Extension versions

Freeform discussion about anything related to modding Transcendence.
george moromisato
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This is a quick note to clarify how I'm doing version numbers for extensions.

There are really only two valid extension version number:

"1.0": This version number indicates that your extension works with 1.0 or 1.01.

"1.1": This version number indicates that your extension requires some feature that will be first released after 1.01 and up to 1.1.

My basic philosophy is that all releases that are not on the main site are betas, meaning that I can't guarantee that the APIs will remain stable for the final release.

The next version that will show up on the main site is 1.1. By then, all the new features that have appeared in 1.02-1.05+ will be official and I will support backwards compatibility on those in future version (1.2 and beyond).
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oh... so thats how its supposed to work. So all beta-version mods relying on things like, shipchanging (1.02), <onEnable> <onDisable> (1.05), and the like would have to be marked as 1.1?

Edit- also added to the wiki: http://wiki.neurohack.com/transcendence ... rom_george
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And, if that is the case, does that mean that 1.1 works right now as a valid version number in mods, since those mods won't work with 1.01 (which I guess would be considered the current 1.0) or earlier?

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george moromisato
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PKodon wrote:And, if that is the case, does that mean that 1.1 works right now as a valid version number in mods, since those mods won't work with 1.01 (which I guess would be considered the current 1.0) or earlier?

PK
That's correct.

I should have mentioned this earlier, but I didn't think anyone was using any version number other than 1.0.
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I know that of the released mods, DSF & Godmod are highly new-version reliant. The Network & Hells Trinity I believe require at least version 1.03(?) due to topology stuff. TSB has always required the latest version. OTP/OPM is being designed specifically for a single version.

Is there a way for a mod to "lock-out" certain versions? Specifically for the official patch mods, to prevent anyone from accidentally copying over an old version into a new version of the game.
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Well, we were trying to use version numbers like 1.02/1.03/etc. to indicate which beta a mod would work with, so people wouldn't download a mod that used something from 1.04, for instance, when they only had 1.01 (stable).

Using 1.1 on Xelerus will be rather odd, as everyone who hasn't read this thread will be saying, "1.1 is out? Where?".

Using it in mods now, will probably only be questioned by people who actually look at the xml.

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I think dealing with those problems is the price of using a beta version. And it's one reason why I'm not publicizing these versions on the main web site.

In general, I think anyone running post-1.0 extensions should be running the latest released beta.
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Hmmm. This complicates things. Will we still be able to use 1.0* version numbers until the release of 1.1? Or do I have to switch over to using 1.1 anyway?

for instance, Hell's Trinity (as Wolfy mentioned above) requires 1.03 due to the Module System and currently runs best in 1.04/1.05. So should I change my Xelerus number to 1.1, but then post a link in the Xelerus description to the 1.04/1.05 Beta versions?

I hope you can understand that this is a little confusing to us modders...also Transcendence is real finicky regarding those version numbers and can lock out a mod for putting in the wrong Version Number (though it seems to have gotten better lately).
george moromisato wrote:I think dealing with those problems is the price of using a beta version.
Sure, us modders can deal with it -- but not everyone who goes to Xelerus is in with the community and understands all the version numbers and such. They'll get confused when they see a mod listed as using version 1.1, but the website only lists 1.01 as the current version, yet the mod authors will have comments with their mod that says you *have* to use 1.0* because 1.01 is so basic it won't work with this. quite a problem indeed.

One solution is to stop modding until 1.1 comes out. But that could be a while yet, and after 1.1 you'll continue on with some 1.1*.

