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 PostPosted: 05 Mar, 2011 
 

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Mithy wrote:
I wouldn't focus too much on 'scd merging' with any future development.

I wasn't too terribly keen on it to start. You've already made it more or less irrelevant anyway. ^^

Moving instead of copying would definitely be faster on the same drive, my reason for not doing it that way initially was as a safeguard against any problems occurring in /gamedata that could result in the files being deleted on accident. I had not anticipated the mod files being quite that large on average. I'll flip the logic back to move along with a check when the user sets the working dir to constrain it to the same logical drive where it finds steam installed.

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 PostPosted: 05 Mar, 2011 
 
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Ah, good point - for replacements of existing game files (lua.scd, z_lua_dlc1.scd, etc), I would recommend staying with the copy method, both because they're usually small (<4mb) and because Steam can inadvertently 'restore' those files, potentially overwriting the installed mod versions. However, Steam won't touch additional .scd files that are in \gamedata, so moving should be safe enough for added .scds.

Anyone whose mod replaces one of the really large .scds like maps or units is doing something terribly wrong, so if those still take a while to copy, that's entirely the mod maker's problem.


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 PostPosted: 06 Mar, 2011 
 
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I can't get my SC2MM to open, because I was editing a mod that was selected. How do I initialize it?

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 PostPosted: 06 Mar, 2011 
 

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Go to C:\Users\<user name>\AppData\Roaming\SC2MM\ and (1) delete everything in the desc, mods. scd, tmp subfolders, but don't delete these folders themselves, and (2) open SC2MM.dat and clear all the data and save it empty. This will set SC2MM in its vanilla install state.

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 PostPosted: 06 Mar, 2011 
 
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madface wrote:
Go to C:\Users\<user name>\AppData\Roaming\SC2MM\ and (1) delete everything in the desc, mods. scd, tmp subfolders, but don't delete these folders themselves, and (2) open SC2MM.dat and clear all the data and save it empty. This will set SC2MM in its vanilla install state.


Is AppData hidden? I can't find it in the location specified. I am running Windows 7 as well.

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 PostPosted: 06 Mar, 2011 
 

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Yes, AppData is hidden. Open a window, Tools -> Folder Options -> View -> Advanced Settings -> Files and Folders -> Hidden files and folders -> Show hidden files, folders, and drives.

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 PostPosted: 06 Mar, 2011 
 
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madface wrote:
Yes, AppData is hidden. Open a window, Tools -> Folder Options -> View -> Advanced Settings -> Files and Folders -> Hidden files and folders -> Show hidden files, folders, and drives.


I do not have a tools in my windows. For future users, I had to go to my control panel for these options. I followed this tutorial:
http://www.bleepingcomputer.com/tutoria ... al151.html

Thanks for you help MadFace. I am initialized.

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 PostPosted: 06 Mar, 2011 
 

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Good to hear you got it working!

You can enable your toolbar in Win7 by going to Control Panel -> Folder Options -> View -> Files and Folders -> Always show menus.

This way, every window will have a toolbar that has File, Edit, View, Tools, Help. Now that you mention it not being displayed, if I remember correctly, Win7 disables this toolbar by default.

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 PostPosted: 06 Mar, 2011 
 
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Thanks again. I really wish the people at Microsoft weren't in a options shuffling and user relearning business. I am constantly relearning Microsoft products for no apparent benefit to me.

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 PostPosted: 07 Mar, 2011 
 

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just press ALT key and they appear :D

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 PostPosted: 07 Mar, 2011 
 

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A (possibly buggy!) release of v0.8:

SC2MM
(This update requires a clean start, remove all added mods, or manually delete the /appdata/roaming/SC2MM/SC2MM.dat file before running)

v0.8 Changelog:

- Enabled settings screen
- Added log setting to assist with debugging (partially implemented)
- Added persistent loading setting
- Added setting to choose mod library storage location
- Changed default mod library location (supreme commander 2/SC2MM)
- Changed mod loading behavior to favor copy when it encounters original .scd files and move when it doesn't (noticeable library loading time decrease with very large mods)

Todo for v0.9

- Add $ModUrl, $ReqMod, $ReqModID $ReqModUrl ($ModUrl and $ReqModUrl accept a GPG Forum thread ID to ease updates and the finding of required mods, will expand with in-manager features once I can be certain they are secure.)
- Fix all the bugs I'm sure I introduced with this update.

If the current version is working for you, keep it handy while trying this one.

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Last edited by CerusVI on 09 Mar, 2011, edited 3 times in total.

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 PostPosted: 07 Mar, 2011 
 
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That sounds fantastic. Nice work.

Edit: Just noticed that full text URLs in the description files are already clickable. That can already be used to refer users to required mods, even without an actual requirement system in place.


Last edited by Mithy on 07 Mar, 2011, edited 1 time in total.

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 PostPosted: 07 Mar, 2011 
 

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It still have the problem were you have to delete the appdata folder were it stores the mods or the Mod Manager will just come up as stop responding even know the older version still works, i had this problem with the 0.6 at some point as well.

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 PostPosted: 07 Mar, 2011 
 

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I like the changes, nice work!!!

A minor bug: I personally use /supreme commander 2/sc2mm as my install location for the manager and /supreme commander 2/mods for mods. I extract a fresh copy of the manager into /sc2mm and when I run it, all the necessary directories are created (desc, mods, scd, tmp). Then, when I use the settings in the manager to change my mods directory to /mods, the src folder of sc2mm is also copied over into /mods.

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 PostPosted: 07 Mar, 2011 
 
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That can only be caused by editing or changing files in its appdata\scd folder, or editing SC2MM.dat, so uh, don't do that.
Edit: This was directed at LoD's comment.

