67438f98d05c2

67438f98d1a1d
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Topic: SS2 Blue Mod Manager
Page: « 1 ... 6 [7] 8 ... 22 »
Read 43356 times  

67438f98d1fe6Primitive Primate

Re: Re: SS2 Blue Mod Manager
67438f98d2078
Actually, I do wanna know what fix that was.
Re: Re: SS2 Blue Mod Manager
67438f98d23c7
We will never know. It's a stealthnerf.

67438f98d2484Primitive Primate

Re: Re: SS2 Blue Mod Manager
67438f98d24d9
Otacon...

67438f98d25e9bluemess

Re: Re: SS2 Blue Mod Manager
67438f98d263c
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.

67438f98d26e1Primitive Primate

67438f98d29e8System Shocked

Re: Re: SS2 Blue Mod Manager
67438f98d2a43
.....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:

67438f98d2bd7voodoo47

Re: Re: SS2 Blue Mod Manager
67438f98d2c2d
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.

67438f98d2cd3bluemess

Re: Re: SS2 Blue Mod Manager
67438f98d2d25
OK, will add *.cfg to file search.
Acknowledged by: voodoo47

67438f98d2dcbbluemess

Re: Re: SS2 Blue Mod Manager
67438f98d340f
Release 1.10

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

67438f98d352cvoodoo47

Re: Re: SS2 Blue Mod Manager
67438f98d3584
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
67438f98d3720
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.

67438f98d37f6voodoo47

Re: Re: SS2 Blue Mod Manager
67438f98d384c
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.

67438f98d3943bluemess

Re: Re: SS2 Blue Mod Manager
67438f98d3999
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
67438f98d3af9
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.

67438f98d3bcbvoodoo47

Re: Re: SS2 Blue Mod Manager
67438f98d3c1f
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).

67438f98d3cdfbluemess

Re: Re: SS2 Blue Mod Manager
67438f98d3d2f
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
67438f98d3e2b
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.

67438f98d3ecabluemess

Re: Re: SS2 Blue Mod Manager
67438f98d3f2d
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
67438f98d400b
Thanks!
Do you remember the download count from the previous version? We can add it to this version.

67438f98d4092bluemess

Re: Re: SS2 Blue Mod Manager
67438f98d40dc
Over 9000!

// seriously, it was around 930 I think
Re: Re: SS2 Blue Mod Manager
67438f98d41a6
Haha, okay. Added.

67438f98d4273bluemess

Re: Re: SS2 Blue Mod Manager
67438f98d42dc
Release 1.12

- Fixed visual glitches with status bar text positioning.

67438f98d43aavoodoo47

Re: Re: SS2 Blue Mod Manager
67438f98d440b
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).

67438f98d44c1bluemess

Re: Re: SS2 Blue Mod Manager
67438f98d4512
Doesn't it do that already?

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