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 PostPosted: 20 Mar, 2011 
 

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Mithy wrote:
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.



Strange, it handled my v0.8 settings.ini file just fine. I'll try to figure out where it's derailing.

Edit:
Found the error, made a small change to check for a valid SC2 install path when it's loading the settings, but this will still corrupt the persistent loading and log settings on a v0.8 file. My rather lazy method of reading and writing in the settings file will have to be replaced to fix this properly.

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Last edited by CerusVI on 20 Mar, 2011, edited 4 times in total.

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 PostPosted: 20 Mar, 2011 
 
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My v0.8 ini had only the three options, which were the manager path, False, False. Before upgrading, I cleared out all mods, deleted their folders, installed the new version, and it started spewing path errors when I checkboxed any mod.

So I poked around, and noticed 'False' coming up for the SC2 path in the settings. Checked the .ini, and it was completely lacking the fourth option. Checkboxed the fourth option, re-ran, same problem - it understandably held 'False' as the SC2 path, and simply added 'True' for the last option. Deleted all option lines but the manager path, re-ran, same deal, except the path was blank (along with the next two options in the .ini). I forgot to try checkboxing one of the options, saving, and exiting - that may have re-generated the path. After that, I deleted the whole ini, and it autocreated successfully.

A quick check on startup / options exit to verify the SC2 path might be a good addition.

Also, assigning name tags to the .ini options would be a simple way to prevent this from happening, and for detecting missing options from an older version.


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 PostPosted: 21 Mar, 2011 
 
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One new issue and one new request--

Issue: If a mod.cfg does not have a $LongDesc file specified, the mod will initially work fine, displaying its $ShortDesc instead. However, its folder in 'desc' will be empty, and the game errors out the next time it starts up complaining of missing files, and offers to remove the mod's folders.

Request: An optional $ReqModVer for mod.cfg, where the required mod ID has to be that version or higher. This can sort of be accomplished right now via ID or name, but if the mod leaves its ID the same for auto-upgrade purposes, there's no way to distinguish between versions.
This is specifically relevant to some of the changes I'm making to the support mod, and it is likely to be an ongoing issue as we find more engine-loaded files that need to be individually shadowed for hooking (with mods trying to hook those files needing at least the version that enables that).


Edit: Make that two issues--
I tried adding a description.txt (created with Notepad) to the offending mod, updated its mod.cfg, and now I get this every time I click on it:
Code:
************** Exception Text **************
System.ArgumentException: File format is not valid.
   at System.Windows.Forms.RichTextBox.StreamIn(Stream data, Int32 flags)
   at System.Windows.Forms.RichTextBox.LoadFile(Stream data, RichTextBoxStreamType fileType)
   at System.Windows.Forms.RichTextBox.LoadFile(String path, RichTextBoxStreamType fileType)
   at System.Windows.Forms.RichTextBox.LoadFile(String path)
   at SupCom2_Mod_Manager.frmMain.chklbModList_SelectedIndexChanged(Object sender, EventArgs e)
   at System.Windows.Forms.ListBox.OnSelectedIndexChanged(EventArgs e)
   at System.Windows.Forms.CheckedListBox.OnSelectedIndexChanged(EventArgs e)
   at System.Windows.Forms.ListBox.WmReflectCommand(Message& m)
   at System.Windows.Forms.CheckedListBox.WmReflectCommand(Message& m)
   at System.Windows.Forms.ListBox.WndProc(Message& m)
   at System.Windows.Forms.CheckedListBox.WndProc(Message& m)
   at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
   at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
   at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)

Changed compression to store, tried saving the file with other editors, no change. Only creating a new .rtf and altering the extension and the mod.cfg filename solved the issue. Seems as though .txt is not supported as indicated?


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 PostPosted: 21 Mar, 2011 
 

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Thanks for the reports Mithy!

Good catch on the two $LongDesc problems.
The missing files error is the result of an oversight with the mod integrity check which shouldn't be hard to patch up. The .txt file format issue is a fairly simple fix as well and I'll have a 0.95 release out soonish to deal with them.

As for $ReqModVer, liveordie had also suggested it and you make a good case for it so I'll add it to the to-do list for v1.0.

Edit:

Minor caveat, I'll probably change $Version to a float or integer datatype to keep things simple when determining what constitutes an upgrade, so if you're a mod-maker currently including alphabetic characters in your $Version field, might want to switch to numeric before v1.0.

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 PostPosted: 22 May, 2011 
 

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any news on when the next update is going to be CerusVI?

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 PostPosted: 24 May, 2011 
 

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I'll see about getting v1.0 put up before Saturday.

Progress so far:

SC2MM [v1.0]
  • $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.

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Last edited by CerusVI on 25 May, 2011, edited 1 time in total.

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 PostPosted: 24 May, 2011 
 

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CerusVI wrote:
I'll see about getting v1.0 put up before Saturday.


Cool thanks

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 PostPosted: 02 Jun, 2011 
 
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Cerus you are doing great work. I really appreciate you adding the feature which only allows one copy of the program at a time. I have found sometimes this works and sometimes I am capable of opening up another one. Not sure if this can be further improved. Looking forward to the future improvements. The $ReqModVer improvements are rather ingenious and will be used in the B&P Mod.

Bast

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 PostPosted: 06 Jun, 2011 
 

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I had intended to fix a reported issue with original .scd's occasionally not being replaced, but as I'm unable to reproduce the problem here is the v1.02 release as-is. Feedback (especially if you can reliable reproduce the above problem) is appreciated.

