Page 2 of 2
Re: Help! My dungeon won't load!
Posted: Mon Nov 12, 2012 12:30 am
by Xanathar
In alternative to the source control system:
Windows has the Shadow Copy Service which is the same as Time machine, you can read about it here:
http://en.wikipedia.org/wiki/Shadow_Copy
Otherwise, you can use Dropbox or Google Drive auto synchronization as a quick way to keep an history of the files (with the advantage that it survives an hard drive crash, and the disadvantage that sometimes they miss updates across file system links).
Re: Help! My dungeon won't load!
Posted: Mon Nov 12, 2012 12:41 am
by JKos
Yeah, there is automatic backup applications for windows too, but version control is a bit different thing. The idea is that you know what you are committing (backing up).
And you HAVE to write some commit message, which is really good thing, because it forces you to do some kind of change log.
For example I just add short log entries like: added spell magic missile
and if I commit unfinished feature, I just add a message like: WIP Spell magic missile, damage calculation missing.
It helps me to remember what I was doing when I get back to modding again after some time.
Re: Help! My dungeon won't load!
Posted: Mon Nov 12, 2012 2:01 am
by JohnWordsworth
I nearly always stash my programming work in a git repository (using SmartGit for Windows and SourceTree for OSX) inside of Dropbox to keep it Synced to all my computers. Fairly good redundancy there with very little work.
If you need to get folders into Dropbox or Google Drive that you can't normally move (the Dungeons directory for instance), you can close everything down, copy the Dungeons folder to Dropbox somewhere and create a HardLink from the old folder to the new location (using something like this makes it easy:
http://schinagl.priv.at/nt/hardlinkshel ... llext.html). I have all my save games in DropBox to give me cloud sync, even for all my ancient GOG games

.
Re: Help! My dungeon won't load!
Posted: Wed Dec 05, 2012 6:57 pm
by Xanathar
using SmartGit for Windows
Thanks John for this pointer.
I used several source control systems in the past, but they were (and are, TFS...

) always based on the check-out/check-in way of using them, with at most kludges in place if you want to use them to apply changes done without checking-out first.
From this came my reluctance in using them for Grimrock dungeons, didn't want to enter the nightmare of checking-out files before changes and all the burden of management, specially for those file (dungeon.lua mainly) which are edited automatically.
Git seems to solve this problem having a different approach.
Thanks again
