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Topic: DMM - Dark engine Mod Manager
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67e0dd46b66aavoodoo47

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only seems to fix the confirm changes dialog window?
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CRF files should be denoted as 'Other'. Works on my machine or smth. What's the minimal example?

67e0dd46b6b94voodoo47

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nope, still unrecognized, still can't resize columns (can doubleclick the borders to shrink to min but that is the only action that works), button still says launch and exit instead of exit and launch, "engine" still in lowercase.
[norecog.jpg expired]
« Last Edit: 07. March 2024, 13:01:18 by voodoo47 »
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Oh, I tested with a mod with other stuff in it. And I wrote "cgf" instead of "crf". Yeah, no editing for me at 10 PM....
Better: https://github.com/pshjt/dmm/actions/runs/8194394885

Apart from that: I don't remember talking about anything else. But I will take a look. Column resizing for example was always specifically disabled. Being able to use double-click is just an oversight. Throwing away all the resize code and replacing it with a min-size check is probably for the better, but it's still ugly.

I like all the file system stuff that the GUI framework provides, but stateful GUIs are such a pain in the ass...
« Last Edit: 07. March 2024, 20:49:28 by Marvin »

67e0dd46b6ec2voodoo47

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that takes care of the crfs not being recognized, thanks. I don't mind resizing being disabled, as long as it's disabled completely, meaning no column shrink when the divider is doubleclicked. the rest;

- the Launch game & exit button, technically this should be Exit and Launch game.
- "engine" not being capitalized in the title bar looks strange.

aand that should wrap v1.1.2 I think.


and someday, one day maybe - mod descriptions upon mouse cursor hover.
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- button already fixed on the branch. Just a different action (action runs for every single commit, just check the PR for up-to-date version)
- I'm not changing the naming yet again.

Wrt new features: I'd wait and see what Nightdive cooks up with the remaster. Hopefully, they have a manager that's ready to add to any install.

67e0dd46b71d4voodoo47

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github's ability to hide the download links never ceases to amaze me. ah, there we go, https://github.com/pshjt/dmm/actions/workflows/dmm_build.yml

the latest download (Commit 6674dfb) seems to have reverted the changes though? crfs not recognized again. eeeh, I'll just wait until you post the official release.

67e0dd46b7562ZylonBane

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- I'm not changing the naming yet again.
Nobody's asking for the name to be changed. It will still be DMM. "Engine" just needs to be capitalized. Having it lowercase looks like a mistake. We want people to have full trust in this thing.

67e0dd46b7807sarge945

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lowercase "e" makes it look like a Russian keygen
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github's ability to hide the download links never ceases to amaze me. ah, there we go, https://github.com/pshjt/dmm/actions/workflows/dmm_build.yml

the latest download (Commit 6674dfb) seems to have reverted the changes though? crfs not recognized again. eeeh, I'll just wait until you post the official release.
Wrong PR? This is it: https://github.com/pshjt/dmm/pull/12/checks
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https://github.com/pshjt/dmm/releases/tag/v1.1.1
At least you should not be blocked any longer, Unfortunately, Windows Defender flags this as a virus all of a sudden, so not sure how useful the app is atm. :-/

Will go for the rest at a later point. If someone knows how to tell MS that a program is not evil, let me know.

67e0dd46b7e59voodoo47

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throws a security confirmation at me, the previous wip builds did not do that. weird.

the c7e73c9 build has no security issues, and crfs are recognized, so if this cannot be resolved at the moment, I'll just use that. having the columns not completely locked is not a big deal.
« Last Edit: 13. October 2024, 19:26:45 by voodoo47 »

67e0dd46b7fc9voodoo47

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miracle.flame pointed out something interesting - dmm.exe, when launched, will overwrite the movie_path in install.cfg to .\cutscenes+.\Data\cutscenes unless something else is specified in dmm.cfg (game.baseMoviePath, needs to be .\movies for Thief else there will be no cutscenes).

I'm guessing there is some reasoning behind this?

67e0dd46b8514voodoo47

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@Marvin any idea why the manager is throwing this "too many mods" fit?
Mods setup log - Dark engine Mod Manager 1.1.1
Created: 12 January 2025, 22:19:02

ss2.exe version: 2.48
Mods folder path: C:\Games\Steam 2\steamapps\common\SS2\DMM\

Warning: Too many mods are active or paused.

