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Llorx

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Everything posted by Llorx

  1. No, I don't chat via IRC, not even have an IRC client xD If you look al the future features, one of them is to have the chance to download multiple files. Right now only will download one file of the forum post so if you want to download multiple files the best you can do is do it manually, just by marking the "only keep track of versions" when you are going to install the mod, so you will be noticed when there's an update, and with the second mouse click open the mod link to download what you want manually, just as you suggested xD If you are going to download one file, LMM (lol) will detect GameDatas and will ask you what GameDatas to install, so you can install them in the order that you like. Also will detect readme files for you to read and install them in order. Above each GameData will appear the name of the parent folder, so you will know what means each GameData before installing. Also you can check and uncheck each folder/file under each GameData.
  2. Updatin' and Bumpin' Please, I would like to have a bit more testers so I can make my first release. Thank you!
  3. Not late. Just changed it to PRIVATE xD Going to send you a copy, but please, read the main post, I'm not responsible of any problem.
  4. Sorry but that's impossible. Impossible to detect them and also impossible altough you tell it what mods you have currently installed. A mod is a zipped file with barely (or any) information of what mod is and, of course, any info file of what files the mod has. Normally the mods are under a folder, but some times mods merge with other mods or have multiple folders, so the only way for the Mod manager of knowing what mod do you have installed and knowing what files were installed is to actually install them via the Mod Manager, so this way the Mod Manager will keep track of each copied file and each overwritten file. If you install mod manually by extracting the files with Winrar, the Mod Manager won't notice it. The idea is not bad, but currently unfeasible. Thank you and sorry.
  5. I always thought that the main function of a mod manager is managing mods xD Btw, well, cleaning a mod 'can' be put under managing category. Cleaning mods has a bit of work and at first I want to focus in version managing. When the manager can be fully used to control versions, then maybe I'll add the option to clean mods. The idea is not bad so I'm going to add a new section 'probable future updates' just to add it.
  6. Ok, added to the feature list. Not bad, but currently I'm not going to develop that, I have a really big feature list focused in Mod Managing and that feature is more performance-like. Btw when I finish the Manager maybe I add a 'performance' tab or something. Thank you for the idea! Maybe if there's someone supporting any performance booster for KSP you can suggest that to him, surely he will like it, is a good idea.
  7. I'll look into that. Only making a copy of GameData and savegames will work isn't it? I can add under the same category as savegame backup. Don't thought about that. The modlist feature will have priority rank by obligation. Maybe the main list will have priority rank too by simply dragging the elements up and down. The 'intelligent-backup-of-overwrittten-files' will check if a file that is going to be overwirtten was overwritten by any other mod before, will compare ranks and prepare backups accordingly. Thank you for you appointment.
  8. Ok, added to the list. Thank you! Oh, that's not going to be a problem. Because of the 'intelligent-overwritten-files-backup', when you uninstall all the mods that modified the stock folder it is going to revert 100% to its original state. The backup system will be this way: When a mod overwrite a file, a backup with a timestamp will be saved. So let's say 2 mods modify the same file, then backups with timestams will be this way: 1- Stock file modified by mod1: mod1 will save a backup of the stock files modified. 2- then installing mod2 modifies the same stock file, but now is not a stock file, because it was overwritten with mod1: mod2 saves a backup of mod1 files. Now you uninstall mod2, it will restore the backup files that he has (mod1 files). And if you later uninstall mod1, it will restore stock files. But let's say that you uninstall mod1 first. It will see that he has a backup of some files, but will notice that there was a mod (mod2) that installed the same files later. Mod1 backup is not restored because mod2 is still installed and restoring those files will break mod2. This way, after uninstalling mod1, mod2 have backups of mod1, so when mod2 uninstalls it can't backup the files because the files are from mod1 and is not installed... because of that, when mod1 uninstalls it will replace his backup files with mod2 backup, so now mod2 has stock backup instead of mod1 backup files. Now if you uninstall mod2, stock backup files will be restored. This will be recursive and individual for each file so will support infinite number of mods modifying different files. And thank you for your words xD
  9. I don't see the point of that, but well, is easy to do so maybe I cann do it if people wants it. The download link is going to be ready after this weekend. I can't give it out right now because I'm still working in the link parser, you will get some errors. For example, I've made a mediafire downloader, but after many downloads mediafire asks for a captcha and that breaks autodownloading, so I have to think a workaround. I think that I have an idea, but I have to implement and test it.
  10. Just today while I was testing and had to delete multiple times the config file noticed that autodetecting KSP will be fine. Going to add it. I don't get what you mean with clean install. Can you explain it a bit more? Thank you!
