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Topic: SS2 Blue Mod Manager
Page: « 1 ... 6 [7] 8 ... 22 »
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6743946e62189Primitive Primate

Re: Re: SS2 Blue Mod Manager
6743946e621ef
Actually, I do wanna know what fix that was.
Re: Re: SS2 Blue Mod Manager
6743946e624de
We will never know. It's a stealthnerf.

6743946e6258cPrimitive Primate

Re: Re: SS2 Blue Mod Manager
6743946e625e7
Otacon...

6743946e626d0bluemess

Re: Re: SS2 Blue Mod Manager
6743946e62725
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.

6743946e627bfPrimitive Primate

6743946e62a62System Shocked

Re: Re: SS2 Blue Mod Manager
6743946e62ab8
.....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:

6743946e62c27voodoo47

Re: Re: SS2 Blue Mod Manager
6743946e62c7b
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.

6743946e62d0ebluemess

Re: Re: SS2 Blue Mod Manager
6743946e62d64
OK, will add *.cfg to file search.
Acknowledged by: voodoo47

6743946e62df6bluemess

Re: Re: SS2 Blue Mod Manager
6743946e62e46
Release 1.10

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

6743946e62f26voodoo47

Re: Re: SS2 Blue Mod Manager
6743946e62f76
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
6743946e630dd
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.

6743946e63196voodoo47

Re: Re: SS2 Blue Mod Manager
6743946e631e7
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.

6743946e632c5bluemess

Re: Re: SS2 Blue Mod Manager
6743946e63316
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
6743946e63469
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.

6743946e63529voodoo47

Re: Re: SS2 Blue Mod Manager
6743946e635a9
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).

6743946e6365ebluemess

Re: Re: SS2 Blue Mod Manager
6743946e636b2
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
6743946e637b3
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.

6743946e6385dbluemess

Re: Re: SS2 Blue Mod Manager
6743946e638ac
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
6743946e6399b
Thanks!
Do you remember the download count from the previous version? We can add it to this version.

6743946e63a57bluemess

Re: Re: SS2 Blue Mod Manager
6743946e63aaa
Over 9000!

// seriously, it was around 930 I think
Re: Re: SS2 Blue Mod Manager
6743946e63b95
Haha, okay. Added.

6743946e63c2cbluemess

Re: Re: SS2 Blue Mod Manager
6743946e63c7c
Release 1.12

- Fixed visual glitches with status bar text positioning.

6743946e63d2evoodoo47

Re: Re: SS2 Blue Mod Manager
6743946e63d80
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).

6743946e63e0fbluemess

Re: Re: SS2 Blue Mod Manager
6743946e63e66
Doesn't it do that already?

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