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Norway174

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Everything posted by Norway174

  1. Alright, point taken. Got any idea for what kind of green or red you would like? Having pure red and green, I'm not sure how would work too well. I can trip the "upload_date_" portion fairly easy. Al tough, I'm not sure what I can do about the date. It's possible, but it may take some longer time. So I might hold off with that. We'll see. As of now, I'll release the next version shortly after posting this. Thanks for the input. Edit: Version 1.5.6.3 is released. PART{ } wrapper regex is now included. And I added the request about making enabled mods appear as green. I also made the Stock parts blue. And now to work on the "upload_date_" thing. But no promises. I personally haven't had that much trouble with it. On another note, I made the new KSPMM front page into a redirect page. It will lead to the old site. Which I updated a small bit. I'll use this site again for now, until I can sort out another host.
  2. Yeah. Thanks for the feedback. And if you where thinking about creating your own utility, if it's in VB.net. Feel free to send me a PM contributing something you want added. Credits will be given where credit is needed of course. In fact, several people have already done this, and I think it's a great idea to involve the community.
  3. All very good questions. And thanks for asking them. As this will allow me to share some insight into KSPMM. As you know, most traditional mod managers rely on a properly file structure. (The newest .20 KSP update probably changes all this.) But I created KSPMM with, what I believe to be the most advanced extraction system for KSP yet. Yes, it has flawed in the past, but that's because of human error. Mainly me. As far I know, the code has worked perfectly on all cases. As the error I mentioned, which is my fault. Is because I haven't added in the missing folders. But thanks to the community, I usually get them added fast. Which brings me to my next point, KSPMM uses a very smart detection system, where possible. Like it will scan all the folders for parts, and DLL's. The rest, I have to rely on the folder name. Keep in mind, this was from before the .20 update. I do plan on updating that old and very reliable system when it's probably safe to assume all the mods people will want to use is already for .20. Well, for storing the mods. KSPMM will store them in a convenient --MODS-- folder in your KSP/MM directory. New mods downloaded from Birdge will get stored in .kspmm file format. Which is basically the same as a .zip file. You can open .kspmm in any WinRAR or Zip archiver if you want to look or edit the contents. And when it installs it, KSPMM will actually create a tmp folder, to extract all the files there. And then sort them into another temp folder, which will act as a virtual KSP folder during the install process. Then it will simply move all the files to the real KSP folder. And the SpacePort filename request. I can see what I can do. Hoping this will answer some of your questions. And I'd be happy to answer some more.
  4. The bottom picture. I use Opera. You made it for all three browsers? If so, nice! I could set up a script on my site to detect the browser. And download the right one. If you want. Edit: This is my 100th post! Edit2: Alright... I got some good news, and some bad news. The bad news is that KSPMM's website is down. And I have to rebuild it. The good news is that I'm switching hosts. Going back to my first one. But on another server of theirs. Much more stable. But less features. Features I don't need. And hopefully no annoying advertisements. I'm right now waiting for a confirmation email from them to reset my password. If you still want to download KSPMM, you can do so here directly; http://kspmm.norway174.com/download.php If it suddenly stops working. It probably means I'm switching over the domain. Thanks!
  5. Holy crap! That's awesome! Unfortunately, I don't use Chrome so I can't use it. But I will still install it. So if I one day do use Chrome. I will have that option. And PM me once you are done, and I can feature it on the KSPMM website. Feel free to PM me or contact me on Skype if you have any questions about KSPMM or anything. I would love to take a closer look at that extension. As for the ToS. I'm no lawyer. But I'm pretty sure it's about modifying the actual online page. Or hacking it. To give you or more an advantage over others.
  6. Hehe, alright. Thanks. Added for the next version. Will release later sometime when there's more to release.
  7. Aha. Cool. Glad you managed to fix it. Also glad the "Reset Size" worked. As I haven't properly tested it if the windows as outside the screen.
  8. @DiEvAl: Mind if I ask what didn't work that does now? Might help others. Including myself, so maybe I prevent it better in the future?
  9. KSPMM will already make the PART { } wrapper changes needed. Unfortunately, I can't touch the DLLs. If anyone wants to, feel free to do so. And send me the changes. So I might be able to add it to the original version.
  10. Sorry. Internals (and some more folders) have been fixed a while back. Since 1.5.6.X KSPMM used the new file structure. And it will automatically update part files with the PART { } wrapper if it can't detect it. As far as I know, KSPMM haven't had any problems with funny file structure. As for mod makers packing several different mods into one file, not much KSPMM can do about that.
