67438e3e57b7d

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Topic: SS2 Blue Mod Manager
Page: « 1 ... 6 [7] 8 ... 22 »
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67438e3e59381Primitive Primate

Re: Re: SS2 Blue Mod Manager
67438e3e593f4
Actually, I do wanna know what fix that was.
Re: Re: SS2 Blue Mod Manager
67438e3e596f9
We will never know. It's a stealthnerf.

67438e3e59794Primitive Primate

Re: Re: SS2 Blue Mod Manager
67438e3e597e1
Otacon...

67438e3e598d7bluemess

Re: Re: SS2 Blue Mod Manager
67438e3e59923
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.

67438e3e599aaPrimitive Primate

67438e3e59c66System Shocked

Re: Re: SS2 Blue Mod Manager
67438e3e59cba
.....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:

67438e3e59e19voodoo47

Re: Re: SS2 Blue Mod Manager
67438e3e59e90
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.

67438e3e59f44bluemess

Re: Re: SS2 Blue Mod Manager
67438e3e59f8d
OK, will add *.cfg to file search.
Acknowledged by: voodoo47

67438e3e5a01fbluemess

Re: Re: SS2 Blue Mod Manager
67438e3e5a070
Release 1.10

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

67438e3e5a169voodoo47

Re: Re: SS2 Blue Mod Manager
67438e3e5a1cd
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
67438e3e5a35b
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.

67438e3e5a425voodoo47

Re: Re: SS2 Blue Mod Manager
67438e3e5a492
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.

67438e3e5a582bluemess

Re: Re: SS2 Blue Mod Manager
67438e3e5a5cf
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
67438e3e5a73a
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.

67438e3e5a7f0voodoo47

Re: Re: SS2 Blue Mod Manager
67438e3e5a83b
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).

67438e3e5a926bluemess

Re: Re: SS2 Blue Mod Manager
67438e3e5a97c
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
67438e3e5aabe
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.

67438e3e5ab97bluemess

Re: Re: SS2 Blue Mod Manager
67438e3e5abe3
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
67438e3e5acc9
Thanks!
Do you remember the download count from the previous version? We can add it to this version.

67438e3e5ad5bbluemess

Re: Re: SS2 Blue Mod Manager
67438e3e5ada6
Over 9000!

// seriously, it was around 930 I think
Re: Re: SS2 Blue Mod Manager
67438e3e5ae74
Haha, okay. Added.

67438e3e5af07bluemess

Re: Re: SS2 Blue Mod Manager
67438e3e5af51
Release 1.12

- Fixed visual glitches with status bar text positioning.

67438e3e5b009voodoo47

Re: Re: SS2 Blue Mod Manager
67438e3e5b055
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).

67438e3e5b0d6bluemess

Re: Re: SS2 Blue Mod Manager
67438e3e5b122
Doesn't it do that already?

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