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Topic: SS2 Blue Mod Manager
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6743b36ccd9c6voodoo47

Re: Re: SS2 Blue Mod Manager
6743b36ccda3e
I couldn't check (from work), and had to make a note somewhere. indeed it does (! mark if two are active).
Re: Re: SS2 Blue Mod Manager
6743b36ccde31
People are still screwing it up because they need someone who pops out of their screen and slap them with a large throut so they get the hint.



And there are people who still wouldn't get it...

6743b36ccdf19bluemess

Re: Re: SS2 Blue Mod Manager
6743b36ccdf6c
OK, will add message window.

6743b36cce021voodoo47

Re: Re: SS2 Blue Mod Manager
6743b36cce071
just checked again, and while a gamesys conflict is detected in 1.12, mis (mission) conflict isn't. would be nice to have that as well.
Acknowledged by: bluemess
Re: Re: SS2 Blue Mod Manager
6743b36cce205
If I may make a suggestion before BMM starts popping messages (which none of us really wants):
An explanatory bubble while hovering over the conflict icon would be much nicer.
Acknowledged by: remyabel

6743b36cce2a5remyabel

Re: Re: SS2 Blue Mod Manager
6743b36cce2f3
Rule of thumb: modal dialogs are bad.

6743b36cce39dbluemess

Re: Re: SS2 Blue Mod Manager
6743b36cce3e9
Should it check if two mods have any *.mis files, or check if *.mis files with the same name overlap?
Are gamesys and *.mis mods compatible if *.mis files don't overlap?
Are there any *.mis mods with no gamesys?

6743b36cce721voodoo47

Re: Re: SS2 Blue Mod Manager
6743b36cce797
I would go with any gamesys and any mis files. generally, mixing gamesys/mission mods is not recommended even if the files don't overlap. basically, you should only have exactly one gamesys/mission mod active at any given moment, anything else is likely to burn in one way or another.
Are gamesys and *.mis mods compatible if *.mis files don't overlap?
Are there any *.mis mods with no gamesys?
first thing is "probably yes, but not very recommended", the second one is yes, I know of one, but that is of little concern.
« Last Edit: 08. November 2014, 14:41:52 by voodoo47 »
Re: Re: SS2 Blue Mod Manager
6743b36cce8e9
It's possible that a MIS mod coexists peacefully with others but currently rare. The levelselector being the only case I can think of right now. There could easily be more though if someone decided to do a mod that modifies just one level of the main campaign.

Gamesys mods are never compatible, regardless of additional MIS files they may contain.

6743b36cce9a0voodoo47

Re: Re: SS2 Blue Mod Manager
6743b36cce9f3
one way or another, it'd be good if BMM was all like "dude, you are about to launch the game with more than one gamesys/mission mod active, you better know what you are doing" when the user attempts this.
Re: Re: SS2 Blue Mod Manager
6743b36cceae5
I would suggest a yellow warning sign for activating multiple MIS mods, a red warning for overlapping MIS mods and also a red warning for multiple gamesys mods.

6743b36ccec13bluemess

Re: Re: SS2 Blue Mod Manager
6743b36ccec98
For now I'll stick with one warning icon.

I've added *.mis files to conflict checking. It simply checks if more than one active mod has any *.gam or *.mis file.
Also, changed "Type" column to "Tags".

I might add nag window for confirmation that you really want to exit if there are some unresolved warnings.

// With colored icons some explanation for what the colors stand for would need to be squeezed in somewhere. Since basically there are no *.mis only mods, it would only be helpful in some rare cases.

// As for popup bubble when hover over mod with a warning, there is no OOTB solution for this in wxWidgets

This is how it looks ATM
[ss2bmm.png expired]
[SS2BlueModManager_1.121_Dev.7z expired]
« Last Edit: 20. December 2014, 17:20:32 by bluemess »

6743b36ccedadbluemess

Re: Re: SS2 Blue Mod Manager
6743b36ccee02
I can add more tags if it would be useful, and can be brought down to something like this:

Code: [Select]
tag        folders/files

dml        *.dml
gamesys    *.gam
mis        *.mis
mesh       /mesh
obj        /obj
sound      /snd /snd2

etc...
« Last Edit: 08. November 2014, 19:17:15 by bluemess »

6743b36ccee93voodoo47

Re: Re: SS2 Blue Mod Manager
6743b36cceef0
sure, why not.

6743b36ccf0c0Anonymous Insect

Re: Re: SS2 Blue Mod Manager
6743b36ccf110
Hi, does ss2bmm 1.12 need SSE2? It crashes for me on startup. Often when programs do that for me it's because they were compiled with SSE2 which my old processor (Athlon XP) doesn't support.

