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Topic: SS2 Blue Mod Manager
Page: « 1 ... 6 [7] 8 ... 22 »
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674392c5af6dcPrimitive Primate

Re: Re: SS2 Blue Mod Manager
674392c5af74a
Actually, I do wanna know what fix that was.
Re: Re: SS2 Blue Mod Manager
674392c5afa98
We will never know. It's a stealthnerf.

674392c5afb2bPrimitive Primate

Re: Re: SS2 Blue Mod Manager
674392c5afb77
Otacon...

674392c5afc5dbluemess

Re: Re: SS2 Blue Mod Manager
674392c5afcab
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.

674392c5afd55Primitive Primate

674392c5afff8System Shocked

Re: Re: SS2 Blue Mod Manager
674392c5b0053
.....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:

674392c5b01afvoodoo47

Re: Re: SS2 Blue Mod Manager
674392c5b0208
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.

674392c5b02a0bluemess

Re: Re: SS2 Blue Mod Manager
674392c5b02ed
OK, will add *.cfg to file search.
Acknowledged by: voodoo47

674392c5b0374bluemess

Re: Re: SS2 Blue Mod Manager
674392c5b03bf
Release 1.10

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

674392c5b04a5voodoo47

Re: Re: SS2 Blue Mod Manager
674392c5b04f3
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
674392c5b0650
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.

674392c5b0708voodoo47

Re: Re: SS2 Blue Mod Manager
674392c5b0757
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.

674392c5b0870bluemess

Re: Re: SS2 Blue Mod Manager
674392c5b08c0
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
674392c5b0a17
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.

674392c5b0ac3voodoo47

Re: Re: SS2 Blue Mod Manager
674392c5b0b0e
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).

674392c5b0badbluemess

Re: Re: SS2 Blue Mod Manager
674392c5b0bfa
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
674392c5b0d07
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.

674392c5b0db8bluemess

Re: Re: SS2 Blue Mod Manager
674392c5b0e05
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
674392c5b0ef8
Thanks!
Do you remember the download count from the previous version? We can add it to this version.

674392c5b0f86bluemess

Re: Re: SS2 Blue Mod Manager
674392c5b0fd5
Over 9000!

// seriously, it was around 930 I think
Re: Re: SS2 Blue Mod Manager
674392c5b10c1
Haha, okay. Added.

674392c5b1166bluemess

Re: Re: SS2 Blue Mod Manager
674392c5b11b3
Release 1.12

- Fixed visual glitches with status bar text positioning.

674392c5b125bvoodoo47

Re: Re: SS2 Blue Mod Manager
674392c5b12a9
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).

674392c5b1329bluemess

Re: Re: SS2 Blue Mod Manager
674392c5b1376
Doesn't it do that already?

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