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[Win][With Auto-Updater!] Kerbal Space Program: Mod Manager


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@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.

Edited by Norway174
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Chrome flags the download as malicious. Any explanation for that? I really don't like hearing the browser click all of the time either. What's going on with external connections?

It could be something similar to what I am running into. Evidently one of the new viruses closely resemble some of the dll's used by VB Net. My virus scanner has started screaming about one of the dlls created when I launch VB to work on a program. I have checked my pc numerous times and ways I know it is clean, the flag is a false positive. I have to shut down avast before I can open my project.

It could also be due to the file not being zipped up. You should never download an executable file, if it's zipped you are protected until you open it. Chrome might be flagging it for that.

You can always use a site like https://www.virustotal.com/en/ to check it.

Edited by Soulshifter
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@Norway - I noted in Shoutbox that you mentioned that the chat is showing server side to display the chat in a time ordered fashion. That is great, and it looks to work, but once you click the fields at the top to resort, you can't revert without restarting the app. Also, really, please change the text so its like YYYY-MM-DD (DDD) HH:NNampm or some format like that. OR, let the end users decide the formatting type by passing the floating point value that represents the date, and the app decides the format.

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@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.

Edited by Norway174
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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.

Edited by Norway174
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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.

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Ships, and all related with the mod, should be in the same folder, as you did. Would be better organized.

Edit. Something I have seen is that, with crewmanifest (the one with I found it), if the folder is named CrewManifest it works perfect, but if it's called uploads-2013-05-CrewManifest_v0_5_2_0 , the zip file name and name ksp uses for the folder, the icon is not properly showed.

Can you use the real name in the zip and not the zip filename? Or you wanted to do this that way? Maybe you check installed mods comparing filename with foldername, don't really know. This could avoid future problems... maybe.

Edited by Perilla
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The new version fails to activate a number of mods properly... among those for myself that don't activate properly are MechJeb, KW Rocketry, and the Sunbeam laser. Any craft with parts from those mods cannot load because the parts don't exist.

I'm not entirely sure what else on my list doesn't work, but those I have confirmed as not appearing in-game despite the MM stating they are properly activated.

2013_05_23_KSPMM%20List%20001.png

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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.

Edited by Norway174
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Hmm... I don't think that's the issue I'm suffering with. I rename all the ZIP folders so I know what's in them:

2013_05_23_KSPMM%20List%20001.png

If the folder name is causing an issue for KSP, I'd think it would be Bobcat 3m Base systems or Bolt-on Probes or something, because they have non-alphanumeric characters. But Mech Jeb is all letters and a single space and that's 100% broken.

On another note, is there anywhere we can download previous versions of the KSPMM? Because of the issues I'm having, I'm reverting back to .19 for now, so I can continue to play with my saves and mods and starting a new install for .20... but you said we can't use this version of KSPMM for .19 anymore.

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Just for fine tuning, found a problem with the Romfarers Lazor system, and his method confirmed worked on my box.

http://forum.kerbalspaceprogram.com/showthread.php/9923-0-20-Lazor-System-v27-%28May-24%29?p=384766&viewfull=1#post384766

Seems something isn't being put into the right place. What specifically, I don't know.

Love these reorganization bugs. :]

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For me, mechjeb works perfect (latest version) manual or with kspmm. I thought that you use zip filenames to compare them with the folder filename, but you could use the "original" name and have a document with the equivalences.

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Another problem, enabling this mod on kspmm copy nothing to the gamedata folder, just the main mod folder. Manually copied works.

The mod structure:

GameData - WorldFlags - WorldFlags - Flags

GameData - WorldFlags - xPirateFlags - Flags

I think you didnt add flags yet, right?

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If you double click the Squad line in the list you get an error and you have to quit. If you continue the program locks up and requires a 3 finger salute.

Error:

Access to the path 'C:\Program Files (x86)\Steam\steamapps\common\Kerbal Space Program\GameData\Squad' is denied

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So why am i getting a threat alert when I download your app??

Probably because the executable isn't zipped up. Downloading an uncompressed executable leaves you open to viruses so some programs will flag it as a threat.

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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.

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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.

I would still try to zip it up for the download. I am sure there have been people seen that flag pop up and just not downloaded it or said anything. Most people don't read through all of the posts to see the messages or your replies, they see virus and move on. I know several people in WoW that never use any mods because of viruses and hacks. It doesn't matter if you make it open source or not. There are a lot of people out there that don't have VB and couldn't even begin to read the source code. Your program works with zips, shouldn't be too hard to make your updater use them also.

Other then that the program is working good, a few minor problems but it is a lot of work getting it working with both systems. I haven't had but a few hours sleep the last 2 days trying to get mine updated.

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