Grognak's Mod Manager v1.7 (Updated March 6, 2013!)

Discuss and distribute tools and methods for modding. Moderator - Grognak
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kartoFlane
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Re: Grognak's Mod Manager v1.7 (Updated March 6, 2013!)

Postby kartoFlane » Sat Sep 07, 2013 10:21 pm

@dom236
Look here.

That said, GMM is not really supported anymore, and it is recommended to instead use its successor - Slipstream Mod Manager

@DrkTemplar
I've discussed implementing this with Vhati sometime ago -- he wasn't really a fan though. Figured that the community wouldn't be using it that much / would be abusing it (by writing walls of text instead of brief summary).

IMHO, it'd be worth it to at least try it out.
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5thHorseman
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Re: Grognak's Mod Manager v1.7 (Updated March 6, 2013!)

Postby 5thHorseman » Sun Sep 08, 2013 12:39 am

dom236 wrote:I received the ERROR: [Errno 13] Permission denied
And ideas


Yes, use SlipStream instead.
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Vhati
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Re: Grognak's Mod Manager v1.7 (Updated March 6, 2013!)

Postby Vhati » Mon Sep 09, 2013 12:01 am

kartoFlane wrote:@DrkTemplar
I've discussed [embeddeding descriptions inside *.ftl] with Vhati sometime ago -- he wasn't really a fan though. Figured that the community wouldn't be using it that much / would be abusing it (by writing walls of text instead of brief summary).

Hey now, that conversation gave me the idea to add a GUI description editor (to generate valid markup, suggest fields, insert boilerplate, etc).
I just haven't gotten around to that yet. :P

The inconsistency across forum descriptions was why I was wary of merely allowing for a readme file and leaving its content to everyone's imagination.


@DrkTemplar
What 5thHorseman said.
I wrote a post with more detail here.
MrSensei48
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Re: Grognak's Mod Manager

Postby MrSensei48 » Sun Sep 15, 2013 3:33 pm

I cant remove mods from this - i remove both modorder.txt from the mods folder, and i remove the mods i want to remove from the mods folder. then i launch the manager, disselect all mods then hit patch. i then launch ftl, but the ships are still there! i am on mac, by the way. please help someone
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kartoFlane
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Re: Grognak's Mod Manager v1.7 (Updated March 6, 2013!)

Postby kartoFlane » Sun Sep 15, 2013 4:53 pm

You probably got some mods baked into GMM's backups. Look here.
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Scotty
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Re: Grognak's Mod Manager v1.7 (Updated March 6, 2013!)

Postby Scotty » Thu Sep 19, 2013 1:59 pm

Hey everybody.

I successfully achieved a working sync between my mac and pc version via dropbox.

What I now want to achieve is also syncing the Mods.

Plan is to put the GMM into the dropbox folder, also.
But I know that I would have to patch separately, as the FTL program folder won't get synced.

But I think having the GMM settings and mod folder synced might be a good idea.


Now what I wonder:
The resource.dat on my mac is 157.9MB, on winXP 165MB.
With GMM doing backups automatically, it might end that GMM re-copies the wrong resource.dat back to the FTL program folder (data.dat seems to be same size).
Can anyone tell me:
1) what is differnet between Mac and Win resource.dat?
2) would it harm FTL if the "other" resource.dat is taken?


MAybe you have some ideas or tips.

thanks a lot, S.
Vhati
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Re: Grognak's Mod Manager v1.7 (Updated March 6, 2013!)

Postby Vhati » Thu Sep 19, 2013 5:52 pm

Scotty wrote:1) what is differnet between Mac and Win resource.dat?
2) would it harm FTL if the "other" resource.dat is taken?

You're in a unique position to find out. :P

1) If you use Slipstream, you can extract the dats (via the File menu), and compare their contents with WinMerge. The two mod managers are comparable with regard to backups, but SMM has added numerous features and bugfixes.

2) You can make backups of each OS's dats yourself, then try it, and see if FTL crashes. But bad things could still happen if FTL gets an update on either OS.


Synchronizing settings doesn't offer any benefit: in fact, you'd have to tell the mod manager where the game is each time you switch. You're better off only synchronizing your .ftl files.
Scotty
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Re: Grognak's Mod Manager v1.7 (Updated March 6, 2013!)

Postby Scotty » Thu Sep 19, 2013 9:54 pm

Hi Vhati,
yes I think I will probably compare them, thou not sure if it's really helpful when I come out with the reason of size difference, anyhow.
If I try out to swap the files, it might well be that FTL runs, but maybe has some issues I do not detect in the beginning.

Do the dev's read here?


Yepp you'Re right with the MM settings stuff. I will rethink my strategy.


Cheers,
S.
Vhati
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Re: Grognak's Mod Manager v1.7 (Updated March 6, 2013!)

Postby Vhati » Fri Sep 20, 2013 12:53 am

Scotty wrote:Do the dev's read here?

I was one of the GMM devs, but Grognak disappeared, and it has had no updates since March.

I started Slipstream to continue development.


If you mean the FTL devs, no.
Scotty
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Re: Grognak's Mod Manager v1.7 (Updated March 6, 2013!)

Postby Scotty » Fri Sep 20, 2013 12:36 pm

well now that's interesting:
there seems to be nada difference between the mac and win versions, just the compression of the resource.dat or sth. like that - contents are identical. So it shouldn't matter...

Now that I loaded Slipstream, maybe you can help out again, vhati (great prog!):

- where does slipstream grab the info which mods are currently installed (patch-status) on my computer? will it have this stored in SMM-related files, or does it i.e.re-scan the currently "active" resource.dat in FTL dir and reads the info from there?

- you suggest to just sync my .ftl files. How would that work? It's just a list of possible mods, not the currently installed mods.

-My idea was to put all mods I own into SMM's \mods-folder, and using SMM, I patch the ones I currently want.
That results in an updated resources.dat on that computer.
When I now use the other computer, I can do one of these things (depending on your answer to the 1st question):
-sync the patched resources.dat from FTL\resources\ to the 2nd comp
or
-start SMM and it recognizes what I had previously patched (because I sync the SMM dir), and repatch with same settings on the 2nd computer.

too complicated thinkin'??

:D

S.

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