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Topic: SS2 Blue Mod Manager
Page: « 1 ... 6 [7] 8 ... 22 »
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674392d3d7d2fPrimitive Primate

Re: Re: SS2 Blue Mod Manager
674392d3d7dbf
Actually, I do wanna know what fix that was.
Re: Re: SS2 Blue Mod Manager
674392d3d80be
We will never know. It's a stealthnerf.

674392d3d815cPrimitive Primate

Re: Re: SS2 Blue Mod Manager
674392d3d81aa
Otacon...

674392d3d8291bluemess

Re: Re: SS2 Blue Mod Manager
674392d3d82e0
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.

674392d3d8371Primitive Primate

674392d3d861aSystem Shocked

Re: Re: SS2 Blue Mod Manager
674392d3d8673
.....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:

674392d3d87d1voodoo47

Re: Re: SS2 Blue Mod Manager
674392d3d884d
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.

674392d3d88e8bluemess

Re: Re: SS2 Blue Mod Manager
674392d3d8936
OK, will add *.cfg to file search.
Acknowledged by: voodoo47

674392d3d89bebluemess

Re: Re: SS2 Blue Mod Manager
674392d3d8a09
Release 1.10

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

674392d3d8ae1voodoo47

Re: Re: SS2 Blue Mod Manager
674392d3d8b2c
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
674392d3d8cb6
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.

674392d3d8dc3voodoo47

Re: Re: SS2 Blue Mod Manager
674392d3d8e18
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.

674392d3d8effbluemess

Re: Re: SS2 Blue Mod Manager
674392d3d8f4d
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
674392d3d90a2
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.

674392d3d99d5voodoo47

Re: Re: SS2 Blue Mod Manager
674392d3d9a3d
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).

674392d3d9b22bluemess

Re: Re: SS2 Blue Mod Manager
674392d3d9b79
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
674392d3d9c7b
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.

674392d3d9d27bluemess

Re: Re: SS2 Blue Mod Manager
674392d3d9d76
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
674392d3d9e5d
Thanks!
Do you remember the download count from the previous version? We can add it to this version.

674392d3d9efbbluemess

Re: Re: SS2 Blue Mod Manager
674392d3d9f48
Over 9000!

// seriously, it was around 930 I think
Re: Re: SS2 Blue Mod Manager
674392d3da033
Haha, okay. Added.

674392d3da0d8bluemess

Re: Re: SS2 Blue Mod Manager
674392d3da128
Release 1.12

- Fixed visual glitches with status bar text positioning.

674392d3da1eevoodoo47

Re: Re: SS2 Blue Mod Manager
674392d3da245
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).

674392d3da2dcbluemess

Re: Re: SS2 Blue Mod Manager
674392d3da333
Doesn't it do that already?

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