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 PostPosted: 18 Feb, 2011 
 

Joined: 06 Nov, 2007
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I created a little external utility that handles the loading of .scd files into the /gamedata directory when the .scd file contains some extra info.

SC2MMv9 (v0.9)
SC2MMv1.02 (v1.02)
(Requires .NET 4.0)

Feedback is appreciated, if this is useful to enough people then I'll keep adding features to it.

Updating from 0.9 to 1.02:
Disable and Remove all mods from the library.

SC2MM [v1.02]
  • $LongDesc accepts plaintext files
  • Desc folder check is skipped if the mod being examined has no $LongDesc
  • $Version is now numeric only
  • $ReqModVer is now an optional field, expects the $Version for the required mod to be equal to or greater than the one listed here before loading
  • Numerous changes to the settings menu and file to facilitate updates (v1.0 will still require a clean install)
  • $ConflictMod field, adding an ID to this prevents them from being enabled simultaneously.
  • Added an MD5 Hash generated from loaded mods (and their versions)

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Last edited by CerusVI on 06 Jun, 2011, edited 5 times in total.

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 PostPosted: 18 Feb, 2011 
 

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I'm getting close to being able to implement a rough functioning version of my mod, so I'll give your manager a try in the near future. But just a quick question: is your manager capable of managing a mod of a mod? I'm making several different tech tree submods for Revamp and it would be nice if your utility could do some sort of hot-swapping while leaving the base Revamp intact.

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 PostPosted: 18 Feb, 2011 
 

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madface wrote:
I'm getting close to being able to implement a rough functioning version of my mod, so I'll give your manager a try in the near future. But just a quick question: is your manager capable of managing a mod of a mod? I'm making several different tech tree submods for Revamp and it would be nice if your utility could do some sort of hot-swapping while leaving the base Revamp intact.


That sounds more like a mod merge feature, it's a possibility.

But...Could what you want be accomplished through hooking/shadowing instead?

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 PostPosted: 18 Feb, 2011 
 

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I want to avoid that approach for two reasons: (1) given that all mods have to be hacked into the game's main files, I would prefer not to have unused mods just sitting around as this could pose potential problems if something is inadvertently overlooked, and (2) possible incompatibility problems with multiplayer if everyone doesn't have the exact same game files.

EDIT: I see you have provided the source code. I'll take a look and maybe tweak it to work for my specific purposes.

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 PostPosted: 18 Feb, 2011 
 

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I'd be more than happy to incorporate any additions or improvements you make.

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 PostPosted: 18 Feb, 2011 
 

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Just an idea for your manager: before and after you install a mod your manager calculates an md5 sum (or something similar to it) of 1) the original game files, 2) the mod files, and 3) the game+mod files, and displays it in the manager. This would be useful for people playing multiplayer to ensure that they have the exact same data files to prevent compatibility problems.

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 PostPosted: 18 Feb, 2011 
 

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I planned on doing just that using [Enabled]([ID]&[Version]).

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 PostPosted: 18 Feb, 2011 
 

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Nice work CerusVI great tool :D . Yer mod merging would be nice would by pass a mod braking when gpg's release updates. hooking doesn't work in SC2 and shadowing only works if the games told that there's a shadow mod and i think it can only be told though whats most likely whats left of FA's mod manager that GPG is using to turn off and on there DLC.

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Last edited by liveordie on 19 Feb, 2011, edited 1 time in total.

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 PostPosted: 19 Feb, 2011 
 

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I'm playing with your utility now (which is really cool!). The first time I ran it I got the message ""The application folder was missing and has been (re)created." Looking through your source code, it seems to be caused by

Code:
string AppDataPath = Path.Combine(Environment.GetFolderPath(Environment.SpecialFolder.ApplicationData)) + mydirectory;


which is invoked by the falsity of "Directory.Exists(SC2MMData.GetAppDataPath())". I'm not at all familiar with c#, so what exactly is causing this check to be false? Also, when I create a new directory and move the program into that directory and run it for the first time from that directory, I don't get the error. Just got it once on the very first run.

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 PostPosted: 19 Feb, 2011 
 

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It's basically the first run setup. Haven't built a proper installer for it, I'll get around to it. :)

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 PostPosted: 19 Feb, 2011 
 

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Sounds good. BTW, liveordie is featuring your manager in a screenshot at the Revamp site on moddb:

http://www.moddb.com/mods/revamp-mod/images/sc2-mod-manager-support-for-10-final/

liveordie: since the manager is small in size and released undelr GPL, do you plan on distributing it directly with Revamp?

