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Topic: SS2 Blue Mod Manager
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665ba10b0d6b3Simplex

Re: Re: SS2 Blue Mod Manager
665ba10b0d716
Do you plan on basic conflict detection? (I mean just warning user that activating this mod will overwrite these files that were added in a previous mod, nothing fancy).

665ba10b0d809bluemess

Re: Re: SS2 Blue Mod Manager
665ba10b0d868
Right now I'm adding some more basic features, but when I'm done I might give it a try.

I realize that having conflicts detection would be nice feature, which would distinguish MM from manual mod management, in favor of MM. I don't know much about modding, but I assume that simple checking if "somefile.pcx" was replaced by "somefile.png" doesn't cut it? Some content can be replaced by files with totally different names, and it would require insights into modding to get it right, am I right?
« Last Edit: 14. May 2013, 20:09:49 by bluemess »
Re: Re: SS2 Blue Mod Manager
665ba10b0da0a
If I was you I'd leave my hands off conflict checking beyond what you've already done (checking for gamesys mods). At best you could check if a file of the same name is loaded into the same place, but as you noticed, that doesn't say much. The old manager did this and it didn't help, just confused the newbies.

One thing that I would think about is a distinguishing name for the program (eg "Blue Mod Manager"). Because once Zeebok (or anyone else) comes out with another manager this one won't be the "New mod manager" anymore.
« Last Edit: 14. May 2013, 21:08:55 by Kolya »
Acknowledged by: bluemess

665ba10b0dacfbluemess

Re: Re: SS2 Blue Mod Manager
665ba10b0db1e
Updated to 0.81 Alpha.

Changes:
- MM went Blue.
- MM is now monitoring DMM folder for changes. You can now add/delete/rename folders without restarting MM.
- Ohter minor changes.
Re: Re: SS2 Blue Mod Manager
665ba10b0dd1c
Every popular mod i tried so far works just fine, except for Tacticool weapons. I still suspect it has something to do with Blue Mod Manager inner workings.

I have:
  • Fresh steam insall of System Sshock 2 (steam rolled out an update today, the game is supposed to be 100% mod friendly now)
  • SS2tool 5.1 applied
Result:
  • Tacticool weapons do not work when i activate them within BMM (game shows old models)
  • Tacticool weapons works fine if i use manual install and place them in DataPermMods folder. (i disable them in BMM to avoid any possible conflicts)

One weapon replacement that do work with BMM is Eldron Psi-amp v2. I tried to check possible differences between tacticool and Eldron Psi-amp mods, but they seem to share similar file structure.

665ba10b0de09bluemess

Re: Re: SS2 Blue Mod Manager
665ba10b0de5f
I've tried to reproduce the issue, and found out that mod's folder name can't be longer than 30 characters (game engine limit I wasn't aware of). Just rename the folders to something shorter than 30 characters. Thanks for bringing it to attention.
« Last Edit: 23. May 2013, 05:08:42 by bluemess »
Re: Re: SS2 Blue Mod Manager
665ba10b0df4c
Working fine now, thanks!

665ba10b0e008darklord42

Re: Re: SS2 Blue Mod Manager
665ba10b0e075
does this really need such a new version of the vc runtime library?  I'm having a heck of a time trying to get this to run in wine.  where systemshock 2 itself runs perfectly.

665ba10b0e146bluemess

Re: Re: SS2 Blue Mod Manager
665ba10b0e192
These two files are needed: msvcp110.dll msvcr110.dll. Put them in the folder with BMM.

665ba10b0e215darklord42

Re: Re: SS2 Blue Mod Manager
665ba10b0e265
that did it! thanks!
Re: Re: SS2 Blue Mod Manager
665ba10b0e34a
Has anyone managed to install this under Wine (Linux)?

