67439151e71b3

67439151e8750
2 Guests are here.
 

Topic: SS2 Blue Mod Manager
Page: « 1 ... 6 [7] 8 ... 22 »
Read 43359 times  

67439151e8f7fPrimitive Primate

Re: Re: SS2 Blue Mod Manager
67439151e900c
Actually, I do wanna know what fix that was.
Re: Re: SS2 Blue Mod Manager
67439151e9540
We will never know. It's a stealthnerf.

67439151e960ePrimitive Primate

Re: Re: SS2 Blue Mod Manager
67439151e966b
Otacon...

67439151e97c5bluemess

Re: Re: SS2 Blue Mod Manager
67439151e981d
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.

67439151e98bePrimitive Primate

67439151e9c3aSystem Shocked

Re: Re: SS2 Blue Mod Manager
67439151e9c8f
.....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:

67439151e9debvoodoo47

Re: Re: SS2 Blue Mod Manager
67439151e9e3d
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.

67439151e9ed7bluemess

Re: Re: SS2 Blue Mod Manager
67439151e9f26
OK, will add *.cfg to file search.
Acknowledged by: voodoo47

67439151e9fb0bluemess

Re: Re: SS2 Blue Mod Manager
67439151e9ffc
Release 1.10

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

67439151ea0d3voodoo47

Re: Re: SS2 Blue Mod Manager
67439151ea11f
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
67439151ea2cf
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.

67439151ea384voodoo47

Re: Re: SS2 Blue Mod Manager
67439151ea3d1
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.

67439151ea4abbluemess

Re: Re: SS2 Blue Mod Manager
67439151ea4f7
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
67439151ea666
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.

67439151ea724voodoo47

Re: Re: SS2 Blue Mod Manager
67439151ea773
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).

67439151ea816bluemess

Re: Re: SS2 Blue Mod Manager
67439151ea865
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
67439151ea95e
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.

67439151eaa1dbluemess

Re: Re: SS2 Blue Mod Manager
67439151eaa6d
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
67439151eab64
Thanks!
Do you remember the download count from the previous version? We can add it to this version.

67439151eabefbluemess

Re: Re: SS2 Blue Mod Manager
67439151eac3a
Over 9000!

// seriously, it was around 930 I think
Re: Re: SS2 Blue Mod Manager
67439151ead08
Haha, okay. Added.

67439151ead94bluemess

Re: Re: SS2 Blue Mod Manager
67439151eaddf
Release 1.12

- Fixed visual glitches with status bar text positioning.

67439151eae89voodoo47

Re: Re: SS2 Blue Mod Manager
67439151eaed8
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).

67439151eaf5ebluemess

Re: Re: SS2 Blue Mod Manager
67439151eafac
Doesn't it do that already?

Your name:
This box must be left blank:

How can you challenge a perfect, immortal ____? (Fill in the missing word):
2 Guests are here.
sympathysympathy
Contact SMF 2.0.19 | SMF © 2016, Simple Machines | Terms and Policies
FEEP
67439151ebe4a