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Should I add a small ad to the bottom of the Mod Vault?
Yes 40%  40%  [ 31 ]
No 50%  50%  [ 39 ]
Depends (Post your thoughts) 10%  10%  [ 8 ]
Total votes : 78
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 PostPosted: 23 Mar, 2007 
 

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I'm working on a program to download, install, and update your mods for Supreme Commander.
I'm calling it the Mod Vault, because, well, why not?
It can also update itself, so with it you'll always have the newest version of everything. :)

Here's what it looks like:
Image

You can now download version 0.6.2 in English here:

Download

And in French here:

Download

You can update to the latest version by clicking 'Update All' within the program.


Tell me what you think of ads in the poll!


Last edited by DeathRay2K on 13 May, 2007, edited 27 times in total.

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 PostPosted: 23 Mar, 2007 
 
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great stuff!

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 PostPosted: 23 Mar, 2007 
 

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Sweet! It's great to have these programs. I really enjoyed the equivalent ones for Freelancer and X3 reunion.


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 PostPosted: 24 Mar, 2007 
 
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tell us when u got it up and running :P

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 PostPosted: 24 Mar, 2007 
 
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I will so get this program once it's done. For now it's a bit tricky to install some mods as I have no idea on where to put them. None of the mods actually have a install ReadMe file so I just need to guess where to put them. >.>

For example if I throw in the new Race that someone did in the Gamedata folder the game wants to connect to the internet while entering skirmish......

But I have gotten the Tier 4 turrets(Cybrans OWNS) and they do a pretty good work vs anything except air.


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 PostPosted: 24 Mar, 2007 
 
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Just interested, what language and libraries are you using?

I've been looking to create a similar program for some other games.

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 PostPosted: 25 Mar, 2007 
 
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SupComCP has already such an addin in plans. We have collected already experience with managing Mods in EarthCP MKI, which is like SupComCP for Earth 2160.

If you are interested in doing coop, just let me know.

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 PostPosted: 25 Mar, 2007 
 

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Weren't the devs planning to release an official one as part of GPGnet?

Nevertheless, this is pretty cool. At least until the official one comes out.


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 PostPosted: 25 Mar, 2007 
 

Joined: 20 Mar, 2007
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Phalynx wrote:
SupComCP has already such an addin in plans. We have collected already experience with managing Mods in EarthCP MKI, which is like SupComCP for Earth 2160.

If you are interested in doing coop, just let me know.


stop stealing peoples ideas and die.. hes already put the effort in.


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 PostPosted: 25 Mar, 2007 
 

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Well, I've just finished alpha version 0.2, so I'm going to give you guys the first version. Unless I drastically change it, you can update to newer versions when I build them by clicking the 'Update All' button.
Right now, it has only very basic functionality, it only downloads mods, it does not install them, and its info on the mods state has a some problems. (It doesn't know what version is downloaded, only what version is online)
These will be fixed in the next release, I just wanted to have something out ASAP, especially if there are other people working on something similar. ;)
Also, if anyone could tell me whether it works on Vista or 64bit XP, I'd be grateful. :)

This will only work on Windows 2000 and XP as far as I know, it definitely won't work on Windows 9x, or if it does, it will crash on exit

Download SupCom Mod Vault v0.2 Here


There is currently one real bug that I know of, and that occurs when patching: on some systems an error (Permission Denied) occurs, which can be worked around by running the included ApplyPatch.exe file.

Quote:
Just interested, what language and libraries are you using?

I'm using VB6, and I using zlib (though its not enabled just yet), just to make downloads a bit quicker and painless.

Quote:
Weren't the devs planning to release an official one as part of GPGnet?

I don't know. I know they're planning a method of sending mods from the 'host' to the 'clients' online, but that's a few patches off and has no semblance to this.


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 PostPosted: 25 Mar, 2007 
 
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just tested its very promising :)
i want my mod in! :evil:

just one more thing:
i dont understand how you chose what mod to download. I managed to download the first mod on the list with it, but after i dont really get how to select O.O.

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Last edited by Saya on 25 Mar, 2007, edited 1 time in total.

