I was just going to suggest something like this. Providing a new .lab with the corrected resources is the proper way to patch script bugs in GF. I used it when I patched subtitles in for the Rusty Anchor song, for example. We also used it during production to resolve blocker bugs cleanly without burning new builds during QA cycles.Ezekiel000 wrote:The official patch includes an extra lab file that I assume takes precedent if there is a duplicate file right?
So what if you include in the patch extractor a process that will take the incorrect script from the original lab, fix it and then insert it into the lab file from the patch.
I don't believe you need to insert it in the patch's existing lab file... If memory serves, the game will read multiple additional lab files in alphanumeric order, and "stack" them on top of the ones loaded earlier. Requests for assets only go as deep in the stack as they need to before they are successful.
Incidentally, you can probably also use this functionality to make labs of any "special editions" assets and distribute them separately from the unmodified assets.
PS: We'd never even heard of this bug before, but Tim assures me it's all his fault.