(edit: doh, I didn't see the two posts above me)
« Last Edit: 02. June 2013, 12:54:44 by Tricky »

665ba10b0e3eabluemess

Re: Re: SS2 Blue Mod Manager
665ba10b0e439
Updated download archive. Now the runtime libraries are supplied with BMM. That should ease things up.
Re: Re: SS2 Blue Mod Manager
665ba10b0e57a
That awesome, seeing as how I now need to reinstall this as well.  :thumb:
Re: Re: SS2 Blue Mod Manager
665ba10b0e6aa
Hello,
I used your modmanager, added to the root folder of ss2, it recognized the exe file, then added the mods to the dmm folder, after everything went ok i activated the mods and then clicked in activate and start the game but got an error messages called " couldn't start the game", any ideas?
Re: Re: SS2 Blue Mod Manager
665ba10b0e79d
Does the game start when all mods are deactivated?

665ba10b0e84fbluemess

Re: Re: SS2 Blue Mod Manager
665ba10b0e8a3
The message means that BMM can't execute shock2.exe. Use BMM version attached below, and provide a screenshot of error message that appears. What version of Windows are you using?

// Edit: Attachment removed, already tested.
« Last Edit: 20. July 2013, 17:17:26 by bluemess »
Re: Re: SS2 Blue Mod Manager
665ba10b0e9e5
I had exactly the same problem. You just have to exit BMM and start the game via 'Shock2.exe', or run BMM with administrator privileges.

EDIT: Updating to 0.82 haven't solved the problem, it's just expanded error message to THIS.

665ba10b0eee2bluemess

Re: Re: SS2 Blue Mod Manager
665ba10b0ef5a
I had exactly the same problem. You just have to exit BMM and start the game via 'Shock2.exe', or run BMM with administrator privileges.
That means some Windows setting (I don't know which one) blocks BMM from executing another application. Exiting BMM and running SS2 manually will work just as well.

EDIT: Updating to 0.82 haven't solved the problem, it's just expanded error message to THIS.
Yes, 0.82 isn't a real release, it doesn't change anything besides adding more detailed message for this specific error.
Re: Re: SS2 Blue Mod Manager
665ba10b0f0a0
Hey there, I'm using Windows 8, the game does start via shock2.exe, apparently the bmm does run via admin priv, which it sucks since I have the gog drm-free version, and the shorcut in steam doesn't want to run the game via bmm, or at least I dont know if it needs something in the path for that, oh well, thanks for the tip
Re: Re: SS2 Blue Mod Manager
665ba10b0f1d6
@bluemess: That's not entirely true. The only reason why BMM can't execute 'Shock2.exe' is because it needs administrator privileges. If I uncheck "always run as administrator" field in executable file properties, it works. The only problem is, it's recommended to run this game as an administrator.

@Duxen: Try running the game as an administrator.

665ba10b0f287bluemess

Re: Re: SS2 Blue Mod Manager
665ba10b0f2d5
Bottom line, if you set shock2.exe to always run as an administrator, BMM will not be able to start it, unless it's also run with admin rights.

665ba10b0f6f7bluemess

Re: Re: SS2 Blue Mod Manager
665ba10b0f74c
Release 0.9

Changes:
  • Added issues detection that will hopefully reduce a chance for mods not to work. Series of checks are performed and following warnings can be given:
    • Unrecognized mod type
      When mod's folder appears not to be a valid mod, probably because it wasn't extracted or placed properly. E.g. this warning will appear when mod is in double folder: "DMM\ModName\ModName\{mod_files}" instead of "DMM\ModName\{mod_files}".
    • Mod's folder name is too long
      When folder name exceeds 30 characters, which is the maximum length that the game accepts.
    • Plus sign in folder name
      Because it's used as a path separator, folder name can't contain "+" sign.
    • Multiple gamesys mods active
    • Too many active mods
      As described in cam_mod.ini, the max path count is 63 for "uber_mod_path" and "mod_path" combined. It's unlikely that someone will exceed this limit, but while I'm at it, there's a warning for that too.
  • Added pause function
    Can be used for temporarily deactivating mods, while maintaining their order on the list.
  • "Exit and start game" works even when game is set to always run as administrator, in which case prompt window for granting rights will be displayed.
  • Added keyboard shortcuts for mods manipulation.
  • Added button tooltips.
  • Many other internal changes.
« Last Edit: 12. August 2013, 16:06:30 by bluemess »
Re: Re: SS2 Blue Mod Manager
665ba10b0f83e
Good changes, thank you bluemess.  :)

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