Also, you need to completely clear out your appdata folder before installing the new version, because it doesn't have any migration code and it will crash if it sees mods in SC2MM.dat and can't find them in its new default mods folder (supcom2\SC2MM\scd).

I had some success with backing up the appdata folder, clearing it out, running and exiting the program so it created its new folder, and then copying the backed up \scd and \desc folders into the new folder, and SC2MM.dat back into appdata\SC2MM. But it's probably easier just to clear everything out and re-add mods.


Last edited by Mithy on 07 Mar, 2011, edited 1 time in total.

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 PostPosted: 07 Mar, 2011 
 

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Deleting sc2mm completely from appdata and running the manager and installing mods works fine with the new directory locations. However, why is settings.ini and sc2mm.dat still created in appdata? Can't that at least be localized to the same directory as the sc2mm exe?

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 PostPosted: 07 Mar, 2011 
 
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madface wrote:
Deleting sc2mm completely from appdata and running the manager and installing mods works fine with the new directory locations. However, why is settings.ini and sc2mm.dat still created in appdata? Can't that at least be localized to the same directory as the sc2mm exe?

Most apps do that so they keep settings between full reinstalls. It's fine for the settings.ini, but in the case of deleting supcom2\SC2MM, appdata\SC2MM\SC2MM.dat will cause it to crash if you try a fresh reinstall. This could be solved by either moving SC2MM.dat into the folder with the exe or the mod cache, as you say, or by doing some checks for existent mod folders on startup / mod install that remove dead entries from SC2MM.dat instead of causing a crash.

Other than the little hiccup with moving any other subfolders out of \supcom2\SC2MM when you change mod folders, I haven't encountered any problems with that feature. The program works fine with both the mod cache and the manager in supcom2\SC2MM, which is nice.


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 PostPosted: 07 Mar, 2011 
 

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What about just deploying SC2MM with an installer/uninstaller?

EDIT: I extracted SC2MM including the src folder. The manager works fine when I changed mod folders, but for some reason it moved the src folder over to the new mod folder.

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 PostPosted: 08 Mar, 2011 
 

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When it migrates the contents of the mod folders it's just grabbing whatever it finds in there, I think I'll move the src folder out of the SC2MM folder and into the root of the archive, it's probably just confusing for most people anyway.

~v1.0 will have an installer of some sort...or at least a method for handling updates without breaking everything and requiring a clean first run.

Quote:
...doing some checks for existent mod folders on startup / mod install that remove dead entries from SC2MM.dat

This is actually overdue, I'll add it to the list proper.

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 PostPosted: 08 Mar, 2011 
 

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Mithy wrote:
That can only be caused by editing or changing files in its appdata\scd folder, or editing SC2MM.dat, so uh, don't do that.
Edit: This was directed at LoD's comment.

Also, you need to completely clear out your appdata folder before installing the new version, because it doesn't have any migration code and it will crash if it sees mods in SC2MM.dat and can't find them in its new default mods folder (supcom2\SC2MM\scd).

I had some success with backing up the appdata folder, clearing it out, running and exiting the program so it created its new folder, and then copying the backed up \scd and \desc folders into the new folder, and SC2MM.dat back into appdata\SC2MM. But it's probably easier just to clear everything out and re-add mods.


I didnt edit or change any think also i delete the mods from the old manager before trying to start the updated version none of this helped the only thing that work was delete the folder in AppData\Roaming\SC2MM\mods even know it didn't have any think in it, Its like the manager has to promp you to create the folder or it has some type of problem. Im guessing the 1.0 will have a icon :wink:

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 PostPosted: 19 Mar, 2011 
 
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Idiot proofing:

A good feature to add to the mod manager is to check if the mod manager is already running.

For example, I open SC2MM and I run the game and it gets minimized. Maybe I minimized it, and I go do something and I come back. I click on the program to open it again. Instead of having two copies opened which I think is NOT a good thing the game could pop-up the program that is already running and minimized.

I find myself having multiple copies open, and that's not a good thing I think.


I think a lot of existing programs already do this, so hopefully this is an easy feature to add.

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 PostPosted: 19 Mar, 2011 
 

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Good idea, I'll try to get that in the next version, which I hope to have out sometime later tonight.

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 PostPosted: 20 Mar, 2011 
 

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SC2MM Version 0.9

Download:
SC2MMv9

Changelog:

  • Added $ModURL to mod.cfg, this accepts a GPG Forum thread ID for linking to mod release threads.
  • Added $ReqModID & $ReqModName to mod.cfg, accepts mod $IDs and names that this mod requires to be enabled.
  • Added $Patch to mod.cfg, allows for incremental updates to mods in the library (used for mods with multiple .scd files, allows them to be updated individually.)
  • Allows users to specify SC2 install folder in settings. (Not well tested!)
  • Assorted tweaks and improvements to the back-end framework.

A full list of the changes to mod.cfg for mod makers can be found in the readme.txt

Updating from 0.8 to 0.9:
Disable and Remove all mods from the library in 0.8 before running 0.9. Future updates should no longer require this.

Any mod makers interested in volunteering to help test future versions please PM me.

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 PostPosted: 20 Mar, 2011 
 
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Awesome, I'll give it a shot tonight if possible.


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 PostPosted: 20 Mar, 2011 
 
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Found a small problem. It doesn't seem to automatically populate the SC2 directory setting unless settings.ini is completely deleted and re-created from scratch. If you happen to be using an existing .ini, it uses what was formerly the 'Leave Mods Enabled On Exit' option position for this, resulting in 'False' and some expected path errors when you attempt to enable any mods.

Deleting settings.ini or manually setting the SC2 path both fix the problem.

Other than this, it seems to be working great.


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