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Re: Mod Manager
Old 16. April 2011, 10:41   #21
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Re: Mod Manager

Started work on the manager today, just letting people know hehe.

Versions will be released when they have the right functionality.
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Re: Mod Manager
Old 16. April 2011, 13:48   #22
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Re: Mod Manager

awesome, got any roadmap already? or do you make it up as you get the last version finished?
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Re: Mod Manager
Old 16. April 2011, 21:29   #23
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Re: Mod Manager

the schedule is currently redoing the switcher as that is the core, then adding in ability to merge mods, then create your own mod archives last.

I still can't merge pars until helix gets back to me, but I can merge WD's and do an overwrite with newest date.


the new gui is up and running and some stuff is done.
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Re: Mod Manager
Old 19. April 2011, 19:41   #24
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Re: Mod Manager

Alpha version is ready!

Updating first post now.
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Re: Mod Manager
Old 19. April 2011, 22:19   #25
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Re: Mod Manager

Heyas, disorder! Big gratz on Alpha release!
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Re: Mod Manager
Old 20. April 2011, 00:19   #26
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Re: Mod Manager

Quote:
Originally Posted by youngneil1 View Post
Heyas, disorder! Big gratz on Alpha release!
Cheers.

Will be adding WD merging tomorrow first thing. Still can't merge par files but will look into it.
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Re: Mod Manager
Old 26. April 2011, 12:27   #27
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Re: Mod Manager

Is anyone using this? any bugs to report etc?
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Re: Mod Manager
Old 26. April 2011, 15:24   #28
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Re: Mod Manager

Quote:
Originally Posted by disorder View Post
Is anyone using this? any bugs to report etc?
Hi!

This mod state is very early. I like two worlds 1 mod manager, name is "Two Worlds Control Panel". See this... insidetwoworlds.com/showthread.php?t=26659

First, ur readme is bad.
Quote:
Usage...

Drag and Drop a mod folder to add it to the list.

To enable and disable mods simple Double-Click the list.
Average mod contains one or two files, .wd and .par files. If I create directory, and copy mod files to this dir, and drop this dir to ur app, new item name "untitled". If I click this item, I get error message, about no path found. Thats all, enable and disable impossible.

I see, this app need preview.jpg, readmy txt, and filled mod.ini to the work. This is too big quest I think. My idea and recommendation, if these files missing from mod dir, ur app ignore, and create these files.
Example if no preview.jpg, then show "no preview". If no readme, then show "no readme". if no mod.ini, then create this, mod name is mod directory name, mod files .wd and .par files from mod dir.

As like Two Worlds 1 "Two Worlds Control Panel", the must important function I think check conflict beetween mods. Ur app need create list files from .wd and see if other mod modded these files or not, and if conflict available, show error message (like as Two Worlds Control Panel)

Shortly, thats all...

Edit.: if two or more mods change TwoWorlds.par file, ur app is unusable, because conflict arises. Need merge them. insidetwoworlds.com/showthread.php?t=32595
I think this is possible with "Two Worlds 2 parameters editor" if these app support parameters...
... and all mod files merge to one wd file... this is the full function mod manager. See this "manual" verison: insidetwoworlds.com/showthread.php?t=32620

ps.: I can't write url link at the moment

Last edited by totya; 26. April 2011 at 17:04..
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Re: Mod Manager
Old 26. April 2011, 17:57   #29
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Re: Mod Manager

perhaps send it to me via private message and I'll post it for you.
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Re: Mod Manager
Old 26. April 2011, 21:44   #30
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Re: Mod Manager

Quote:
Originally Posted by totya View Post
Hi!

This mod state is very early. I like two worlds 1 mod manager, name is "Two Worlds Control Panel". See this... insidetwoworlds.com/showthread.php?t=26659

First, ur readme is bad.


Average mod contains one or two files, .wd and .par files. If I create directory, and copy mod files to this dir, and drop this dir to ur app, new item name "untitled". If I click this item, I get error message, about no path found. Thats all, enable and disable impossible.

I see, this app need preview.jpg, readmy txt, and filled mod.ini to the work. This is too big quest I think. My idea and recommendation, if these files missing from mod dir, ur app ignore, and create these files.
Example if no preview.jpg, then show "no preview". If no readme, then show "no readme". if no mod.ini, then create this, mod name is mod directory name, mod files .wd and .par files from mod dir.

As like Two Worlds 1 "Two Worlds Control Panel", the must important function I think check conflict beetween mods. Ur app need create list files from .wd and see if other mod modded these files or not, and if conflict available, show error message (like as Two Worlds Control Panel)

Shortly, thats all...

Edit.: if two or more mods change TwoWorlds.par file, ur app is unusable, because conflict arises. Need merge them. insidetwoworlds.com/showthread.php?t=32595
I think this is possible with "Two Worlds 2 parameters editor" if these app support parameters...
... and all mod files merge to one wd file... this is the full function mod manager. See this "manual" verison: insidetwoworlds.com/showthread.php?t=32620

ps.: I can't write url link at the moment

Ok thanks for the feedback. I understood that only WD files made up the total mod and the par files were inside it. But I can make it multiple file/folder easy enough.

People seem to using the par editor to merge par files and then putting everything in a WD file anyway.

My idea was that when its done a section in the app will cover WD and par merging and then combine them into 1 active MOD.WD, this will be used by the game.

The extracting of WD files isn't done yet as my options are limited to overwriting what's already there and I didn't know if that would cause any mistakes and data loss. Therefore until I get access to PAR merging, its up to the mod maker to combine what they need with the other tool.
If you happen to be using 2 files which conflict each other you will have to merge them yourself.