  11. This is most likely because KSPMM does the same thing when installing a mod. KSPMM will go trough every part file, and check if the "PART { }" wrapper is correct. And add it if needed. Also, I would like to address the rumors that Mod Managers may not always put things where they are supposed to go. I can't speak for other mod managers, but KSPMM has always gotten everything in the right folder. The problem lies when mod makers put more than one mod in the same zip file. And sometimes uses new folders that I haven't added yet in KSPMM. As of the latest version, all the folders should be included. For more info on this topic, and how KSPMM handles mods, check the link provided in the OP or Quote from the OP here. Sorry for addressing those rumors here. If you want me to, I can delete the. And just keep the first sentence. Not trying to advertise KSPMM or take away focus from your Part.cfg Updater. It's a very useful batch script.
  12. Version 1.5.6.2 just now released. Fixed the .craft install location. However, it won't remove the ship when uninstalling the mod. I'll might change this in the future. Added some new folders I've seen in the Squad folder, but haven't been implemented into KSPMM. But they are now. These include; Flags, Props and Spaces. And I simplified the method of adding new mods in the future. Code wise. Sorry for the long time between these updates. I just started a new job last week. So been busy, busy... But hoping things will calm down soon, and updates will happen more frequently again.
  13. The nasty pop-ups are because of my host. It upgraded my site to a big site when the traffic started to increase. I'm really sorry about the annoying ads, I suggest using an ad-blocker.
  14. @Perilla: Yeah, I agree. .20 should now already be the same packaged by everyone. One of the major challenges would be to come up with a system to detect what version the mod is for. Which I why I'll be waiting for KSP to remove support for Lagacy mods. Or when most mods are for .20. For now, I'll continue my old method. And adding new folders for the process. And I do appreciate your input. It does help to improve KSPMM.
  15. @MashSpacebar: Of course, feel free to use any versions. 1.5.5.X should be the latest stable release for the old versions. Anything with 1.5.6.X+ is for KSP 0.20. Just a lucky coincidence I still kept the 1.5.5.1 around, http://www./?r2oq7j9i233bsde @Soulshifter: The system I have works, and it works very well. Changing it up now, is sadly not one of my priorities. Might do in the future, when updates are less frequently. But as it is now, it will only provide me with one extra unnecessary step. And using KSPMM is a choice. There are other MM's out there who do provide a download with a .zip. But if someone base theirs interest in MM's on the download format alone.... Yeah, then it's theirs problem. (Sorry if I may sound a bit harsh here, I couldn't find a better way to word it. Plus, it's early.) But I do understand some people just goes nope and forgets about it if they see their browser saying something with a warning.
  16. Gonna try and clarify most of what's been said here since my last post. KSPMM will use the .zip's name for the folder in GameData. Which is what I have to use for the detection system. If it's something needed ASAP, I will make the Rename button a priority and finally add that. As of yet, I still use my old detection system to know where to place the different things in the mod. Because of this, it won't render the mod folder exactly as in the .zip file. The downside of this method is that I have to add every folder manually. The plus side however is that if done right, it's a very advanced system. And so far, it has been the most advanced system I've yet too seen. (Sorry if it may seem a bit cocky, but I have yet to have an error.) As long as the corrected folder are programmed in. As some may not because I'm not always aware of new folder KSP may add after each update. So I try to keep it updated with community feedback with new folders as much as possible. With the current system, I'm fairly certain you can just throw whatever into the .zip file. And it will sort itself out. When the legacy system is obsolete, and most mods are converted to the new system. I don't think I need this system anymore. Which would simplify the process a lot. I will look into the double clicking of the Squad's folder. And try to disable it. Or at least make it not delete it and/or crash. As for the latest post's, this was discussed before. As I said KSPMM is clean. you are free to check the Sourcode, scan it, whatever you may do to feel safe. The reason I release it as a plain .exe is because of the script I use for the download. When you download KSPMM from my website, it will redirect you to a download.php page, wich will then update a TinyURL link to the direct link in the same file KSPMM uses to check for updates, and the direct link to that .exe there. Since KSPMM downloaded a new .exe on updating. You will be essentially downloading the same .exe as the application itself would use to update. That way, I can always ensure the newest download link directly. Hoping this will clarify most of the questions from before. And I will try to release a new version asap with the new folders, such as the flags. And fix the ships one.
  17. I use the .zip name for the folder in GameData. Which I then use to detect if a certain mod is installed. Most of my test's have worked perfectly. But if it names the folder in GameData to something KSP can't use for some reason, I suggest changing the name of the .zip file. EDIT: Please ignore this post. It was made before the two other posts above this one. But I forgot to publish it. So it's no longer relevant.
