Slipstream Mod Manager v1.9.1 (2018-01-07)

Discuss and distribute tools and methods for modding. Moderator - Grognak
Vhati
Posts: 792
Joined: Thu Oct 25, 2012 12:01 pm

Re: Slipstream Mod Manager v1.0 (2013-08-22)

Postby Vhati » Fri Aug 23, 2013 3:55 am

Ora_unit_SR388 wrote:I really like this mod manager, but I cannot load .zip files (all of my unstable mods that I make/test are in zips).

Undocumented feature: Open modman.cfg with a text editor, and set this.

Code: Select all

allow_zip=true

Then it'll show both *.ftl and *.zip in the list.
dalolorn
Posts: 532
Joined: Sun Sep 23, 2012 8:06 am

Re: Slipstream Mod Manager v1.0 (2013-08-22)

Postby dalolorn » Sun Aug 25, 2013 2:44 pm

MD5 hash for Star Wars mod:

b4cf1507100628f307a56cc2e4f65234
Vhati
Posts: 792
Joined: Thu Oct 25, 2012 12:01 pm

Re: Slipstream Mod Manager v1.0 (2013-08-22)

Postby Vhati » Sun Aug 25, 2013 11:06 pm

dalolorn wrote:MD5 hash for Star Wars mod
No need to report updates that are only days old. :P

The mod manager downloads the latest descriptions weekly.
I have a script that monitors changes to text in every thread linked from the Master Mod List.
Every two or three weeks, I run that script and update the descriptions, eyeballing changed/new threads.

Occasionally, I overlook something. More often, I miss the chance to hash old versions of mods that update frequently. So if a mod's still descriptionless after a month, or you have a previous version of a mod whose current version is covered, that's when reporting will probably be helpful (title+version+hash+url).
dalolorn
Posts: 532
Joined: Sun Sep 23, 2012 8:06 am

Re: Slipstream Mod Manager v1.0 (2013-08-22)

Postby dalolorn » Mon Aug 26, 2013 9:08 am

Vhati wrote:
dalolorn wrote:MD5 hash for Star Wars mod
No need to report updates that are only days old. :P

The mod manager downloads the latest descriptions weekly.
I have a script that monitors changes to text in every thread linked from the Master Mod List.
Every two or three weeks, I run that script and update the descriptions, eyeballing changed/new threads.

Occasionally, I overlook something. More often, I miss the chance to hash old versions of mods that update frequently. So if a mod's still descriptionless after a month, or you have a previous version of a mod whose current version is covered, that's when reporting will probably be helpful (title+version+hash+url).


Oops. :oops:
Vhati
Posts: 792
Joined: Thu Oct 25, 2012 12:01 pm

Re: Slipstream Mod Manager v1.0 (2013-08-22)

Postby Vhati » Mon Aug 26, 2013 11:26 am

dalolorn wrote:
Vhati wrote:No need to report updates that are only days old. :P

Oops. :oops:

Hmm. I'll amend the notice to add the age of the *.ftl's content. ;)
Vhati
Posts: 792
Joined: Thu Oct 25, 2012 12:01 pm

Re: Slipstream Mod Manager v1.1 (2013-08-28)

Postby Vhati » Wed Aug 28, 2013 10:31 pm

.
v1.1 has been released:
  • You can voluntarily extract resources into a folder.
  • Better Validate messages.
  • A new button that opens the mods/ folder.
  • The mods list is resizable (drag the divider underneath it).
  • Some bugfixes.

Under the hood, I've also introduced a sloppy XML parser for use in future releases.
For now, it's not involved in patching, but it generates Validate nags.
Let me know if you see it complain when you're sure there's no typo.
Last edited by Vhati on Thu Aug 29, 2013 1:16 pm, edited 1 time in total.
User avatar
5thHorseman
Posts: 1668
Joined: Sat Mar 02, 2013 2:29 am

Re: Slipstream Mod Manager v1.1 (2013-08-28)

Postby 5thHorseman » Wed Aug 28, 2013 11:26 pm

I've used this (specifically v1.0) a few times and I gotta say WELL DONE. This is faster than GMM by about 5x on my system and works like a charm. It's made testing tiny iterations of a mod much easier!

A few little niggling things:

Could you combine the "complete!" and "run ftl now" dialogs? Doesn't seem a need for both. Also, could "yes" be the default button (currently there doesn't seem to be one) so I can just smack spacebar and go?

Also, I don't know how hard it would be but the ability to run this from the command line would be awesome. modman.exe -runftl modname1 modname2 modname3 ... :)
My Videos - MY MOD HUB
Simo-V - The Potential - Automated Scout - "Low O2" Icons
The Black Opal - The Asteroid - The Enforcer - The Pyro

"Every silver lining has a cloud..."
Vhati
Posts: 792
Joined: Thu Oct 25, 2012 12:01 pm

Re: Slipstream Mod Manager v1.1 (2013-08-28)

Postby Vhati » Thu Aug 29, 2013 12:58 am

@5thHorseman: Great suggestions!

I'll get right on the first.
The second, I like, but I'll have to think longer on how to go about it...
User avatar
5thHorseman
Posts: 1668
Joined: Sat Mar 02, 2013 2:29 am

Re: Slipstream Mod Manager v1.1 (2013-08-28)

Postby 5thHorseman » Thu Aug 29, 2013 2:16 am

I just thought of another. I see you support zip files with a config change, what about directories? While modding, I unzip my ftl files and edit them, then have a batch file that re-zips up the ftl and then runs modman (hence wanting command line options) If I could skip the zipping step that'd be just all the more convenient.

And while I'm swinging for the fence, when you resize the window it'd be cool if the program both remembered that for next time and expanded the list of mods instead of the description window.
My Videos - MY MOD HUB
Simo-V - The Potential - Automated Scout - "Low O2" Icons
The Black Opal - The Asteroid - The Enforcer - The Pyro

"Every silver lining has a cloud..."
dalolorn
Posts: 532
Joined: Sun Sep 23, 2012 8:06 am

Re: Slipstream Mod Manager v1.1 (2013-08-28)

Postby dalolorn » Thu Aug 29, 2013 9:29 am

Me, I think it'd be a lot easier if Slipstream detected the differences between the contents of the .dat file and the corresponding xmls in the various .ftl files, and just appended/removed the appropriate content.

Probably not easy to implement, though.

Edit: Another idea - seeing as the mod manager already updates the descriptions weekly, why not make it capable of updating itself?