Jump to content

MacTee

Members
  • Posts

    381
  • Joined

  • Last visited

Everything posted by MacTee

  1. Hi SVlad, the problem is that i want sometimes a translation of items from a controls and ToolTips too. Like the ModInfo entries. And i love XML =)
  2. Hi Gribbleshnibit8, i would prefer to make GUI changes on "Core" Views by myself (for now). I'm almoste done with the GameVersion integration. Expect a GitHup update soon EDIT: See here Some notes to add localization support to new Controls. The Control name MUST be unique through the complete project AND plugins projekts (otherwise last Language file entry wins). Add a new entry to all language files for the new Control like this: A) <Control Name="{UniqueControlName}" Value="{The text of the Control}"> For notmal Controls like labels, buttons, etc. or <Control Name="{UniqueControlName}" Value="{The text of the Control}"> <ChildControl Name="{UniqueControlName}_ToolTip" Value="{The text of the Control ToolTip}" /> </Control> Adding Items to the ModInfo Panel is a little complicated You have to change the ID of the language file nodes accordingly to the changes of the IDs of the ModInfo Items. But till i have redone parts of that code i guess asking me for changes would be better EDIT: This commit shows you how to change the language files. Nice that we have Bitbucket support now. Thanks! =) When you do your pull request, please do a pull request for each feature like BitBucket support, GUI Changes for GameVersion, etc...
  3. Hi 4o66 & Gribbleshnibit8, thanks for your work on KSP MA 2.0! I have merged your changes to the main branch. @Gribbleshnibit8: I would prefer to stay on .Net 4.0 to support WinXP too and be on the save side with mono.
  4. Hi Borisbee & jsowder32, sry, that you encounter problems with KSP MA! Could you both send me the kspma.log file from the KSP Mod Admin install folder please?
  5. Hi LitaAlto, Yes this is a know issue with KSP MA 1.4.0 PR15. It is fixed in the new version which is not public yet due to testing reasons. Hi 4o66, to avoid any confusion please don't post any download links of KSP MA aOS! The version is not public yet! Till a release of KSP MA aOS, i can be sure that all questions, are related to the last released version (1.4.0 PR 15).
  6. Hi, the last post is for the new KSP MA 2.0 version. Sry for the confusion!
  7. Hi all, short update how the KSP MA aOS is going: Mac is still untested (please pm me if you are interested) On linux system i have some problems with authorizations. If someone know how to write a install script that garants KSP MA read/write rights to a certain folder (or web access) please send me a pm. PC version is doing fine, except one annoying problem, it seems that this only happens with fresh Win8 64bit .Net4.5 installations. Most core features are implemented like. Mod management ModPack Im/Export Updatecheck for mods and KSP MA Mod Update (autoinstall of mod updates) Localization support Plugins for KSP MA (for Download/VersionControll sites and fuctionality enhancements). Translations: We have translators for Portuguese, Italian, Russian, German and Dutch. So please i need some more help for translations to other languages. For example to french, spanish, polish, greek, hungariana, a skandinavian language or any other language. (Again this list is no ranking =) Bye MacTee
  8. Hi SVlad, thanks for the bug report! I'll fix that in one of the new versions of KSP MA aOS, maybe not in the v2.0.0 but i have it on top of my todo list! @All: Almost 1k views since my last post and only 3 volunteers... Anyway, I still need help with the translation to other languages then Italian or Portuguese. It would be great to find some people for the skandinavian languages or french, russian, spanish, polish, greek, dutch, hungarian or any other language (this is not a ranking and quiet far from complete). I don't know if I could handle chinese or japanese but hey lets try =)
  9. Hi folks, I need some volunteers who will test the new version of KSP MA aOS. Testers with Linux or Mac versions of KSP are welcome too! (mono required!) =) I also need some help with the translation of all controls and messages of KSP MA aOS to any language you can imagine. If you are interested please write to [email protected] or PM me.
  10. Hi all, ok, release and hyper care is over, the customer is happy and i have some time to get things done. I'm working, as mentioned earlier, on the new KSP MA anyOS (2.0). Most of the core features, are already implemented. Just one more major change of the update mechanism is missing. When i have finished this you will get the first release of the KSP MA aOS 2.0 (I hope that i get it done in the next 2 weeks (no promise)).
  11. Hi folks, another small info: The release of my new project for a customer is done, almost without problems. Now we have one more week of hypercare for this project and then i should be able to do some work on KSP MA again =) Thanks to all for all the new suggestions, error reports and helping eachother out on smaller problems!