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 PostPosted: 25 Mar, 2007 
 

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Yeah, there was actually a crippling bug in that first release... :P
Just update and it should work fine. :)

I'll add your mod, but I need to add it to my website as well in that case (I'm going to be using the database it uses to build mod info, right now I do it by hand)

Heh, while writing this post I added your mod, noticed that it didn't show up, and fixed a bug with rebuilding the mods database, plus I found and fixed the patching bug (I think, I haven't tested it. :oops: ).


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 PostPosted: 25 Mar, 2007 
 
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lol efficient work :)

the mod selection works fine now.
I get a runtime error 70 when trying to patch: permission denied indeed
and my mod doesnt show up either :evil:

keep up with the good work

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 PostPosted: 25 Mar, 2007 
 

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Bah, I broke compatibility...
Download again from here:
http://d2kstudios.com/downloads.php?file=28

Your mod is added and works now, and I figured out a few of the bugs, I still need to test them out though.


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 PostPosted: 25 Mar, 2007 
 
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ok just to let you know, if you start a download and then start another one while its still downloading you get a runtime error:
'still executing last request'

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 PostPosted: 25 Mar, 2007 
 

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Thanks, I've fixed that and uploaded an update. :)
Just click Update All to get the working version.
Hmm, patching still gives an error... I've figured out the problem, but I still don't know how to solve it.
Edit: Solved the patching problem! :D It no longer gives an error, but I broke compatibility again, it must be redownloaded from the link in the first post... I'm going to work on the code to download so that this stops happening...


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 PostPosted: 26 Mar, 2007 
 

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Sorry for double posting, but I've now added support for updating mods. :)


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 PostPosted: 26 Mar, 2007 
 
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great ill test it :)
patching seems ok now

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*map scripting: zone control, supreme art of defence, turret defence, (action) tug of war.


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 PostPosted: 26 Mar, 2007 
 

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Okay, but currently it only patches mods with the 'Update All' button, I'm going to add it to the other button soon.
Plus, none of the mods have been updated since I uploaded them. :P


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 PostPosted: 26 Mar, 2007 
 

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Again, sorry to double post, but I added a rather major feature.
It is now possible to install mods by pressing the Install button under the Mods tab. Currently there is no indication, however, of which mods have been installed. I'm going to add that the next time I break compatibility (I'm going to have to do it at least once more when I change some things with the images).

Also, updating individual mods is now supported by pressing the Update button under the Mods tab. :)

Edit regarding v0.3.4:

v0.3.4 is released now, as an update and a full release, only a few big features are left now; uninstallation, stats tracking, and the settings stuff.
0.3.4 was really mainly just adding some pretty effects, but I also added a few small useful features, and it also gave me a chance to test patching multiple files, as ApplyPatch.exe is also changed in this build.

Download


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 PostPosted: 27 Mar, 2007 
 

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Wow, triple post...
Anyways, a new version is out, but I added new graphics and broke compatibility (Well, technically I could have it auto-update but it would be a relatively large download and there would probably be a few problems because of that)
This will be the second last time, I think (I can't promise it though), and there will definitely be no more of this by 0.5.0 at the latest.

Anyways, it adds several features, and I actually have an update lined up for it (That includes a mod uninstallation feature and a reworked installation system), but its dependent on 0.3.5, so I'll wait until tomorrow to release, so that its less inconvenient for anyone who tries to update from in the program. Hopefully by that time they'll have downloaded a new version manually, or at least read this post.

If any mod authors want me to add their mod, feel free to say so! :P
Beta testers too! Saya's been very helpful with that, but the more people the better!

Which brings me to a problem with the installation procedure right now. Certain mods (*cough*MoDef MoStorage*cough*) can't be installed because they require manual modification of files...

Anyways, v0.3.5 is available here:

Download


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 PostPosted: 27 Mar, 2007 
 
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holy crap.. i leave the fourms to sleep and come back and u have patched your own mod like 20 times.
great work. :D

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 PostPosted: 28 Mar, 2007 
 
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i get errors when downloading exaviers mod pack, maybe because its the biggest file.

ps:
the install works great :)

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*SCA UI mod
*map scripting: zone control, supreme art of defence, turret defence, (action) tug of war.


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 PostPosted: 28 Mar, 2007 
 

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What error(s) did you get?


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 PostPosted: 28 Mar, 2007 
 
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runtime error '-2147417848 (80010108)':
automation error

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*map scripting: zone control, supreme art of defence, turret defence, (action) tug of war.


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