  11. Wow, I was not aware of that. That's good and I searched a bit the posts and they are talking about a JSON api, perfect for fetching mods info with low bandwith usage. When I finish the modlist feature I'll ask for a space on the site, maybe I get lucky xD Thank you! EDIT: Also they are talking about a post feature, so modders can post files directly to the site. Maybe I don't need to ask and simply each modlist can be zipped and posted automatically, for users to download. Let's see how that project develops.
  12. Yep. Any site that supports plain txt. Also, maybe it can be zipped and when the Manager unzips it check if has a txt file with a modlist. This way can be any site that the Manager supports.
  13. Hmmm... I think that I have something for this then. With Korb Biakustra's idea (Looking for forum edits) and then looking for files with zip extension in the main post we can follow forum mod updates. If finds 2 or more zip files will ask the user what files download and install. Thank you for the info! Yes, I know what you mean with scripting, it is possible and there are chances that I add it. I have experience programming pseudo-programming languages for bots so there's not going to be any problem. Also maybe I add an option to compile your own Java plugins that this program will import, the bad thing is that, as the modlist also will have the plugin to parse the list, it can't be in plain txt. I have to think about it. Also another bad thing is that for remotely hosting a file so clients get your updates we need a service provider, and I don't want to create a server just for this. I'm thinking in using this forum like everyone do. You will create a forum post with the exported modlist and with the idea explained above, the Mod Manager will keep track of your changes in the post, checking updates from you. Also this way each big modlist will have its custom forum post where people can talk about it with the creator. For lesser modlists, if people don't want to create a forum post we can still use other free alternatives. Don't know xDD
  14. Fine, perfect. I first tought about Pastebin because of his reputation, but I don't use any text paste site so I don't know how it is going. I will select the best one, of course. I don't like captchas and I want my app to import the modlist by simply adding the link, so no captchas is needed xD. As you say, a system for patching mods is difficult. Can be done, but surely will give multiple problems, and that means tons of efforts that I can't put in other features. Maybe if I finish the app I can try to add that, but I tell you in advance that there are 99% chances of this not being to happen xD Btw, that feature is not bad. Not everyone will use it, but well, maybe a minority will like it for sure. PD: My english is worse xDD Thanx again!
  15. 1. Because each mod file to install is a different world (Multiple GameDatas, only one GameData, any GameData at all, Parts files inside main zip or inside a folder...), currently the software asks you what to install and what not and will ask if you want to overwrite something, so if a mod would overwrite something but you install it first, when you install the mod that was going to be overwritten you can tell it to only install files that does not exist. Selecting manually what to install is a 2 click task because it will do its best to detect GameDatas/Files to install and will extract them automatically. Also, what you say can be fixed with NathanKell 'modlist with scripting' idea. 2. Really cool workaround. I like it. Going to add it for sure. 3. Don't really get what you mean. You mean to prevent files from being deleted/overwritten with each update? I like the lock idea for that.
  16. I prefer to move to somewhere with version control, that's the point of this maintenance software. When I add the support to Mediafire, Dropbox, etc... will be impossible to check if there's an update because the link is going to be the same all the time, so I encourage devs to use GitHub/Jenkins, BitBucket, or at least always add the mod update to the same Dropbox folder, so I can check that folder for newer files. Simply use something that can have an automated version control. I'm thinking in adding plugin support for this software so people can program their own plugins to keep control of mods published in extrange sites. Not bad the modlists feature. I'm thinking in formatting the list in a special way (plain text) and add the option to export it to a file or publish it to Pastebin so people can copy/paste or load the Pastebin link directly. About the routine... You mean to add a routine to the modlist, so it will download and autoselect which files to install instead of asking the user? Is not a bad idea, but knowing that each time a developer updates a mod there are chances that the file names and location can change, this is going to be difficult. Maybe I can add a checker that will test the routine, and if it fails then ask the user to select the files to install. Thank you for the ideas!
  17. Oh nice, GitHub/Jenkins has version control per se. Going to add it to the version control list. Thank you!
  18. Exactly what Ringkeeper said, that's why I have as an Upcoming feature to let developers update their forums threads with an specific mark/format for this software to recognize when they updated their mods. But that's only possible in the long term and only if this software gets a bit 'famous'. Btw, maybe we get lucky enugh
  19. Oh, ok. Going to look for it. Thank you! EDIT: OK, now I see what happens. Don't think that I'll add that feature because this is for managing mods and versions, not for fixing broken mods. Adding this will be more work and more work can lead to more problems/less time for other features. If in the future I add something that fixes mods then surely I add this but right now I prefer to stick only in management. Btw thank you for the idea!
  20. - filter unnecessary content under GameData. Added to the list! Thank you! I don't get what do you mean with normal maps names...
  21. Main forum post: http://forum.kerbalspaceprogram.com/threads/78861
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