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Topic: SS2 Blue Mod Manager
Page: « 1 ... 6 [7] 8 ... 22 »
Read 43354 times  

67438ebaeefddPrimitive Primate

Re: Re: SS2 Blue Mod Manager
67438ebaef055
Actually, I do wanna know what fix that was.
Re: Re: SS2 Blue Mod Manager
67438ebaef37b
We will never know. It's a stealthnerf.

67438ebaef41cPrimitive Primate

Re: Re: SS2 Blue Mod Manager
67438ebaef45b
Otacon...

67438ebaef538bluemess

Re: Re: SS2 Blue Mod Manager
67438ebaef589
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.

67438ebaef66ePrimitive Primate

67438ebaef923System Shocked

Re: Re: SS2 Blue Mod Manager
67438ebaef99a
.....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:

67438ebaefb4avoodoo47

Re: Re: SS2 Blue Mod Manager
67438ebaefba1
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.

67438ebaefc3bbluemess

Re: Re: SS2 Blue Mod Manager
67438ebaefc8e
OK, will add *.cfg to file search.
Acknowledged by: voodoo47

67438ebaefd7ebluemess

Re: Re: SS2 Blue Mod Manager
67438ebaefdd3
Release 1.10

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

67438ebaefec6voodoo47

Re: Re: SS2 Blue Mod Manager
67438ebaeff19
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
67438ebaf00b9
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.

67438ebaf0177voodoo47

Re: Re: SS2 Blue Mod Manager
67438ebaf01c8
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.

67438ebaf02b4bluemess

Re: Re: SS2 Blue Mod Manager
67438ebaf0384
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
67438ebaf0728
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.

67438ebaf0800voodoo47

Re: Re: SS2 Blue Mod Manager
67438ebaf0853
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).

67438ebaf0901bluemess

Re: Re: SS2 Blue Mod Manager
67438ebaf0951
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
67438ebaf0a4b
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.

67438ebaf0af9bluemess

Re: Re: SS2 Blue Mod Manager
67438ebaf0b44
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
67438ebaf1668
Thanks!
Do you remember the download count from the previous version? We can add it to this version.

67438ebaf1865bluemess

Re: Re: SS2 Blue Mod Manager
67438ebaf18c7
Over 9000!

// seriously, it was around 930 I think
Re: Re: SS2 Blue Mod Manager
67438ebaf1a02
Haha, okay. Added.

67438ebaf1ab4bluemess

Re: Re: SS2 Blue Mod Manager
67438ebaf1b19
Release 1.12

- Fixed visual glitches with status bar text positioning.

67438ebaf1ecfvoodoo47

Re: Re: SS2 Blue Mod Manager
67438ebaf1f30
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).

67438ebaf1fe4bluemess

Re: Re: SS2 Blue Mod Manager
67438ebaf206b
Doesn't it do that already?

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