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File Purge

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I'm sure most of you can agree that LSPDFR needs to purge files that are not compatible with the new release and files that do not work with the most common popular files such as Albo. I think it creates a lot of confusion and wastes time.   Just my opinion.....carry on

On 2/19/2020 at 10:20 PM, mjp732973 said:

I'm sure most of you can agree that LSPDFR needs to purge files that are not compatible with the new release and files that do not work with the most common popular files such as Albo. I think it creates a lot of confusion and wastes time.   Just my opinion.....carry on

 

Outdated doesn't mean it stops working.  Yes, there are some outdated plugins that don't work and crash your game, however some do work, just at the expense of stability.  Even if we were to do something like this, there wouldn't be a good way to go about it.  We are not going to sift through all the files and test them to see if they work, nor do I see us outright removing them due to age or incompatibility.

 

Just to make it clear, this only applies to plugins and scripts.  Vehicles will still work fine regardless of how long they have been uploaded.

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I don't think we'd be too happy removing old files, there's still people using old versions of GTA V and LSPDFR 0.3 for example.

 

But we could add a system where you could mark a file as broken on the latest version of GTA V or LSPDFR for instance, and enough people marking a file as broken would add a notice that the file may be broken on the latest version of GTA / LSPDFR. This notice would automatically disappear if the author updated their file. Do you think that would be a good solution?

It's a good idea on paper, but I don't think it'll work out well in practice.

 

If J. Random Person downloads 600 script mods and it works fine, but downloads SuperScript and it breaks everything, is that script itself nonfunctional, or is it one of the other 600 they downloaded conflicting with it? Or is it causing internal conflicts between two tangentially related mods that only happen when SuperScript does this specific thing? Or, is it simply revealing an issue between unrelated mods that was never noticed until SuperScript was installed?

 

J. Random Person, from what I've seen, doesn't have the patience to sift through the logfiles or start troubleshooting it all in-depth, so to them SuperScript is broken.

Edited by EvilJackCarver
I swear if SuperScript is an actual name for an actual script download on this website I'm buying a lottery ticket

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4 hours ago, EvilJackCarver said:

It's a good idea on paper, but I don't think it'll work out well in practice.

 

If J. Random Person downloads 600 script mods and it works fine, but downloads SuperScript and it breaks everything, is that script itself nonfunctional, or is it one of the other 600 they downloaded conflicting with it? Or is it causing internal conflicts between two tangentially related mods that only happen when SuperScript does this specific thing? Or, is it simply revealing an issue between unrelated mods that was never noticed until SuperScript was installed?

 

J. Random Person, from what I've seen, doesn't have the patience to sift through the logfiles or start troubleshooting it all in-depth, so to them SuperScript is broken.

 

About your edit:  I'm so sad, so very sad Super Script isn't an actual name.

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