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 PostPosted: 19 Feb, 2011 
 

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madface wrote:
Sounds good. BTW, liveordie is featuring your manager in a screenshot at the Revamp site on moddb:

http://www.moddb.com/mods/revamp-mod/images/sc2-mod-manager-support-for-10-final/

liveordie: since the manager is small in size and released undelr GPL, do you plan on distributing it directly with Revamp?


If CerusVI is fine with it ill host the manager as a stand alone download on my mod page.

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 PostPosted: 19 Feb, 2011 
 

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this could change the supcom 2 world....

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 PostPosted: 22 Feb, 2011 
 

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An idea: In mod.cfg, you have the following:

$MultiMod <<False>> If this .scd contains other .scds that you want loaded into gamedata, set to True, otherwise, set to False.

What if you add an option for a list of comma-separated mods (with version numbers) required in order for the current mod to work? An error is thrown if those mods are not present.

This would be different from MultiMod in that MultiMod could be used simply to merge together several different mods that otherwise work separately. No error would be thrown if mods listed in MultiMod aren't actually present.

The reason I suggest this distinction is for possible debugging purposes. Let's say you want to merge 5 distinct mods. You load up the game and there are problems. The problems don't have to be hard crashes. The game could run just fine, but there might be some funky behaviour in-game that you need to sort out.

Without having to keep changing things in mod.cfg, you can simply move 1 mod in and out at a time to diagnose where the conflicts are occurring.

Another possible implementation to this, and probably more preferable for the user, could be that you add another column to your gui that is dynamically updated as you cycle down the list of possible mods. This added column would allow you to subselect which mods you want to include as part of the merge (as indicated by mod.cfg). A green check means the mod is included, a blank means the mod is not included, and a red "x" means the mod is not present.

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 PostPosted: 26 Feb, 2011 
 
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Cerus VI

This is perfect timing with my modding progress. BIG THANK YOU from Bast.

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 PostPosted: 26 Feb, 2011 
 

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What's your mod?

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 PostPosted: 27 Feb, 2011 
 

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I'm getting some crash on launch reports, if you're having problems please take the time to send me a PM with the full contents of the error message.

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 PostPosted: 27 Feb, 2011 
 

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CerusVI wrote:
I'm getting some crash on launch reports, if you're having problems please take the time to send me a PM with the full contents of the error message.


ill see if i can get some info from the people trying to use it with my mod, i was getting the stop responding error deleting the temp folder for the manager seem to fix it.

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 PostPosted: 27 Feb, 2011 
 
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having a problem.

System.IO.DirectoryNotFound

im using Vista 32bit and .net framework 4 is installed.

more info :
Description:
Stopped working

Problem signature:
Problem Event Name: CLR20r3
Problem signature 01: supcom2 mod manager.exe
Problem signature 02: 1.0.0.0
Problem signature 03: 4d5ec1bd
Problem signature 04: mscorlib
Problem signature 05: 4.0.0.0
Problem signature 06: 4ba1da6f
Problem signature 07: 3dab
Problem signature 08: 105
Problem signature 09: System.IO.DirectoryNotFound
OS Version: 6.0.6002.2.2.0.768.3
Locale ID: 1042

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 PostPosted: 28 Feb, 2011 
 
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I am running Windows 7. I have run the mod a few times. I haven't yet experienced errors.

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 PostPosted: 01 Mar, 2011 
 
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Works fine for me.

Feature request: Allow a mod.cfg to specify that it requires a certain other mod to be enabled, either via ID or or name. Name would allow it to require any version of the other mod with the same name, and ID a specific version. Auto-enable the required mod (if added) when the requiring mod is checked.


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 PostPosted: 01 Mar, 2011 
 

Joined: 21 Jan, 2011
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how can i tell the mod manager which exe. it should use?
it always starts the steam supcom2.exe


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 PostPosted: 01 Mar, 2011 
 

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Rinneguy wrote:
how can i tell the mod manager which exe. it should use?
it always starts the steam supcom2.exe


You cant but you can load the manager up then load your shortcut it will work the same.

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 PostPosted: 01 Mar, 2011 
 

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I already tried running it with the shortcut but the game doesnt´t show me that the mod is activated and if i play theres just the standard supcom2.
could it be that i have to have v. 1.250 of supreme commander?
currently v 1.240


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 PostPosted: 01 Mar, 2011 
 

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Rinneguy wrote:
I already tried running it with the shortcut but the game doesnt´t show me that the mod is activated and if i play theres just the standard supcom2.
could it be that i have to have v. 1.250 of supreme commander?
currently v 1.240


Why are you running 1.240? 1.250 was just a exe update which is very small how the manager works is when u click the tick box for the mods you have loaded into the manager it will auto place it into your gamedata folder so leaving the manager open and starting the game any way you want the mod will be loaded, but sound like your running a fonny copy of SC2 :?

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