Here's some crash info:
Code: [Select]
*----> State Dump for Thread Id 0x720 <----*

eax=00400000 ebx=00000000 ecx=0015ffc0 edx=004090f0 esi=00000000 edi=00167d50
eip=00479fc4 esp=0012f9a8 ebp=00167d50 iopl=0         nv up ei pl zr na po nc
cs=001b  ss=0023  ds=0023  es=0023  fs=003b  gs=0000             efl=00000246

*** WARNING: Unable to verify checksum for C:\Games\System Shock 2\ss2bmm.exe
*** ERROR: Module load completed but symbols could not be loaded for C:\Games\System Shock 2\ss2bmm.exe
function: ss2bmm
        00479f9b 0300             add     eax,[eax]
        00479f9d 83c474           add     esp,0x74
        00479fa0 c3               ret
        00479fa1 a118bc5000       mov     eax,[ss2bmm+0x10bc18 (0050bc18)]
        00479fa6 0f57c0           xorps   xmm0,xmm0
        00479fa9 68007f0000       push    0x7f00
        00479fae f30f7f442414     rep     movq qword ptr [esp+0x14],mm0
        00479fb4 6a00             push    0x0
        00479fb6 f30f7f442428     rep     movq qword ptr [esp+0x28],mm0
        00479fbc c744241cf04f4500 mov     dword ptr [esp+0x1c],0x454ff0
FAULT ->00479fc4 660fd6442438 movq qword ptr [esp+0x38],xmm0 ss:0023:0012f9e0=00165f7800000020
        00479fca 89442428         mov     [esp+0x28],eax
        00479fce ff15a0f34d00     call    dword ptr [ss2bmm+0xdf3a0 (004df3a0)]
        00479fd4 89442428         mov     [esp+0x28],eax
        00479fd8 8d4c2438         lea     ecx,[esp+0x38]
        00479fdc 6a08             push    0x8
        00479fde 33c0             xor     eax,eax
        00479fe0 c744243010000000 mov     dword ptr [esp+0x30],0x10
        00479fe8 68f4344f00       push    0x4f34f4
        00479fed c74424180b000000 mov     dword ptr [esp+0x18],0xb
        00479ff5 c744245407000000 mov     dword ptr [esp+0x54],0x7

*----> Stack Back Trace <----*
WARNING: Stack unwind information not available. Following frames may be wrong.
ChildEBP RetAddr  Args to Child             
00167d50 00000000 00000000 00000000 00000000 ss2bmm+0x79fc4
Re: Re: SS2 Blue Mod Manager
6743b36ccf225
Bluemess will have to answer that, but just for clarity: You mean Streaming SIMD Extensions 2, correct?

6743b36ccf2acAnonymous Insect

Re: Re: SS2 Blue Mod Manager
6743b36ccf2f9
That is correct.

6743b36ccf3bavoodoo47

Re: Re: SS2 Blue Mod Manager
6743b36ccf40e
confirming - doesn't work on old Athlon (and other non-sse2, most probably) systems. would recommend to recompile the manager without sse2 - the benefits of using the extension should be negligible anyway.

6743b36ccf514Anonymous Insect

Re: Re: SS2 Blue Mod Manager
6743b36ccf570
It's been a month, I guess bluemess is not active around here. I don't suppose anyone else is willing to compile this for me?

If not, any pointers on how to build it myself? It looks like there's a free version of MSVC which I think should work but I'm not all that sure as to how to get started, especially with the wxWidgets requirement. I've got some basic experience with GCC and building software on Linux, but none for Windows.

6743b36ccf60evoodoo47

Re: Re: SS2 Blue Mod Manager
6743b36ccf65c
yeah, he hasn't been around for a while now - I've sent him a message.

6743b36ccf731Anonymous Insect

Re: Re: SS2 Blue Mod Manager
6743b36ccf78f
Thanks. I guess I'll check back here once in a while.

Tried compiling it myself but it looks like I need to be using something newer than VS2010, according to pages like this, which won't run on Windows XP.

6743b36ccf840voodoo47

Re: Re: SS2 Blue Mod Manager
6743b36ccf899
ok, bluemess seems to indeed be mia - if there is someone who would be able to compile the latest bmm source without SSE2 checked, he is encouraged to do so. the new download will then be attached to the first post.
Re: Re: SS2 Blue Mod Manager
6743b36ccfd2c
How does this look

Image: http://piclair.com/data/da6l5.jpg

anything i need to change in the load order? Any other mods that would be recommended?
(and i do have the rebirth patch for secmod, i unpacked it into the secmod folder)

6743b36ccfdddvoodoo47

Re: Re: SS2 Blue Mod Manager
6743b36ccfe38
space will do nothing unless it will have greater priority than SHTUP-ND (as it includes its own set of hires space textures). same goes for biomatter. the rest should be good.

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