XML core files, patches, and differences?

Does anyone have a way of parsing for the differences between the files that get patched, so we can see the clear differences, versus the files we mod?

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Reply #1 Top

WinMerge compares files pretty neatly. However, the core files we got now aren't the ones in the data.zip so there's literally nothing to compare to when the next patch hits.

Reply #2 Top

That makes no sense. the data.zip is just the cache of the core files no? It should not be different then the core files.

 

Plus I want to parse the difference between the files I mod, and the ones that get patched. I'll have a look at WinMerge, cheers.

 

From IRC chat earlier with Kryo,

 

[20:25] <NovaBurst> the data.zip is just the core files in some form of binary file right Kryo?

<kryo> yes

it reads faster from one filesystem file than it does trying to open a million xmlx

<NovaBurst> so what's contained in data.zip should be the same as what's contained in the core files?

<kryo> in theory
[20:26] you have to rebuild it if you want to make changes

<NovaBurst> but isn't it generated first time, based on the core files?

<BlackRainZ> but it reads the mod folder last

<kryo> no, the data.zip is built at build and send down intact from impulse

you can rebuild it yourself with a command line parm

<Dwolf63> if no one else is having quest issues then maybe i should just start a new game

<BlackRainZ> maybe dwolf

<Dwolf63> if others are, then i should just wait for the next patch

<kryo> but it takes a good few minutes to build it

<NovaBurst> I see, so it could potentially be built from different core files then we have access to?

<kryo> yes
[20:27] <Dwolf63> that is wh i want to know

<NovaBurst> I see

<kryo> that should not happen but sometimes does

depending on if stuff is checked in late, etc
Reply #3 Top

What is currently inside the data.zip IS NOT what is in the CoreXML files, at this moment. They've got some REALLY BAD CODE in some of the core XML file (Kingdom Unique and Kingdom Special buildings) that will essentially BREAK a majority of the Kingdom buildings if you rebuild that data.zip file. It doesn't appear that Stardock is even aware of this despite me reporting it in Support and talking to a dev about it.

Don't rebuild that data.zip file right now.

Once the patch is release, I hope they are using the same files. Otherwise, there is no point to having the XML files at all (except for some reference).

Reply #4 Top

ExamDiff is a freeware windows diff tool that seems to work pretty good. 

http://www.prestosoft.com/edp_examdiff.asp

Although having looked up the info on WinMerge I'm going to have to give that one a try.

[edit] Converted link to text

Reply #5 Top

Quoting James009D, reply 3
What is currently inside the data.zip IS NOT what is in the CoreXML files, at this moment. They've got some REALLY BAD CODE in some of the core XML file (Kingdom Unique and Kingdom Special buildings) that will essentially BREAK a majority of the Kingdom buildings if you rebuild that data.zip file. It doesn't appear that Stardock is even aware of this despite me reporting it in Support and talking to a dev about it.

Don't rebuild that data.zip file right now.

Once the patch is release, I hope they are using the same files. Otherwise, there is no point to having the XML files at all (except for some reference).
End of James009D's quote

 

Runny verify should give you the "original" data.zip file back, instead of any rebuilt.

Reply #6 Top

SHIFT-right click Elemental in the Impulse Launcher to find the verify button. I had to ask a dev how to find this little feature.

Also, I'd just like to note that the core XML files are still busted in the verify update, lol.

Reply #7 Top

Yah they would be, obviously. But at least it should give you back the "proper" data.zip file.