|
 |
| Author |
Message |
|
CerusVI
|
Posted: 18 Feb, 2011
|
|
Joined: 06 Nov, 2007 Posts: 1178
|
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)
_________________
Last edited by CerusVI on 06 Jun, 2011, edited 5 times in total.
|
|
| Top |
|
 |
|
madface
|
Posted: 18 Feb, 2011
|
|
Joined: 01 Jan, 2011 Posts: 1025
|
|
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.
_________________
|
|
| Top |
|
 |
|
CerusVI
|
Posted: 18 Feb, 2011
|
|
Joined: 06 Nov, 2007 Posts: 1178
|
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?
_________________
|
|
| Top |
|
 |
|
madface
|
Posted: 18 Feb, 2011
|
|
Joined: 01 Jan, 2011 Posts: 1025
|
|
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.
_________________
|
|
| Top |
|
 |
|
CerusVI
|
Posted: 18 Feb, 2011
|
|
Joined: 06 Nov, 2007 Posts: 1178
|
|
I'd be more than happy to incorporate any additions or improvements you make.
_________________
|
|
| Top |
|
 |
|
madface
|
Posted: 18 Feb, 2011
|
|
Joined: 01 Jan, 2011 Posts: 1025
|
|
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.
_________________
|
|
| Top |
|
 |
|
CerusVI
|
Posted: 18 Feb, 2011
|
|
Joined: 06 Nov, 2007 Posts: 1178
|
|
I planned on doing just that using [Enabled]([ID]&[Version]).
_________________
|
|
| Top |
|
 |
|
liveordie
|
Posted: 18 Feb, 2011
|
|
Joined: 02 Jul, 2010 Posts: 1261
|
|
| Top |
|
 |
|
madface
|
Posted: 19 Feb, 2011
|
|
Joined: 01 Jan, 2011 Posts: 1025
|
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.
_________________
|
|
| Top |
|
 |
|
CerusVI
|
Posted: 19 Feb, 2011
|
|
Joined: 06 Nov, 2007 Posts: 1178
|
It's basically the first run setup. Haven't built a proper installer for it, I'll get around to it. 
_________________
|
|
| Top |
|
 |
|
madface
|
Posted: 19 Feb, 2011
|
|
Joined: 01 Jan, 2011 Posts: 1025
|
|
| Top |
|
 |
|
liveordie
|
Posted: 19 Feb, 2011
|
|
Joined: 02 Jul, 2010 Posts: 1261
|
|
| Top |
|
 |
|
bioemerl
|
Posted: 19 Feb, 2011
|
|
Joined: 04 Dec, 2010 Posts: 291
|
|
this could change the supcom 2 world....
_________________ You may try to call me a Forged Alliance fanboy, however I will proceed to call you a Supcom2 Noob!"
|
|
| Top |
|
 |
|
madface
|
Posted: 22 Feb, 2011
|
|
Joined: 01 Jan, 2011 Posts: 1025
|
|
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.
_________________
|
|
| Top |
|
 |
|
Bastilean
|
Posted: 26 Feb, 2011
|
|
Joined: 25 Mar, 2010 Posts: 1495
|
|
Cerus VI
This is perfect timing with my modding progress. BIG THANK YOU from Bast.
_________________ Yeah Toast!
|
|
| Top |
|
 |
|
madface
|
Posted: 26 Feb, 2011
|
|
Joined: 01 Jan, 2011 Posts: 1025
|
|
What's your mod?
_________________
|
|
| Top |
|
 |
|
CerusVI
|
Posted: 27 Feb, 2011
|
|
Joined: 06 Nov, 2007 Posts: 1178
|
|
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.
_________________
|
|
| Top |
|
 |
|
liveordie
|
Posted: 27 Feb, 2011
|
|
Joined: 02 Jul, 2010 Posts: 1261
|
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.
_________________ Creator of SupCom2 Revamp Expansion Mod


|
|
| Top |
|
 |
|
rtgress
|
Posted: 27 Feb, 2011
|
|
Joined: 23 Nov, 2010 Posts: 21
|
|
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
_________________ if my english is hard to understand thats bcuz im not good at ENG
|
|
| Top |
|
 |
|
Bastilean
|
Posted: 28 Feb, 2011
|
|
Joined: 25 Mar, 2010 Posts: 1495
|
|
I am running Windows 7. I have run the mod a few times. I haven't yet experienced errors.
_________________ Yeah Toast!
|
|
| Top |
|
 |
|
Mithy
|
Posted: 01 Mar, 2011
|
|
Joined: 19 Jul, 2009 Posts: 2972
|
|
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.
|
|
| Top |
|
 |
|
Rinneguy
|
Posted: 01 Mar, 2011
|
|
Joined: 21 Jan, 2011 Posts: 29
|
|
how can i tell the mod manager which exe. it should use? it always starts the steam supcom2.exe
|
|
| Top |
|
 |
|
liveordie
|
Posted: 01 Mar, 2011
|
|
Joined: 02 Jul, 2010 Posts: 1261
|
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.
_________________ Creator of SupCom2 Revamp Expansion Mod


|
|
| Top |
|
 |
|
Rinneguy
|
Posted: 01 Mar, 2011
|
|
Joined: 21 Jan, 2011 Posts: 29
|
|
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
|
|
| Top |
|
 |
|
liveordie
|
Posted: 01 Mar, 2011
|
|
Joined: 02 Jul, 2010 Posts: 1261
|
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 
_________________ Creator of SupCom2 Revamp Expansion Mod


|
|
| Top |
|
 |
 |
 |
|