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Llorx

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Posts posted by Llorx

  1. Llorx, do you happen to connect to #KSPOfficial on Espernet server (IRC)? Would be a lot easier to discuss about bugs or general functionning of the mod manager!

    For instance, I have trouble figuring out how to install ALCOR lander mod with the mod manager. There are several files to download, and the archives do not contain a standard tree of directories, one even contains two GameData folders to paste in the KSP folder. Will LMM (well we have to find it a name :)) automatically find where the GameData folder is in the archive and deal with inconsistencies in the tree depending on archives?

    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. I would like something that detects already installed mods. i.e I don't want to have to tell it what mods I have installed already.

    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.

  3. That's regrettable because performance is probably one of the main reasons for using a mod manager.

    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.

  4. Well, GameData's stock files (i.e. Squad and NASA folders, and all the modifications made to them via mods reversed) and the purged Ships folder, along with executable (on Linux it is frequently patched) and all the unity's junk.

    Ok, added to the feature list.

    If you still have room (time) for an extra feature i would like to suggest an option to remove all installed parts that are not used in any craft,savefile or persistence file. It will prevent accidental removal of (needed) parts while keeping the memory overhead as low as possible.

    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.

  5. Clean install (in my case at least) will be needed to create another copy with a different modset/for in-dev mod testing/etc

    I understand that it's a really lazy thing people do maybe two or three times per KSP release and well, it's not as important as most things mentioned above but I'll be really grateful if you make this :)

    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.

    It sounds very solid! What happens if mod 1 and 2 require to be installed in 1 -> 2 order, and afterwards you uninstall mod 1 while mod 2 is still there, and then reinstall mod 1 because you miss it? This example is a bit twisted though, as if mod 1 and 2 need to be installed in sequence, you have no reason of uninstalling mod 1 (unless you forgot it is required for mod 2, and then want to reinstall it after). Reinstalling both would work and create the right backups, but will the application warn the user that mod 1 and 2 alter the same stock files and so, may be related?

    We need that "priority rank" feature! :D

    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.

  6. yes persistence files are save games. often a save will break in ways not foreseen so you need backups of your file to fix those problems before installing the mod.

    Ok, added to the list. Thank you!

    Avoiding redownloading the game to have a "clean" install, I think (?), so that clean installs can be generated quickly and easily (you wouldn't have to permanently keep two installations: your main, and if you need a stock installation, just ask the application and voilà, 30 sec later you have it). Could be useful, though from your to-do list there are also a lof of useful things coming first in my mind.

    Great news, apart from the captcha, unless your idea solves the issue! I'm eagerly looking forward to trying your application, and I am grateful you spend time in that project. There is definitely a need for that kind of intelligent managers, I hope you'll maintain it for a long time!

    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

  7. I think he means copying KSP to another location from the current installation, but only with stock files so that the copied version will be unmodded.

    Well, Llorx, I've thoroughly thought about it, and brainstrormed with myself, and myself and me agreed: I can't wait anymore. Shut up, and take my money for the download link.

    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.

  8. auto-detecting KSP installed via steam would be nice (well, at least on Linux)

    creating a clean install via copying only stock files to a specified folder would be grand too

    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!

  9. Sounds good :)

    Re: server hosting vs forum - this forum is prone to spells of blacking out, some predictable, some not. For instance every night/morning at 12:49 Central US time, the forum's host dies and returns "Bad gateway" for up to 10 minutes; so having the software rely too much on the forum could be problematic. As an alternative, you might talk to Majiir as he has an offer out to host a mod repo site should anyone create one, he might extend it to this sort of thing too; Check it out here if you haven't already: http://forum.kerbalspaceprogram.com/threads/71133-Community-Mod-Repository-and-The-Majiir-Challenge

    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.

  10. Those are all code/project management sites, which are very nice for plugins. They aren't file hosts, and hosting large part mods like Novapunch there likely won't fly. Believe me I wouldn't be using Mediafire as the primary download if there was a better alternative. Other sites like ModDb are either too dense/unusable or require the app to download. I'm not trying to tell you what to do, but this is the reality of file hosting for the community right now.

    I have always maintained tight version controls and kept each version listed for download for a long time, even using Mediafire and dropbox.

    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!

    I meant the modlists to implicitly have an order; many will break otherwise. Further, I suggest a phone-home model, where the modlist itself is hosted remotely and can be updated by someone (i.e. me) which will push to all clients.

    As for routines, I meant "subroutines", i.e. actual scriptability. Rather than a modlist that simply does "get and extract each mod in order", it would support modlists that do something like

    1. Get package X, extract to GameData (overwriting any existing files)

    2. Get package Y, extract to GameData (overwriting any existing files)

    3. Move file Y/foo.cfg to X/bar/foo.cfg

    Basically, my question is "can this replicate the functionality of the Mod Bundler" :]

    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.

