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674391764c907
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Topic: SS2 Blue Mod Manager
Page: « 1 ... 6 [7] 8 ... 22 »
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674391764d027Primitive Primate

Re: Re: SS2 Blue Mod Manager
674391764d095
Actually, I do wanna know what fix that was.
Re: Re: SS2 Blue Mod Manager
674391764d39d
We will never know. It's a stealthnerf.

674391764d454Primitive Primate

Re: Re: SS2 Blue Mod Manager
674391764d4a7
Otacon...

674391764d57cbluemess

Re: Re: SS2 Blue Mod Manager
674391764d5cc
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.

674391764d651Primitive Primate

674391764d8fdSystem Shocked

Re: Re: SS2 Blue Mod Manager
674391764d952
.....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:

674391764da8avoodoo47

Re: Re: SS2 Blue Mod Manager
674391764dad9
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.

674391764db7cbluemess

Re: Re: SS2 Blue Mod Manager
674391764dbd4
OK, will add *.cfg to file search.
Acknowledged by: voodoo47

674391764dc79bluemess

Re: Re: SS2 Blue Mod Manager
674391764dcc9
Release 1.10

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

674391764ddfavoodoo47

Re: Re: SS2 Blue Mod Manager
674391764de50
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
674391764dff9
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.

674391764e0e2voodoo47

Re: Re: SS2 Blue Mod Manager
674391764e138
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.

674391764e227bluemess

Re: Re: SS2 Blue Mod Manager
674391764e288
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
674391764e3b4
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.

674391764e470voodoo47

Re: Re: SS2 Blue Mod Manager
674391764e4bd
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).

674391764e55cbluemess

Re: Re: SS2 Blue Mod Manager
674391764e5aa
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
674391764e699
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.

674391764e735bluemess

Re: Re: SS2 Blue Mod Manager
674391764e781
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
674391764e87d
Thanks!
Do you remember the download count from the previous version? We can add it to this version.

674391764e909bluemess

Re: Re: SS2 Blue Mod Manager
674391764e954
Over 9000!

// seriously, it was around 930 I think
Re: Re: SS2 Blue Mod Manager
674391764ea20
Haha, okay. Added.

674391764eaafbluemess

Re: Re: SS2 Blue Mod Manager
674391764eafd
Release 1.12

- Fixed visual glitches with status bar text positioning.

674391764ebaavoodoo47

Re: Re: SS2 Blue Mod Manager
674391764ec02
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).

674391764ec98bluemess

Re: Re: SS2 Blue Mod Manager
674391764ece8
Doesn't it do that already?

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