Unified Mod Version Tracking \ Troubleshooting
The purpose of creating this thread is encouraging twcenter modders to introduce a common version tracking system, that'll make everybody's life easier and significantly reduce time needed to identify some common issues.
This is particularly important when dealing with different matters in Bug Reports & Technical Help sections.
Tracking is done via campaign script code, I suggest one common spot for it - that'd be either just below "script" line or mod features list.
Also preserving common layout (like one presented below) would create some modding "integrity".
The main benefit is a shot at instant problem identification - let's say that somebody reports a TATW 3.1 CTD, then this person uploads a log file, which says "TATW 3.0 with a messy submod" or "TATW 2.1". You can tell them what was wrong or send them to appropriate forum right away, while often such info isn't supplied.
This feature serves as a basic check for UAC-inflicted mess as well.
How to track currently used mod version via campaign script.
Pattern:
Code:
script (example)
;;;;;;;Print Info
log always Third Age: Total War 3.1 . Please upload log when reporting issues. If your log shows a different mod version than desired, this might be installation issue. For support please visit Bug Reports & Technical Help at http://www.twcenter.net/forums/forumdisplay.php?f=1152
log always Very Good Submod v2.1 (...)
log always Not so comprehensive submod v0.1 (...)
monitor_event GameReloaded
log always Third Age: Total War 3.1 . Please upload log when reporting issues. If your log shows a different mod version than desired, this might be installation issue. For support please visit Bug Reports & Technical Help at http://www.twcenter.net/forums/forumdisplay.php?f=1152
log always Very Good Submod v2.1 (...)
log always Not so comprehensive submod v0.1 (...)
end_monitor
;;;;;;;
This code is always printed, even when only error reporting is on.
Result:
The "log" or "log_counter" commands can also be also useful if you want to monitor particular parts of executed code.
I hope this practise spreads and we all have less work.
Regards
P.S. Obviously deleting all .rwm files and .bin files on each mod start is always a good option as well. This is pretty efficient code that deletes all .rwm files found in maps dir and its subfolders.
Code:
del /q data\text\*.bin
del /q /s data\world\maps\*.rwm