    Doesn't Bitbucket allow large files? This is a naive question, I'm not a coder, please don't hurt me. :<

    Don't know xDD

  11. That would be terrific. May I recommend using Hastebin instead of Pastebin? Less bloat, no captcha, lighter website, and so on.

    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.

    Exactly! Locking files is some sort of "read-only" feature, built-in your application. The "patch" idea was for configuration files: their content may be edited by users depending on their needs, yet new updates can change the content too and add new options. What would be useful would be a diff manager (initial version, user version, updates), but that would probably be very tricky and a lot of efforts for not so much benefits. Sorry for my English, these last days have been crazy and tiredness is not improving my already not-so-good-English. :)

    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!

  12. I'm speechless. The wait is killing me. I have been looking for that since, well, since approximately 1924 when I realized KSP mod community was so productive. Keeping track of updates or new mods is so difficult that I always end up giving up and having a totally outdated/broken installation.

    A few ideas, don't know if they are technically feasible, or even smart, but as you asked:

    1. Possibility to manually assign priorities to individual mods, later used when auto-updating/auto-redownloading/auto-reinstalling all mods. This would be very useful for mods or part of mods that overwrite part of the files of other mods. A "ranking" or whatever column would be displayed, and unique numbers could be set for each individual mod to sort the download/installation order. Mods without ranking value would be treated normally, perhaps alphabetically, but after ranked ones.

    2. Add possibility to manually add an URL associated with a mod, for those not on Spaceport or those hosted in weird ways that will prevent automation of updates. That way, one could at least use a key+click combination to reach the forum thread and check version, or any repository. Automation is of course ideal, but I'm sure some mods will always be difficult to automatically update. In case of forum.kerbalspaceprogram.com thread, your application would recognize the URL and check for "Last OP edition", thereby providing a dirty way of warning the user that there is something new.

    3. Some sort of patch manager for mods, I-have-no-idea-how. What I am thinking about is mods like TextureReplacer that are most often customized by users using the combination of textures they like the most, or even configuration files. Perhaps a "simpler" way would be to right click on a mod an get a list of files in its GameData\Folder, with option to lock them to current version despite future updates. That would work for texture files, but would be trickier for configuration files if the new versions bring new features.

    4. If no mod version information is detected in the mod, display date of last local update. In conjunction with feature 2, this would be very useful.

    Anyway, be the ideas feasible or not, dumb or not, thanks for this great initiative. I guess I'll keep one more tab open for days and refresh it regularly to check for updates and download links. :)

    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.

  13. Looks cool, except..

    Spaceport is dying and Squad isn't going to maintain it or replace it. They've been hinting at something else (perhaps Steam workshop, but who knows when that will happen.) The uploads fail most of the time now, and are unreliable when they are uploaded. I have ceased trying to publish there at all. So I think you would be better off at this early stage of adapting to other services such as mediafire/dropbox or whatever. Maybe someday the new community mod repository will exist, too.

    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.

    Yup, never have used Spessspohrt, never will.

    While we're requesting features... :D

    1. Modlists: Ability to publish metamods that list other mods (in install order).

    2. A modicum of scriptability: ability to have a mod install routine that involves "copy this file to that folder" or the like.

    As jamis no longer has time to maintain the Mod Bundler (also written in Java--you might find useful stuff in it to borrow), and as I'd rather not take on another project, I was hoping this could work for RO/RSS/etc.

    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! :)

  14. If you manage to pull this off there'll be a lot of people in your debt.

    There are some mods that don't list on SpacePort, though, which is a hurdle you're going to need to consider at some point. GitHub's another popular place, for example, and most of us are used to going to mumech for the latest MechJeb updates: http://jenkins.mumech.com/job/MechJeb2/

    Oh nice, GitHub/Jenkins has version control per se. Going to add it to the version control list. Thank you!

  15. Im still waiting for a mod manager that can auto update mods from the forum i only use spaceport if i must

    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 :)

  16. do some search for old threads, what I remember is some mods have normal maps with names which don't follow the naming rule (tex_NRM.format) which makes KSP don't use them properly or something like this.

    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! :)

  17. It looks promising and congratulations if the multi-platform part of the tool works well (working with such GUI toolkit can be a nightmare, and lead to ugly looking apps).

    One feature idea: filter unnecessary content (source, readme, license inside GameData/*)

    + check file names as some modders mess up completely with normal maps names (I see some comment in old threads regarding disrespect of naming convention)

    - filter unnecessary content under GameData. Added to the list! Thank you! :D

    I don't get what do you mean with normal maps names...

  18. @Llorx: Are you using the latest version? There was some fixes for null reference errors.

    UPDATE: I found the problem, merged the wrong debug code into release, it should now only run when in Flight mode.

    Download link is updated, let me know if you find any more problems :)

    I thought I got them all, but I will look into it nevertheless. Honestly though, other than the error line in the log there is no adverse effect with this error, because of the way Unity handles references of this nature.

    Yay, thank you! :)

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