  12. Hi all, short info, i won't be able to do anything on KSP MA in the next two weeks (like the passed week =( ). I have notes of all your suggestions/wishes so they won't get lost =) have fun ... meet you in the Wastelands ....
  13. How did you add the mod? If you have added the mod from your HD it will be the system time. All fine =) EDIT: Ok after a PM from DianonForce i got his point and it seems that there is a bug with the button within the EditModInfos dialog that gets the ModInfos for a KSP Forum mods. Sometime it could happen that after a click on that button the creation date is not the edit date of the first forum post as intended. Instead it is the actual system time. I'll have a look on that. Thanks for the report!
  14. KSP MA 1.4.0 PR15 (download) What's new: FolderConflictDetection on / off option added. Bug "Default naming for ModPacks" fixed -> Thanks to thisischrys! Bug in filename parsing from ResponseHeaders fixed (For direct downloads with ModBrowser). Creation Date and Add Date of added mods (via filepath) are now the same. -> Thanks to DianonForce!
  15. The dates are looking a little odd, i've fixed it in the PR15 so that they will be set to the same date (if you add a mod via its archive path on your HD). Actually this button should do exactly what you have described. It should fill the ModInfos automatically. A good way to solve false outdated mods! But with a button or ContextMenu option you won't have to open the ModEdit dialog and press a button. So it might be a good idea too. =)
  16. Hi DianonForce, a mod should only be marked as outdated if your add date is smaler (older) then its creation date. During a update check of forum mods KSP MA takes the last edit date of the first forum post as the creation date. So it might be that you get false outdated mods if the author of the mod changes the first post but don't publishes a new version of his mod. To "unmark" a false outdated mod, you have to change the add date. Make it newer (higher) then the edit date of the first post (or change date;). If you get outdated marked mods where the edit date of the first post is smaler (older) then the add date of your mod please give me a note! Thanks, for the new idea, i'll add a button "Fix false outdated mod" to the new version of KSP MA aOS.
  17. @thisischrys: Thanks for the report! I hate case-sensitive apps ... i'll fix this with the new KSP MA aOS. @Benzschwagel: Thanks for testing! It will coming soon
  18. Hi thisischrys, the default name would be created with your system date format settings, i guess i have to change this =) I can't realy do much about the extensionless filenames of mods. I use the name that the author posted during file upload and shown on the files tab of CurseForge. Let me think about it but for now i have no clue for a fix. @Benzschwagel: see your PMs for a test version with a FolderConflictDetection switch. Till now I don't have posted any "Please do it that way" guildlines, and i think i won't do it cause most of the modders won't read it or will ignore them. I hope that the Combining efforts on proper mod management framework / tools / platform project will find huge support from modders or there will be enough maintainers for all the packages @TheAlmightyOS: Thanks for the feedback!
  19. oh no, i just have made a stupid mistake, i didn't build a release Version of KSP MA PR14 just debug versions. And i have released the old KSP MA PR13 (release build) cause my little helper program for releases just takes the release build =( ... You can check this by right click the exe -> Properties -> Details there you will find the "old" version of KSP MA. Here the real new PR 14 =) Sry!!! And thanks to gzac95 & TheAlmightyOS!!!
  20. And here the quick fix of the CurseForge download problem plus an extra bugfix KSP Mod Admin v1.4.0 PR14 Fixes: - FileName parsing errors for CurseForge (caused by changes of the files site of a mod) fixed. - Bug in set destination for ModNodes (root) fixed.
  21. hey kek, could you link the "spec" and samples in your signiture please. This way it's easy to find and even better its always up to date. Btw ... good job ... all the fighting agains windmills and don't losing track!
  22. @Camacha: To avoid problems during saving KSP MA could only be started once! But you can add additional KSP install folders on the Option -> Paths Tab. KSP MA could handle multiple KSP Install folders. To switch between those folders just use the drop down box at the top of the KSP MA main window. Have a look in the ReadMe file there you can find some How to's =) @thisischrys: Thanks. I'll fix it as soon as possible! =)
  23. @gandalf: You can find a complete ChangeLog in the ReadMe of the 1.4.0 PRxx archive.
  24. You can drag and drop multiple mods to the ModSelection. Multi Add via the Add Dialog is disabled for now. Yes, i hope i could implement the discussed package handling from "Combining efforts on proper mod management framework / tools / platform" @diomedea, Lucid Hills and TheAlmightyOS: Thanks for the input for the coulmns question
×
×
  • Create New...