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67438bb9bbbdf
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Topic: SS2 Blue Mod Manager
Page: « 1 ... 6 [7] 8 ... 22 »
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67438bb9bc27bPrimitive Primate

Re: Re: SS2 Blue Mod Manager
67438bb9bc2e8
Actually, I do wanna know what fix that was.
Re: Re: SS2 Blue Mod Manager
67438bb9bc6ba
We will never know. It's a stealthnerf.

67438bb9bc74ePrimitive Primate

Re: Re: SS2 Blue Mod Manager
67438bb9bc7a0
Otacon...

67438bb9bc889bluemess

Re: Re: SS2 Blue Mod Manager
67438bb9bc8d6
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.

67438bb9bc962Primitive Primate

67438bb9bcc6dSystem Shocked

Re: Re: SS2 Blue Mod Manager
67438bb9bccbf
.....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:

67438bb9bce0avoodoo47

Re: Re: SS2 Blue Mod Manager
67438bb9bce5a
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.

67438bb9bcee7bluemess

Re: Re: SS2 Blue Mod Manager
67438bb9bcf34
OK, will add *.cfg to file search.
Acknowledged by: voodoo47

67438bb9bcfc7bluemess

Re: Re: SS2 Blue Mod Manager
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Release 1.10

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

67438bb9bd10fvoodoo47

Re: Re: SS2 Blue Mod Manager
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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
67438bb9bd341
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.

67438bb9bd421voodoo47

Re: Re: SS2 Blue Mod Manager
67438bb9bd471
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.

67438bb9bd55dbluemess

Re: Re: SS2 Blue Mod Manager
67438bb9bd5ac
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
67438bb9bd6fd
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.

67438bb9bd7d7voodoo47

Re: Re: SS2 Blue Mod Manager
67438bb9bd827
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).

67438bb9bd8d0bluemess

Re: Re: SS2 Blue Mod Manager
67438bb9bd921
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
67438bb9bda2f
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.

67438bb9bdae3bluemess

Re: Re: SS2 Blue Mod Manager
67438bb9bdb31
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
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Thanks!
Do you remember the download count from the previous version? We can add it to this version.

67438bb9bdcaebluemess

Re: Re: SS2 Blue Mod Manager
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Over 9000!

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

67438bb9bdecbbluemess

Re: Re: SS2 Blue Mod Manager
67438bb9bdf1f
Release 1.12

- Fixed visual glitches with status bar text positioning.

67438bb9be000voodoo47

Re: Re: SS2 Blue Mod Manager
67438bb9be053
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).

67438bb9be0efbluemess

Re: Re: SS2 Blue Mod Manager
67438bb9be148
Doesn't it do that already?

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