67438c5d63b87

67438c5d64de0
4 Guests are here.
 

Topic: SS2 Blue Mod Manager
Page: « 1 ... 6 [7] 8 ... 22 »
Read 43346 times  

67438c5d654bePrimitive Primate

Re: Re: SS2 Blue Mod Manager
67438c5d6552d
Actually, I do wanna know what fix that was.
Re: Re: SS2 Blue Mod Manager
67438c5d65886
We will never know. It's a stealthnerf.

67438c5d6591ePrimitive Primate

Re: Re: SS2 Blue Mod Manager
67438c5d65988
Otacon...

67438c5d65a7fbluemess

Re: Re: SS2 Blue Mod Manager
67438c5d65ad1
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.

67438c5d65b62Primitive Primate

67438c5d65e92System Shocked

Re: Re: SS2 Blue Mod Manager
67438c5d65ee7
.....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:

67438c5d66054voodoo47

Re: Re: SS2 Blue Mod Manager
67438c5d660a7
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.

67438c5d66136bluemess

Re: Re: SS2 Blue Mod Manager
67438c5d66187
OK, will add *.cfg to file search.
Acknowledged by: voodoo47

67438c5d66213bluemess

Re: Re: SS2 Blue Mod Manager
67438c5d6625f
Release 1.10

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

67438c5d66338voodoo47

Re: Re: SS2 Blue Mod Manager
67438c5d66386
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
67438c5d6655f
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.

67438c5d6662bvoodoo47

Re: Re: SS2 Blue Mod Manager
67438c5d6667e
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.

67438c5d6675ebluemess

Re: Re: SS2 Blue Mod Manager
67438c5d667ad
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
67438c5d66913
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.

67438c5d669c2voodoo47

Re: Re: SS2 Blue Mod Manager
67438c5d66a10
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).

67438c5d66accbluemess

Re: Re: SS2 Blue Mod Manager
67438c5d66b17
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
67438c5d66c87
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.

67438c5d66d60bluemess

Re: Re: SS2 Blue Mod Manager
67438c5d66db9
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
67438c5d66eca
Thanks!
Do you remember the download count from the previous version? We can add it to this version.

67438c5d66f7ebluemess

Re: Re: SS2 Blue Mod Manager
67438c5d66fd7
Over 9000!

// seriously, it was around 930 I think
Re: Re: SS2 Blue Mod Manager
67438c5d670c6
Haha, okay. Added.

67438c5d67161bluemess

Re: Re: SS2 Blue Mod Manager
67438c5d671b0
Release 1.12

- Fixed visual glitches with status bar text positioning.

67438c5d67267voodoo47

Re: Re: SS2 Blue Mod Manager
67438c5d672b8
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).

67438c5d6734cbluemess

Re: Re: SS2 Blue Mod Manager
67438c5d673ee
Doesn't it do that already?

Your name:
This box must be left blank:

Look at you, hacker: a pathetic creature of ____ and bone!  (Fill in the missing word):
4 Guests are here.
This is somewhat embarrassing, isn’t it?
Contact SMF 2.0.19 | SMF © 2016, Simple Machines | Terms and Policies
FEEP
67438c5d67aa9