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This script provides "patching" functionality for the game. This allows you to distribute updates to your game without asking your clients to download the entire game.

 

Patches are done creating a "Patch" folder that is structured the same way as your regular project folder (with Data, Audio, and Graphic folders, and all of the respective subfolders). Sending new content is a matter of copying any custom content and placing them in the appropriate patch folders, and then sending it to your clients.

 

Patches can be applied without overwriting the original data. However, this script does not support data stored in encrypted archives, so you will need a different protection scheme that ideally protects files on an individual basis.

 

Download

 

Get it at Hime Works!

 

Installation

 

Place this script below Materials and above Main

 

Usage

 

Setting up the patch folder

 

Set the patch folder in the configuration below. By default it is the "Patch"

folder.

 

Testplay the game, and the patch directory structure will be created for you.

Go to your project folder and look for the patch folder and open it. Inside,

you will see something that resembles your own project folder:

 

datapatcher1.jpg

 

Creating patches

 

There is basically no work required. All you have to do is take your files

and place them into the patch folder. The script will automatically load them

when the game is running.

 

For example, if you update some Actor information, then you will take the

Actors.rvdata2 file from your data folder and copy it into the patch folder's

Data folder. To see the effects of the data patcher, you will need to have

a second project that is using the outdated files.

 

Distributing patches

 

Pack up the patch folder using something like 7zip or your own setup file.

You can then send it to your clients.

 

Applying patches

 

Understand how to use this script and then figure out the best way to inform

your clients. The way they will apply your patches is the same way you created

them: just place them in the appropriate folders in the patch folder.

Edited by Tsukihime

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Yes, you would just upload a copy of your data_mapinfos.rvdata2, any new map files, and old map files with new transfers.

 

Although in terms of DLC's maybe not, because this system overwrites data rather than combining data.

 

This is specifically for patching your game, where old data is basically no longer valid.

Combining data might be better with yami's patch system that allows you to select specific data to add to the patch.

Edited by Tsukihime

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Script updated.

 

The patch folder is automatically generated for you when you testplay. I've hardcoded the folders so if you have custom folders you'll have to create them yourself. Or...suggest a way for me to avoid hardcoding folder names yet make it easy to setup.

 

For users that are looking for ways to protect their data, this script does not support the rgss3a archive nor do I have any plans to do so either since it breaks the patching model that I use (that is, load stuff from a patch folder rather than from the original folders)

 

If you want security, you will have to see if someone has written a script that will encrypt files individually as I have described in this post: http://forums.rpgmakerweb.com/index.php?/topic/13273-simple-file-encryption-and-reader/

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How did I miss this thread?

 

This is very nice work.

 

I assume you would be able to use this to make chapters so you can release a chapter 1 version of a game, then add more chapters and even edit older chapters.

 

Thanks for all you do for this community, Tsukihime!

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Tsukihime, I looked up Yami's script like you suggested, and compared the two. But I'm not sure which one I should use. I am interested in DLC, so I can add to my game without having to start over. But I'm also interested in patching bugs and such, for the same reason. It seems like Yami's may be suited for both?

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My patch script is basically meant to be an easy way for developers to push our changes. There is no in-game patching utility that players need to run themselves. You just distribute a patch file or an executable "update" and things will work.

 

At some point I will be adding support for adding encrypted patches as well.

I am not sure if that will go well with yami's patch system, but if you don't need encrypted patches then it doesn't matter.

 

I guess it boils down to how you want players to patch the game.

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