For tomorrows patch, did you guys figure out how to do GoG's properly?

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Gizmo
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Re: For tomorrows patch, did you guys figure out how to do GoG's properly?

Post by Gizmo » October 13th, 2018, 8:14 pm

Not just them, but everyone should start doing this again, for the same reason it was done in the first place—for we are back in the same spot again, but at 100 to 1000 times the data sizes & network speeds.

This patch is twenty six gigabytes; patches are only going to increase in size as time passes, as games approach 80-180 gigabytes, once again it starts to make sense to be cleverer with the downloads, and to only host the differences instead of fully replacing multi-dozen gigabyte archives that get minor changes—or even ones that get major changes... Do we really want 320 gigabyte patches in ten years?

They should have a utility that can copy chunks from the original file that are unchanged, and re-write that data into a new archive that includes the updates—even making changes to the file hierarchy. It wouldn't be done for one game—or even by one company... it should be done for the engine (and thus every game that uses it). Ideally it would be done to accept engine archive format modules, so as to work for many engines in their native formats.

eisberg
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Re: For tomorrows patch, did you guys figure out how to do GoG's properly?

Post by eisberg » October 13th, 2018, 8:55 pm

Gizmo wrote:
October 13th, 2018, 8:14 pm
Not just them, but everyone should start doing this again, for the same reason it was done in the first place—for we are back in the same spot again, but at 100 to 1000 times the data sizes & network speeds.

This patch is twenty six gigabytes; patches are only going to increase in size as time passes, as games approach 80-180 gigabytes, once again it starts to make sense to be cleverer with the downloads, and to only host the differences instead of fully replacing multi-dozen gigabyte archives that get minor changes—or even ones that get major changes... Do we really want 320 gigabyte patches in ten years?

They should have a utility that can copy chunks from the original file that are unchanged, and re-write that data into a new archive that includes the updates—even making changes to the file hierarchy. It wouldn't be done for one game—or even by one company... it should be done for the engine (and thus every game that uses it). Ideally it would be done to accept engine archive format modules, so as to work for many engines in their native formats.

All that needs to happen is for GoG to setup a delta patcher on GoG Galaxy, and have their offline patches as delta patches as well. GoG simply needs to get with the times and do that. Steam already does the delta patching, so GoG just needs to do the same thing.

Anyways, I was talking to my brother, who is a game developer, and he stated that when his company was releasing to GoG, the agreement was they were not allowed to make their own offline patches for use with the GoG version, only GoG could make the offline patches for use with the GoG versions. So what you are wanting is moot anyways.

You won't see developers/small or medium publishers going the route of creating their own digital distribution systems and all the costs associated with that, when you have Steam and GoG that do it for free (minus cut from any sales made on the platform itself) and helps with marketing the games.

Again, the patches for this game are only the size they are because of them trying to decrease load times, once they are done with decreasing the load times then the patch size will significantly decrease as well since they won't need to touch all of those pak files.

So stop asking for something that isn't going to happen, rather go to GoG and encourage them to create a delta patching system similar to what Steam does, cause that is all that needs to happen.

syntaxhorror
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Re: For tomorrows patch, did you guys figure out how to do GoG's properly?

Post by syntaxhorror » October 15th, 2018, 4:55 pm

I agree GoG could move to a binary diff system, they've probably already considered it (it's not as if it's a new tech), but they have other things to consider, like disk space (you can't diff a file in-place, you have to work on a copy), CPU time available (if your diff is compressed you have to unpack it before applying, which can be resource-intensive)... They have to decide which system is the best for their ecosystem of games and client machines and then implement it, I don't think it's that simple.

That said, the itch.io client shipped with a binary diff system which seems to work fine, and as far as I can tell it was mostly made by one person so what do I know :D

dcrowson
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Re: For tomorrows patch, did you guys figure out how to do GoG's properly?

Post by dcrowson » October 15th, 2018, 6:29 pm

There's a ~6GB patch 2 to patch 3 patch on GoG.

Dan

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