 #  Name                           Status  Type
--  -----------------------------  ------  ----------------------
 1  SS2_DeNoised_CutscenesV1       Active  Cutscene
 2  HUD Logs v2                    Active  Replacement/Other, DML
 3  SS2_Vaxquis_VintageSongRemake  Active  Replacement/Other
 4  English Subtitles              Active  Subtitle
 5  SS2_Prison_Event_1.0           Active  DML
 6  SCP Death Taunts               Active  Script
 7  RealSG_1.06                    Active  Replacement/Other, DML
 8  Quest Note Notifier            Active  Replacement/Other, DML
 9  SHTUP-ND beta 2                Active  Replacement/Other, DML
10  SCP_beta6                      Active  Gamesys, Level

mod_path .\DMM\SS2_DeNoised_CutscenesV1+.\DMM\HUD Logs v2+.\DMM\SS2_Vaxquis_VintageSongRemake+.\DMM\English Subtitles+.\DMM\SS2_Prison_Event_1.0+.\DMM\SCP Death Taunts+.\DMM\RealSG_1.06+.\DMM\Quest Note Notifier+.\DMM\SHTUP-ND beta 2+.\DMM\SCP_beta6+.\patch_ext

movie_path .\DMM\SS2_DeNoised_CutscenesV1\cutscenes+.\cutscenes+.\Data\cutscenes

Listing of mods folder content:

English Subtitles\
   subtitles\
   readme.txt
HUD Logs v2\
   sq_scripts\
   gamesys.dml
   readme.txt
Quest Note Notifier\
   sq_scripts\
   gamesys.dml
   readme.txt
RealSG_1.06\
   mesh\
   gamesys.dml
   readme.txt
   shock2.gam.dml
   shockscp.gam.dml
SCP Death Taunts\
   scriptdata\
   readme.txt
SCP_beta6\
   bitmap\
   book\
   fam\
   iface\
   intrface\
   material\
   mesh\
   mschema\
   obj\
   objicon\
   snd\
   snd2\
   song\
   sq_scripts\
   strings\
   adaob_changes.txt
   command1.mis
   command2.mis
   earth.mis
   eng1.mis
   eng2.mis
   hydro1.mis
   HYDRO2.DIF
   hydro2.mis
   hydro3.mis
   many.mis
   medsci1.mis
   medsci2.mis
   NVScript.html
   NVScript.osm
   ops1.mis
   ops2.mis
   ops3.mis
   ops4.mis
   readme.txt
   rec1.mis
   rec2.mis
   rec3.mis
   rick1.mis
   rick2.mis
   rick3.mis
   SCP_beta6_readme.pdf
   shockscp.gam
   SHODAN.DIF
   shodan.mis
   station.mis
SHTUP-ND beta 2\
   bitmap\
   book\
   dbmods\
   fam\
   fonts\
   iface\
   intrface\
   material\
   obj\
   objicon\
   readme.txt
SS2_DeNoised_CutscenesV1\
   cutscenes\
SS2_Prison_Event_1.0\
   ops4.mis.dml
SS2_Vaxquis_VintageSongRemake\
   snd\
   SS2_Vaxquis_VintageSongRemake.txt
I don't see anything unusual. is maybe the SS2_Vaxquis_VintageSongRemake folder name too long?
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@voodoo47 , @ZylonBane : Is this correct https://github.com/pshjt/dmm/pull/16 ? Specifically, would *.nut files in the root folder of a mod be prohibited outright by the engine, or are they just non-standard? Are there mods or bigger mod projects out there which emphasize changing the
Code: [Select]
script_module_path variable in the CFG?
« Last Edit: 26. January 2025, 12:53:33 by Marvin »

67e0dd46b89bbvoodoo47

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not aware of any.

so to make it short, he says that native scripts (osm) should be in the mod root, and squirrel scripts (nut) should be in the root\sq_scripts folder always, and that is correct afaik. whether the manager should detect them specifically and describe them as script (mods) is up to you, I'm perfectly fine with "other".

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