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Topic: SS2 Blue Mod Manager
Page: « 1 ... 6 [7] 8 ... 22 »
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67438df663f3dPrimitive Primate

Re: Re: SS2 Blue Mod Manager
67438df663fb5
Actually, I do wanna know what fix that was.
Re: Re: SS2 Blue Mod Manager
67438df664396
We will never know. It's a stealthnerf.

67438df664496Primitive Primate

Re: Re: SS2 Blue Mod Manager
67438df664527
Otacon...

67438df66463abluemess

Re: Re: SS2 Blue Mod Manager
67438df66468a
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.

67438df664711Primitive Primate

67438df664a1fSystem Shocked

Re: Re: SS2 Blue Mod Manager
67438df664a74
.....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:

67438df664bc7voodoo47

Re: Re: SS2 Blue Mod Manager
67438df664c1b
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.

67438df664cacbluemess

Re: Re: SS2 Blue Mod Manager
67438df664cfd
OK, will add *.cfg to file search.
Acknowledged by: voodoo47

67438df664d9ebluemess

Re: Re: SS2 Blue Mod Manager
67438df664dec
Release 1.10

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

67438df664ecavoodoo47

Re: Re: SS2 Blue Mod Manager
67438df664f16
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
67438df665074
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.

67438df665150voodoo47

Re: Re: SS2 Blue Mod Manager
67438df6651a4
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.

67438df665288bluemess

Re: Re: SS2 Blue Mod Manager
67438df6652d5
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
67438df66543e
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.

67438df665565voodoo47

Re: Re: SS2 Blue Mod Manager
67438df6655b8
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).

67438df665667bluemess

Re: Re: SS2 Blue Mod Manager
67438df6656bf
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
67438df6657c0
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.

67438df665888bluemess

Re: Re: SS2 Blue Mod Manager
67438df6658dd
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
67438df6659e1
Thanks!
Do you remember the download count from the previous version? We can add it to this version.

67438df665a6cbluemess

Re: Re: SS2 Blue Mod Manager
67438df665ab7
Over 9000!

// seriously, it was around 930 I think
Re: Re: SS2 Blue Mod Manager
67438df665b8d
Haha, okay. Added.

67438df665c20bluemess

Re: Re: SS2 Blue Mod Manager
67438df665c6d
Release 1.12

- Fixed visual glitches with status bar text positioning.

67438df665d1avoodoo47

Re: Re: SS2 Blue Mod Manager
67438df665d66
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).

67438df665de8bluemess

Re: Re: SS2 Blue Mod Manager
67438df665e39
Doesn't it do that already?

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