Admittedly, we still have our fair share of mod troubles anyone -- heaps of people post asking "will this mod work with this version number" etc, so this is nothing new, however it does raise a bunch of new complications in mod making.
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ThePrivateer wrote:Hmmm. This complicates things. Will we still be able to use 1.0* version numbers until the release of 1.1? Or do I have to switch over to using 1.1 anyway?
The XML does not accept any version numbers except "1.0" and "1.1". Pick whichever one you want. But if you pick 1.0 and you use 1.1-class features then 1.0 players will be upset.
ThePrivateer wrote:for instance, Hell's Trinity (as Wolfy mentioned above) requires 1.03 due to the Module System and currently runs best in 1.04/1.05. So should I change my Xelerus number to 1.1, but then post a link in the Xelerus description to the 1.04/1.05 Beta versions?
Xelerus has nothing to do with this. You should specify whatever version you want in Xelerus. I'm only talking about the XML version.
ThePrivateer wrote:I hope you can understand that this is a little confusing to us modders...also Transcendence is real finicky regarding those version numbers and can lock out a mod for putting in the wrong Version Number (though it seems to have gotten better lately).
I do. But I'm fully confident that you are all smart and can figure it out.
ThePrivateer wrote:Sure, us modders can deal with it -- but not everyone who goes to Xelerus is in with the community and understands all the version numbers and such. They'll get confused when they see a mod listed as using version 1.1, but the website only lists 1.01 as the current version, yet the mod authors will have comments with their mod that says you *have* to use 1.0* because 1.01 is so basic it won't work with this. quite a problem indeed.
As I said, the "1.1" version is inside the XML. What you put on Xelerus is up to you (and probably shouldn't be 1.1 unless you require 1.1).

The fact that the website only lists 1.01 is a different issue unrelated to the version numbers in the XML.
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george moromisato wrote: The XML does not accept any version numbers except "1.0" and "1.1". Pick whichever one you want. But if you pick 1.0 and you use 1.1-class features then 1.0 players will be upset.
...
Xelerus has nothing to do with this. You should specify whatever version you want in Xelerus. I'm only talking about the XML version.
...
As I said, the "1.1" version is inside the XML. What you put on Xelerus is up to you (and probably shouldn't be 1.1 unless you require 1.1).

The fact that the website only lists 1.01 is a different issue unrelated to the version numbers in the XML.
Oh, okay, I see now -- so, a mod that uses a 1.05 feature will have 1.1 in the XML, but on Xelerus would display 1.05, correct?

Thanks for clearing that up. :D
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ThePrivateer wrote:Oh, okay, I see now -- so, a mod that uses a 1.05 feature will have 1.1 in the XML, but on Xelerus would display 1.05, correct?

Thanks for clearing that up. :D
Reading my original post, I can see how it is confusing. I didn't mean to imply that you would have to change anything about how you marked extensions in Xelerus.
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george moromisato wrote:
ThePrivateer wrote:Oh, okay, I see now -- so, a mod that uses a 1.05 feature will have 1.1 in the XML, but on Xelerus would display 1.05, correct?

Thanks for clearing that up. :D
Reading my original post, I can see how it is confusing. I didn't mean to imply that you would have to change anything about how you marked extensions in Xelerus.

Okay. Exactly when does this cross-over need to occur? Because 1.05 is currently working fine with mods using the old XML version numbers.

Will this come into effect in a later 1.0*? Or does it need to happen now, with 1.05?
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ThePrivateer wrote:Okay. Exactly when does this cross-over need to occur? Because 1.05 is currently working fine with mods using the old XML version numbers.
I don't understand what you mean by "...1.05 is currently working fine with mods using the old XML version numbers."

Are you saying this:

Code: Select all

<TranscendenceExtension UNID="..." version="1.04">
...
If so, that does not work on my machine. As I said, the only two version numbers that are valid in the XML are "1.0" and "1.1". Can you post what you mean exactly.
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george moromisato wrote:

Code: Select all

<TranscendenceExtension UNID="..." version="1.04">
...
If so, that does not work on my machine. As I said, the only two version numbers that are valid in the XML are "1.0" and "1.1". Can you post what you mean exactly.
Sorry. I was wrong...I just realised that *all* my installed mods have an <TranscendenceExtension UNID="..." version="1.01">

I just checked myself and version="1.0# does not work. Sorry for the confusion once more. >.<

I think I might just be quiet now... -_-
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Essentially, the version number in the xml signifies the highest version of mod that should be compatible.

1.0 will run most mods up to 1.0 (0.99c,b, 98 etc.) but won't have any of the new features past that.
1.1 will be required to run mods from 1.01 to 1.1 and in most cases lower version mods.


I think the confusion arises from the fact that we (the modders) consider each beta release as a separate version, where as George's version numbering is based on the stable releases.

I think it would be best if we continue to use the same system on Xelerus that we always have and it will make more sense with the information George has provided.

Assume a player downloads a mod marked on xelerus as 1.05, using George's info, she/he will know that they must have stable version 1.1 or greater. (Or beta version 1.05 or greater)
The mod itself will be marked as 1.0 in the xml which might be confusing, so perhaps we should change how we've been marking our mods?
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