One new feature:

  • Added an MD5 Hash generated from loaded mods (and their versions)

SC2MM v1.02

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 PostPosted: 10 Jun, 2011 
 
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Cerus

What is the box at the bottom for with the cursor in it that you can't type into?

Bast

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 PostPosted: 10 Jun, 2011 
 

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Bastilean wrote:
Cerus

What is the box at the bottom for with the cursor in it that you can't type into?

Bast


CerusVI wrote:

One new feature:

  • Added an MD5 Hash generated from loaded mods (and their versions)

SC2MM v1.02

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 PostPosted: 11 Jun, 2011 
 

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Specifically, it's a quick way to confirm your list of loaded mods with other players.

(If you're playing modded multiplayer, share the hash to make sure you're all running the same mods.)

It's dependent on mod makers updating the $Version given in the mod.cfg, so I can't guarantee that it will always be accurate.

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 PostPosted: 11 Jun, 2011 
 
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CerusVI wrote:
Specifically, it's a quick way to confirm your list of loaded mods with other players.

(If you're playing modded multiplayer, share the hash to make sure you're all running the same mods.)

It's dependent on mod makers updating the $Version given in the mod.cfg, so I can't guarantee that it will always be accurate.


cool, that's really neat

Repeatable bug:
I am able to open SC2MM 1.02 in multiple instances. This does not occur right way.
1. I open SC2MM - cannot open multiple instances
2. I check modsupport and All Factions Mod v1.0 - cannot open multiple instances
3. I uncheck these two - multiple instances unlocked (undesirable)

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 PostPosted: 11 Jun, 2011 
 

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Bastilean wrote:
CerusVI wrote:
Specifically, it's a quick way to confirm your list of loaded mods with other players.

(If you're playing modded multiplayer, share the hash to make sure you're all running the same mods.)

It's dependent on mod makers updating the $Version given in the mod.cfg, so I can't guarantee that it will always be accurate.


cool, that's really neat

Repeatable bug:
I am able to open SC2MM 1.02 in multiple instances. This does not occur right way.
1. I open SC2MM - cannot open multiple instances
2. I check modsupport and All Factions Mod v1.0 - cannot open multiple instances
3. I uncheck these two - multiple instances unlocked (undesirable)


My mod might be breaking something due to the fact I haven't updated the mod.cfg since the initial release of the mod manager.

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 PostPosted: 11 Jun, 2011 
 

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madface wrote:
My mod might be breaking something due to the fact I haven't updated the mod.cfg since the initial release of the mod manager.


Not a huge deal, the biggest drawback there is not taking advantage of the mod update features. Everything added since then is optional or builds itself if you don't specify.

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 PostPosted: 12 Jun, 2011 
 

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I also found if you try to use version 1.02 with out removing the mods from version 0.9 the mod manager will pop errors up s maybe some type of cache clean up or some thing on start up when using a newer version ?

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 PostPosted: 12 Jun, 2011 
 

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liveordie wrote:
I also found if you try to use version 1.02 with out removing the mods from version 0.9 the mod manager will pop errors up so maybe some type of cache clean up or some thing on start up ?


Start 0.9 and remove the mods before starting 1.02. It won't start if there's a chance that it might interfere with persistently loaded mods from a version that doesn't have migratory capability (0.9 and below).

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 PostPosted: 13 Jun, 2011 
 
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Hey cerus, I've run through removing the mods in version .9, but I get an error when I try to add a revamp .scd file in the manager v1.02. I get an error message. v.9 still works fine, and even If I delete the SC2MM folders and start anew, it still doesent work. It works fine for loading certain .scd's though, such as Mithy's mod support minimod v7.

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 PostPosted: 13 Jun, 2011 
 

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redmoth wrote:
Hey cerus, I've run through removing the mods in version .9, but I get an error when I try to add a revamp .scd file in the manager v1.02. I get an error message. v.9 still works fine, and even If I delete the SC2MM folders and start anew, it still doesent work. It works fine for loading certain .scd's though, such as Mithy's mod support minimod v7.


Could you send me the error it gives you? And which mods you're trying to add?

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 PostPosted: 14 Jun, 2011 
 
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Error message is a Microsoft.Net error that basically says "something went wrong whith your program. Its not an error of the mod manager itself, wich adds, say, mithy's minimod fine. when I try to add the revamp .scd's it gives me the error. I think its just something wrong with my operating system though, vista. (will be getting 7 soon).

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 PostPosted: 14 Jun, 2011 
 

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redmoth wrote:
Error message is a Microsoft.Net error that basically says "something went wrong whith your program. Its not an error of the mod manager itself, wich adds, say, mithy's minimod fine. when I try to add the revamp .scd's it gives me the error. I think its just something wrong with my operating system though, vista. (will be getting 7 soon).


The manager seem to load 1.05 of revamp fine make sure you removed all the mods from 0.9.

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 PostPosted: 14 Jun, 2011 
 
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Prolly just something wrong with my computer.

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 PostPosted: 19 Jun, 2011 
 
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New request: Could we have a roll of credits?

I don't know exactly how this would work, and if you don't have the time or interest I understand. With that said, I have this thought that I would like to give credit to individual players/modders for contributions and what better way to do that than to have a credits roll. I am wondering if there is some way to do that with the description box to the right of the mods? Maybe when you select one, if that mod.cmd has Roll<true> then the text description will roll from top to bottom.

This would be a superficial feature, but I thought you might find the idea interesting.

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 PostPosted: 19 Jun, 2011 
 

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I just put that info in the rtf that the manager loads up when you select the mod.

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 PostPosted: 19 Jun, 2011 
 
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Yeah, just put it under the name of the mod in the description file. If you have so many people working on your mod that it takes up an entire page, then put it at the bottom instead.


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