Igor Q. 519 Posted April 23, 2019 Could I get a simple explanation for the error New version should have the same GUID? What exactly does it mean and how do I avoid it? Share this post Link to post Share on other sites
Rudy.cz 41 Posted April 23, 2019 This means that exported game has to be exported from same source file - each Game project (scenario) has unique internal GAME ID which is used to identify that game. This one is there to prevent stealing Workshop projects. GAME ID changes each time you do "Save As" in editor. Share this post Link to post Share on other sites
Indomitus 388 Posted April 23, 2019 That makes it difficult to maintain multiple versions of a game. We would have to directly copy the file out of the Scenarios folder to prevent the ID from being altered. Share this post Link to post Share on other sites
Rudy.cz 41 Posted April 24, 2019 Luckily there is workaround: A new public console command "/changegameid <ID>" with asset id (number of asset in workshop) can be used. (Example: Tutorial has asset id 585: https://workshop.ylands.com/asset/585 ) You can change asset id only in editor and only for scenarios. You can change asset id only of your local games (not the one downloaded from the workshop) You can change asset id to the target one only if you are the one who uploaded target asset id. (so noone can change asset id to be same as our games) You should get proper message if you use non existing asset id. https://community.bistudio.com/wiki/Ylands_Change_Game_ID Share this post Link to post Share on other sites
RedEagle_P1. 905 Posted April 24, 2019 Interesting. I think we should be allowed to change the source file. Many games get corrupt over time so we make a new save for roll-back often. Share this post Link to post Share on other sites
Rudy.cz 41 Posted April 25, 2019 17 hours ago, RedEagle_P1. said: Interesting. I think we should be allowed to change the source file. Many games get corrupt over time so we make a new save for roll-back often. It can be fixed, see my post above Share this post Link to post Share on other sites
Igor Q. 519 Posted December 28, 2019 (edited) Hey @Rudy.cz I've been trying to work on "linking games together" but it's not working (at least Locally). Can you please let me know if I'm following the proper procedure? Step 1) Create a "game set" Step 2) Click "edit" then "Add Current Game" Click "Get ID" and save text file for later use. Step 3) - Create a new game file -Add to game set Step 4) Create a lever with the following script inside. Optional) If the game is hosted online, reference the Guid number within the workshop instead. Ex: Tutorial has asset id 585: https://workshop.ylands.com/asset/585 Yes/No? I've been trying to do this for a while but I'm not exactly sure what I'm doing wrong. I'm also getting this error when I try to upload a file online with a game set attached to it Edited December 28, 2019 by Igor Q. 1 Share this post Link to post Share on other sites
RedEagle_P1. 905 Posted January 1, 2020 When i try this it tries to download something... Share this post Link to post Share on other sites
Rudy.cz 41 Posted January 9, 2020 Unfortunately Local game change is not yet supported. In order to make the Game-set to work, all the games in have to be published on Workshop and the transition only work when playing on-line (players will be then sent to existing instance or new instance will be spawned) Another feature of game-set is that all the games in one Game-set can share same persistent storage. We are currently working on WIKI update the with explanatory article about this. 4 Share this post Link to post Share on other sites
RedEagle_P1. 905 Posted March 13, 2020 This system is much too complicated. We need to: 1) Allow people to upload updates which are of a different GUID to the same game. 2) Have an interface to select GUID or something. I deleted my own asset and cannot reupload it: https://gyazo.com/7c02734d4f6f62189a8d6acae2e9fb0f Share this post Link to post Share on other sites