  18. In the normal ships folder. Not in GameData. As I didn't know that at the time, so I set ships to be in GameData as well. Will fix that in the next version. Sorry for the inconvenience it may cause. Or may have already.
  19. Hmm... I'll take a look and see if I can see what's going on. I spent all night updating KSPMM. So there may still be a few bugs left. Thanks for reporting it. EDIT: Ah, I see what it is. PluginData now goes in the Plugin folder. I will release a fix for it ASAP.
  20. Downloaded & scanned & tested... No viruses as I can tell. I'll assume it's made in Visual Basic? So either VB.net, C++ or C#? My guess is VB.net, it seems to be popular around here. It looks great, but I have a few suggestions if you don't mind; Make it default to English, took me a while to figure out how. Make the KSP-Folder Path & KSP-Version remove it's text when you click inside like with my Search Text Box for KSPMM. I can help you with that if you want. Maybe even make it pop-up a folder browser dialog if you double click KSP-Folder Path, or maybe have a button for that. Also, if you want to use my Auto-Updater, feel free to PM me. Or if you want to use Bridge? Or any other questions. Also 2nd, I took the liberty of translating to Norwegian if anyone wants it. I can't sleep, and I needed something to do; http://pastebin.com/ne2dyHnp, I simply just called it for Norsk. EDIT: Tested some more in debt now... One question, how do I add mods? Sorry if it's a dumb question. But I can't seem to be able to add one properly. I can add it to the list, but I can't seem to able to add any actual files.
  21. @Pontiac: Yeah, I have been bugged about the YYYY-MM-DD format lately myself. Glad I'm not the only one then. I'll fix it quickly now.... And done! From what I've been able to tell. It will list it as correctly when the timestamp arrow is pointing down. EDIT: Spent all night updating KSPMM to 1.5.6.0 to make it work with KSP 0.20. Al tough, DO NOT USE KSPMM with earlier versions of KSP. It will still work with already legacy installed Mods. But it won't install new mods like that. All new installed mods will be placed in GameData folder. As a result of this, it KSPMM won't use the Installed folder in the --MODS-- folder anymore. And it will be able to detect already installed mods in the GameData folder. Also, added a security precaution to the deleting of the Squad's Stock parts. So you can't accidentally delete it unless you really want to. KSPMM will also properly reformat the Part.cfg with the PART { } wrapper. So most mods on SpacePort should work with KSP 0.20 without any user input.
  22. @MR4Y: Did you install the Kerbal Alarm Clock mod from the SpacePort via Bridge? The only explanation I could think of is if the info.txt is inside the Kerbal Alarm Clock .zip file somehow got copied over from Deadly Reentry mod. As you can see, the version number is different from Kerbal Alarm clock too. EDIT: Actually, this is KSPMM's fault. I just checked. Kerbal Alarm Clock puts it's info.txt in a sub folder in the .zip-file. As Deadly Reenter Mod put it in the root folder. Both of those two locations should work perfectly fine with KSPMM. However, it's somehow reading the Deadly Reentry info.txt for Kerbal Alarm Clock too. Thanks for reporting this, as a quick fix for now. You can manually edit the Kerbal Alarm Clock and move the info.txt file one folder up. And it should work. I will try and fix this for next release.
  23. @Mosheen: I wouldn't know about Chrome. As I personally use Opera. But isn't that just what Chrome does? Flag everything as malicious before you accept it? I can assure you that there is nothing malicious with KSPMM. As the Sourcecode is freely available, you are welcome to check yourself. As for the browser click, I assume you mean the Bridge? I'm sorry about that, as it is the browser control I am using that's doing it. And there is very little to nothing I can do to solve it. I personally don't have my sounds on speakers anymore, as I usually only use Headphones when I play games or watch YouTube. And the URL's for the external connections are also available in my sourcecode. They should mostly be declared at the top on the main form. I hope this clear up a bit of confusion and possible any suspicion? If there is anything else, I'd be happy to help. Thanks.
  24. Nice! I endorse and approve of every mod that uses the Info.txt.
  25. Mhm. Yeah. I've kinda designed mine with inspiration from theirs. At least for the kspmm:// downloadable links. But I couldn't get any site to include a download link with kspmm:// so instead I made Bridge. I have been thinking about making scripts to let modders setup install packages. But I don't know how popular it would be. Same with the info.txt KSPMM uses. As far as I know, only one mod actually has a Info.txt. And that is MechJeb.
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