiled code that gets tracked.

BrokenTorpedo

Sorry but I don't understand half of the things you just said... Basically I don't know how to do that without being unencrypted. And not just the source code, I don't want to release unencrypted graphic files either.

waffel

Try to read up on git, you ought to make at least a local git repository of your game project for your own personal use, so you can effectively keep track of your versioning and be able to undo your fuckups on a project level. It will also provide an opportunity to easily set up off-site backup of your project while automating the sync process. It is a very very unwise idea to have a software project of your project size without either using git or subversion. The time invested in learning either of those two can be repaid by a 100th fold when you screw up anywhere in development. When you have familiarised yourself with either of them, for your own benefit, then we can discuss this further, since you will be able to automate the distribution of your game versions, which will save you a lot of time down the road. :) You'll also learn how to do this with the encrypted files, it shouldn't be any more difficult to do than with the unencrypted ones.

BrokenTorpedo

You don't get it the encrypted data of the game with be one solid file, I don't know how to encrypt the files individually.

waffel

I really don't see the problem https://github.com/bup/bup

BrokenTorpedo

I don't know what to tell you... There'd be no what you called "exact files" if I encrypted the data. There's only one file. In that case there's no benefits using git.

waffel

Yes and with the link I have sent you, is an example of a solution where only the blocks with the binary changes will be sent, and not the whole binary file. Git with this solution with the encrypted files serves a distribution service, not a backup service. So only the changes to the binary files will be sent instead of everything. That solution is intended for binary files.