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# Project Discussion/Versions

Namespaces will probably be implemented by the time UT2003 and U2 are concurrent. Until then see UT2003 for how to deal with new pages.

EntropicLqd: Tarquin m8 - from what I've read the UT2K3 class structure is completely different and will contain no content from either Unreal or Unreal Tournament. How we going to integrate information about UT2K3 and Unreal 2 (which I guess will follow the same pattern) into the Wiki? Or are you going to wave your magic wand and create a new one? It's worth starting to consider that now I think. Just don't lose sleep over it.

Tarquin: Big question. I'm aware of it but no magic wands. Thoughts so far:

### Namespaces

Implement some heavy wiki techology such as namespaces so the global namespace is the latest version of the engine, and for example current page Actor becomes UT:Actor. Would require major scripting.

...but is definitely the preferable way. Everything else is bound to lead to major confusion. – Mychaeel

urg. But do we simply fool the current system into accepting names like "UT:actor" by using some sort of escape character and then detect it in the GetLink subs, or do we have to majorly hack the way the data is stored? Or even somehow hijack the built-in InterWiki links – they work like this: Wikipedia:Pagename AFAIK, but I haven't implemented them.

Mychaeel: We could make it upside-down: Not consider the namespace a new top-level branch but a page-level distinction (as if we were to provide each page in different languages). Then all versions of a page could even be stored in the same file without having to mess around with the whole data storage code. If you are viewing a certain flavor of a given page, all links would default to the same flavor of other pages in case they're present.

EntropicLqd: That's not a bad idea. Conceptually you could argue that the next gen Unreal engine stuff is really another language. It's stretching the metaphor a little but sounds easier than creating a whole new namespace. However, thinking ahead to Christmas we'll probably need some Unreal 2 specific stuff as well - but goodness knows just how similar UT2K3 and U2 will be.

Hmr: Ok. How do namespaces really work though?

Wormbo: They don't. (yet) Namespaces are not yet implemented.

See Namespaces

### Share pages

Simpler, hackier, more wiki-esque solution: provisionally add UT2 info at the top of any page that shares the name (Actor I expect will).

### Subpages

Use the existing subpage system so we have Actor (current version) and Actor/UT. Then we either:

- have to trawl through the UT tree changing links, from Light to Light/UT for example, or
- let people browsing the UT class tree land on UT2 info from time to time.

I expect a lot depends on whether people are still using the 4xx engine after UT2 is released.

I'm sure they will be - the specs for UT2 are fairly impressive. It's hard to quantify just how many people would be wanting to create mods for UT though with UT2K3 out - most mod makers care deeply about the specs of their PC. How does the sub page stuff work? Any examples in the current UnrealWiki?

This here is a subpage. MainPageName/SubPageName. It only goes 1 level deep. It's handy for splitting a single topic when it gets too long, or for subtopics. They're a pain to link to, so I don't use them much myself. For example, I figured this page would only get linked to from Project Discussion, and whaddayaknow, I was wrong... still, it's a 10 second admin job to rename it.

Although I don't post much on this project any more I think I should say the best Idea would be to make a secondary site where we would just import everything from the original wiki,THEN proceed to make the changes corresponding to the new engine features and differences.After what we would put a menu on the home page to select which version of the wiki to browse.The old UT engine should be abandoned fairly quickly once UT2003 and U2 are released. —TaoPaiPai

Or a better idea:we would import the pages to the secondary site only once they are all checked and amended to the new version. —TaoPaiPai

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