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Topic: SS2 Blue Mod Manager
Page: « 1 ... 6 [7] 8 ... 22 »
Read 43299 times  

674372f97e20dPrimitive Primate

Re: Re: SS2 Blue Mod Manager
674372f97e281
Actually, I do wanna know what fix that was.
Re: Re: SS2 Blue Mod Manager
674372f97e5c7
We will never know. It's a stealthnerf.

674372f97e671Primitive Primate

Re: Re: SS2 Blue Mod Manager
674372f97e6c1
Otacon...

674372f97e7b1bluemess

Re: Re: SS2 Blue Mod Manager
674372f97e802
It supposed to be need to know classified information, but since you are pulling teeth:
If the list was empty (no mods) and you would resize application window that the list height would be smaller than the height of horizontal scrollbar (like 17 pixels), the application couldn't decide whether on not to show the scrollbar and hang in infinite loop. So, quite extreme circumstances need to be met for the bug to occur, but I fixed it anyway.

674372f97e893Primitive Primate

674372f97ebd7System Shocked

Re: Re: SS2 Blue Mod Manager
674372f97ec34
.....application couldn't decide whether on not to show the scrollbar and hang in infinite loop. So, quite extreme circumstances need to be met for the bug to occur, but I fixed it anyway.

And so you should!  :lola:  :thumb:

674372f97ed9dvoodoo47

Re: Re: SS2 Blue Mod Manager
674372f97edee
cfg only mods are not recognized. not a big deal as those should be very rare (and work ok even if not recognized), but anyway.

674372f97ee78bluemess

Re: Re: SS2 Blue Mod Manager
674372f97eecf
OK, will add *.cfg to file search.
Acknowledged by: voodoo47

674372f97ef63bluemess

Re: Re: SS2 Blue Mod Manager
674372f97efc7
Release 1.10

- Added User.cfg detection.
Acknowledged by: Primitive Primate

674372f97f0d0voodoo47

Re: Re: SS2 Blue Mod Manager
674372f97f12e
after thorough testing, I believe it would be prudent for BMM to NOT include any non-BMM mod paths that the user already had before BMM install, as forgetting a bunch of mods there can have negative consequences (basically, if one uses BMM, DataTempMods and DataPermMods should not be used anymore, and be excluded. being able to have active hidden mods not displayed on the BMM loadout screen is asking for trouble). the patch_ext modpath should be preserved though (important gamesys and other fixes there).
Re: Re: SS2 Blue Mod Manager
674372f97f3fb
Not sure if this needs to be disabled, maybe just stick a warning somewhere? Because I might put eg SHTUP  as a baseline mod in DataPermMods and then load other stuff via BMM on top.

674372f97f4f6voodoo47

Re: Re: SS2 Blue Mod Manager
674372f97f6d6
I don't think that's a good idea - you either use the default modfolders, or (if they are not enough), switch to the mod manager. both at the same time are a bad idea™ - if nothing else, you won't be able to see/control the priorities properly.

674372f97f7e9bluemess

Re: Re: SS2 Blue Mod Manager
674372f97f860
Maybe, if there are active mods, then set the path to:
Code: [Select]
[DMM mods]+.\patch_ext
and if all mods are inactive revert to default:
Code: [Select]
.\DataTempMods+.\DataPermMods+.\patch_ext

// still, this might introduce confusion, if e.g. someone will disable all mods and something from DataPermMods kicks in unexpectedly.
« Last Edit: 04. October 2014, 12:50:36 by bluemess »
Re: Re: SS2 Blue Mod Manager
674372f97f9a3
What about a filescan inside DataPermMods and DataTempMods and some kind of signal lamp or message appearing somewhere inside the GUI of the mod manager which alerts you that there are some additional files not listed inside the manager which will get loaded.

674372f97fabfvoodoo47

Re: Re: SS2 Blue Mod Manager
674372f97fb10
I would just go with excluding the orig modfolders as soon as BMM is installed. as mentioned, once you have BMM, they are redundant anyway (they were meant as a stopgap measure 'till a NewDark MM is released anyway).

674372f97fbbbbluemess

Re: Re: SS2 Blue Mod Manager
674372f97fc37
I'm against additional file search in Data*Mods folders, and then nagging user with messages. I would go with voodoo47's solution - when BMM is installed it takes over mods setting.
Re: Re: SS2 Blue Mod Manager
674372f97fd5d
Ja, I guess the potential confusion of mixing methods is not worth it then. I would still suggest a one time message for first time usage that the mod folders are ignored from now on, just to make things clear.

674372f97fe16bluemess

Re: Re: SS2 Blue Mod Manager
674372f97fe65
Release 1.11

- Removed DataTempMods and DataPermMods from base mod path.
- Added message window when BMM is removing any previously set paths from mod_path.
Re: Re: SS2 Blue Mod Manager
674372f97ff88
Thanks!
Do you remember the download count from the previous version? We can add it to this version.

674372f980027bluemess

Re: Re: SS2 Blue Mod Manager
674372f980076
Over 9000!

// seriously, it was around 930 I think
Re: Re: SS2 Blue Mod Manager
674372f980159
Haha, okay. Added.

674372f9801ebbluemess

Re: Re: SS2 Blue Mod Manager
674372f980239
Release 1.12

- Fixed visual glitches with status bar text positioning.

674372f9802edvoodoo47

Re: Re: SS2 Blue Mod Manager
674372f980344
quick idea - make the manager spit a warning should an user attempt to activate 2 or more gamesys/mission mods (as that is something you shouldn't be doing unless you are very, very, very sure that is what you want).

674372f9803cbbluemess

Re: Re: SS2 Blue Mod Manager
674372f980433
Doesn't it do that already?

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