I can make it more error friendly by letting it use no files in the readme/preview. To get your mod to show, you need to edit the ini file and set everything you want to appear. This is a mod 'package' folder and will eventually be in a self contained file, like zip. I left it as an open folder until I work out what needs going in. Right now mods can only be self contained in 1 WD file (I thought that was the general rule but I'm still learning)


Quote:
If I click this item, I get error message, about no path found. Thats all, enable and disable impossible.
There is a mods.txt file that gets written in the same folder as the app. copy and post in here please. I have a feeling you might be using another language OS right?

Also, did you get the select Game folder popup when first starting? If so did you actually select the game folder, not the WDfiles folder inside it.
If you made a mistake on that part, you can open the file options.ini (again in the same folder) and change this line so it matches yours.

Code:
[options]
GameDataFolder=C:\Games\Two Worlds II

Last edited by disorder; 26. April 2011 at 22:12..
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Re: Mod Manager
Old 27. April 2011, 03:29   #31
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Re: Mod Manager

Quote:
Originally Posted by totya View Post
If I create directory, and copy mod files to this dir, and drop this dir to ur app, new item name "untitled". If I click this item, I get error message, about no path found. Thats all, enable and disable impossible.
Quote:
Originally Posted by disorder View Post
There is a mods.txt file that gets written in the same folder as the app. copy and post in here please. I have a feeling you might be using another language OS right?

Also, did you get the select Game folder popup when first starting? If so did you actually select the game folder, not the WDfiles folder inside it.
If you made a mistake on that part, you can open the file options.ini (again in the same folder) and change this line so it matches yours.

Code:
[options]
GameDataFolder=C:\Games\Two Worlds II
Yes, I uses Win7 OS with my language, is not english.

I select Game (root) folder certainly when first starting ur app, in options.ini I see, GameDataFolder path is OK.

I create folder inside ModManager directory, name is "TEST". Inside this dir avilable one mod file, name is "TEST01.WD". No other files.
I drop "TEST" dir to your app. I get new item, name is "untitled".
mods.txt:C:\Program Files (x86)\Mod Manager\TEST,Disabled
When I click "untitled" item, I get error message:
Cannot open file "C:\Program Files (x86)\Mod Manager\(untitled)\readme.txt". System not found this path.
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Re: Mod Manager
Old 27. April 2011, 11:43   #32
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Re: Mod Manager

Quote:
Originally Posted by totya View Post
Yes, I uses Win7 OS with my language, is not english.

I select Game (root) folder certainly when first starting ur app, in options.ini I see, GameDataFolder path is OK.

I create folder inside ModManager directory, name is "TEST". Inside this dir avilable one mod file, name is "TEST01.WD". No other files.
I drop "TEST" dir to your app. I get new item, name is "untitled".
mods.txt:C:\Program Files (x86)\Mod Manager\TEST,Disabled
When I click "untitled" item, I get error message:
Cannot open file "C:\Program Files (x86)\Mod Manager\(untitled)\readme.txt". System not found this path.
That's because you're not updating the mod.ini. it has lines you need to set before it shows. although that is the old system and I am currently redesigning.

Basically the current system works like this

1. Your mod is contained in a folder, this folder is tracked in the mods.txt file and with it its active state (enabled or disabled). the mods.txt file is just a SAVED list from inside the app so that I can read it when you open the program again.

2. when enabling or disabling a mod or getting info, the app reads the MOD.INI in this folder. So if your mod is contained in '\MagicArrow' then I need to be able to find \MagicArrow\mod.ini and load it

3. If the folder is wrong, or the mod.ini file not edited correctly(or if its missing), the mod does not show on the list properly. and you get placeholders in brackets = (untitled) etc

4. When you enable/disable the app copies the WD file listed in the mod.ini file to the games WDfiles folder. That's why it needs to know where your game folder is and where the mod folder is.



Double check your mod.ini and edit the line that points to the WD file


However, you don't have to do that for very long as the new system will be a bit more user friendly.


Finally, for another language OS, the folders and stuff contain characters I'm not used to, like E's with dots over them and strange looking things. I need more testing on other languages to be able to make sure it works. What language are you using? (your paths look english)

The next version will have a language setting (for converting the GUI to other languages) and should fix everything else you mentioned.

Last edited by disorder; 27. April 2011 at 11:57..
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Re: Mod Manager
Old 28. April 2011, 07:47   #33
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Re: Mod Manager

Hi, I think you don't understand my posts, but true, my english is terrible. More simple way if I create mode manager application... but my time is not much.
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Re: Mod Manager
Old 16. July 2011, 01:25   #34
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Re: Mod Manager

Guys, Let me just input a perspective from a non scripter. I am an architect modder, (can only build structures/towns) and am too old, (or lazy) to begin learning actual script modding. I haven't even begun to work on TW2 due to the lack of a user friendly CS, And can't even use multiple mods due to the intense amount of work required to merge them. (lol, now to the point) I want to stress the importance of of a GUI here, as a novice modder myself, I could manage a command line tool, but am closer to the average user's reality of never enjoying TW2's full potential, and just moving on. But I think this mod community will grow, once one of you scripting magicians open the door for us, and allow some of us artists/architects to come do some of the background labor for you..
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Re: Mod Manager
Old 2. August 2011, 05:44   #35
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Re: Mod Manager

This Mod Manager just blows me away. My experience has been installing mods in games where the best tools available are marginally better than manual installation. So kudos for creating the most user-friendly tool I've run across.
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