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DLC 17 and the Pre-Steam Version

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The title pretty much speaks for itself, but I figured I might as well ask, though I suspect I know the answer.

Is there anything in DLC 17 that would prevent it from being run in the Pre-Steam Version of Y1? It's my understanding that the reason why the older version didn't receive DLC 17 was a pragmatic decision to herd all of us into the new version, so that you wouldn't need to support the old version, which had issues with distribution, and is "technically" inferior.

Also, given that I have no interest in modding outside of making a DLC 17 patch for the old version of Y1, I am not too familiar with the way Y2 will interpret a save from such a modded "old-version DLC17". Assuming I don't do anything other than publish the mod, would Y2 need a copy of this "mod" (That isn't really a "mod" mod.) like other mods or would it be incapable of distinguishing between a pre-Steam DLC 17 and the official Steam version DLC 17?

I think it's an important enough question to ask.

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On point 1, here's what the error log spits out (IIRC, as you can tell it's been a while since I tested this):

Spoiler

[Academagia 2.14.0.0] - [2017-07-17T21:17:48.8167234+02:00] - [Info] - Stream:C:\ProgramData\Academagia\Cache\a9370997-3854-4b1c-b991-a74c54856428\GameInfo.bin
[Academagia 2.14.0.0] - [2017-07-17T21:17:48.8207236+02:00] - [Info] - Stream:C:\ProgramData\Academagia\Cache\a9370997-3854-4b1c-b991-a74c54856428\Mods.ini
[Academagia 2.14.0.0] - [2017-07-17T21:18:56.3505861+02:00] - [Error] - System.OutOfMemoryException: Er is een uitzondering opgetreden van het type System.OutOfMemoryException.
   bij System.Collections.Generic.List`1.set_Capacity(Int32 value)
   bij System.Collections.Generic.List`1.EnsureCapacity(Int32 min)
   bij ContentModel.PersistEntitySerializer.ReadInt32List(Stream stream)
   bij ContentModel.SelectionItem.LoadFromStream(Stream stream)
   bij ContentModel.PersistEntity.Deserialize(Stream stream)
   bij Storage.Publish.CustomSerializer.Merge(String officialContentFolder, String modFolder, String destinationFolder, Boolean copyOfficialContentLargeObjects, String tmp_path)
   bij Storage.DB.MemoryDB.Create(String destinationFolder, String officialContentFolder, String[] modFolders)
   bij Academagia.Storage.RepositorySerializer.CreateGame(Boolean saveModIniFile)
   bij Academagia.Storage.RepositorySerializer.CreateGame()
   bij Academagia.Core.Adapters.CreateGameAdapter.CreateGame(ModDescription[] checkedMods)
   bij Academagia.Core.Adapters.CreateGameAdapter.worker_DoWork(Object sender, DoWorkEventArgs e)
[Academagia 2.14.0.0] - [2017-07-17T21:18:58.4277049+02:00] - [Error] - System.NullReferenceException: De objectverwijzing is niet op een exemplaar van een object ingesteld.
   bij Academagia.Core.Adapters.CreatePlayerAdapter.CreateAttributesDescription()
   bij Academagia.Core.Adapters.CreatePlayerAdapter..ctor()
   bij Academagia.UI.Views.PlayerWizardContainer..ctor()
   bij Academagia.ViewDispatcher.CreateView(ViewIdentity viewIdentity)
   bij Academagia.ViewDispatcher.GetView(ViewIdentity viewIdentity)
   bij Academagia.MainWindow.Process(IView source, ICommand command)
   bij Academagia.Common.Commands.CommandDispatcher.SendCommand(IView viewSource, ICommand viewCommand, Boolean synchronious)
   bij Academagia.Common.Commands.CommandDispatcher.SendCommand(IView viewSource, ICommand viewCommand)
   bij Academagia.UI.Views.CreateGameContainer._gameAdapter_Completed(Object sender, EventArgs e)
   bij Academagia.Core.Adapters.CreateGameAdapter.worker_RunWorkerCompleted(Object sender, RunWorkerCompletedEventArgs e)
   bij System.ComponentModel.BackgroundWorker.OnRunWorkerCompleted(RunWorkerCompletedEventArgs e)
   bij System.ComponentModel.BackgroundWorker.AsyncOperationCompleted(Object arg)
   bij System.Windows.Threading.ExceptionWrapper.InternalRealCall(Delegate callback, Object args, Boolean isSingleParameter)
   bij System.Windows.Threading.ExceptionWrapper.TryCatchWhen(Object source, Delegate callback, Object args, Boolean isSingleParameter, Delegate catchHandler)

On the second point, I highly doubt that such an unofficial DLC 17 mod would be properly recognized by Y2. Reason being is that I suspect the game checks for internal IDs, not names, and unless you happened to add everything in the exact same order, maybe, you'd get different IDs.

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