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Re: Grognak's Mod Manager v1.6 (Updated Feb 23, 2013!)

Posted: Fri Mar 01, 2013 6:30 pm
by Vhati
kartoFlane wrote:I've found a bug

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TclError: expected floating-point number but got "0,875"

Fixed in GMM 1.7. That was a subtle one.

The bug surfaces in non-US locales that have commas for decimal points in their numbers.
The gui library lets a comma sneak in somewhere when it does math, and it panics.

If you're impatient, you can get your copy working thusly:
Find this line in main.py, near the top.

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locale.setlocale(locale.LC_ALL, "")
Add this below it.

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locale.setlocale(locale.LC_NUMERIC, "C")  # Use period for numbers.
You'll need to run main.py directly, as modman.exe has a broken copy of its own, bundled inside.


* Technically the locale poisoning wasn't truely fixed until Python 3.2, but this workaround is good for all versions.

Grognak's Mod Manager v1.6

Posted: Mon Mar 04, 2013 8:04 pm
by Laguman
Hi all, what a great job this! brutal: D
You see, I just installed Grognak 1.6, in my pc and try a mod, I chose Better Planets and Backgrounds_v1.3, but patched it and after launch, the game always crashed at start :(

thank you all!

Re: Grognak's Mod Manager v1.6 (Updated Feb 23, 2013!)

Posted: Mon Mar 04, 2013 8:42 pm
by kartoFlane
It's a problem with the mod -- and Better Planets and Background was reported to be somewhat buggy recently. Infinite Space has incorporated it, if I recall correctly, you can ask the author to put it up separately.

Re: Grognak's Mod Manager v1.6 (Updated Feb 23, 2013!)

Posted: Tue Mar 05, 2013 1:58 am
by speedoflight
kartoFlane wrote:It's a problem with the mod -- and Better Planets and Background was reported to be somewhat buggy recently. Infinite Space has incorporated it, if I recall correctly, you can ask the author to put it up separately.


Infinite space? im using it since the beginning and it works perfectly fine with the last version of GMM

Re: Grognak's Mod Manager v1.6 (Updated Feb 23, 2013!)

Posted: Tue Mar 05, 2013 12:35 pm
by marauding_antisec
When I use GMM to install Beginning Scrap Advantage, EquipmentEX, GhostStories, SciFiNamesAppended, and Weaponanza 1.0 and 1.1, there is no effect on the game. Is it because of multiple weapon files? Even the scrap doesn't appear, though GMM says it has successfully installed mods; I just play a normal FTL game. I have tried running GMM from inside the /FTL /Steam file, running GMM from it's own file with a copy of GMM inside /FTL, and this does not work for me. What should I do to make the mods work?

EDIT: I have attempted to apply only the BSA mod, and it works; does this either too many mods for GMM at a time, or conflicting mods?

Re: Grognak's Mod Manager v1.6 (Updated Feb 23, 2013!)

Posted: Tue Mar 05, 2013 3:37 pm
by Vhati
marauding_antisec wrote:When I use GMM to install Beginning Scrap Advantage, EquipmentEX, GhostStories, SciFiNamesAppended, and Weaponanza 1.0 and 1.1, there is no effect on the game. Is it because of multiple weapon files?
Weaponanza 1.0 doesn't append its changes, it replaces most moddable files with its own, which were probably copied from the original game and edited a little. If you really want to include that version, move it to the top of the list, so all the other mods are applied after it.

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

Posted: Thu Mar 07, 2013 4:45 am
by Grognak
Version 1.7.0 released:
1.7:
- Lowered the required Python version to 2.6
- Added a Linux/Mac launcher (modman.command) to guarantee a terminal
- Added forum-scraped metadata for most mod files (based on their md5)
- Added a right-click clipboard menu to the text area.
- Added ini setting: never_run_ftl
- The ini's ftl_dats_path is ignored if it's invalid
- Added graceful exit on ctrl-c or Windows terminal closing
- Fixed data.dat/FTL.app file chooser, which sometimes left files hidden
- Fixed TclError for non-US locales with commas for decimal points
- Moved dat backups to GMM/backup/ (bak's in the old location will be deleted)
- Made the code tolerable by Python 3.x (hopefully without new 2.x bugs)
- Made the Patch/Toggle/Forum buttons expand to accomodate their text
- Added "Validate" button to check mods for problems
- Added support for appending xml files with unicode UTF-8 BOMs
- Added FTL launching under OSX
- Updated backend (un)packer to ftldat r7 (plus changes for Python 2.6/3.x)
- Massively shrinked download
- New, custom GMM launcher


This one is pretty experimental, so please please report any bugs or annoyances. :)

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

Posted: Thu Mar 07, 2013 5:17 am
by Vhati
"modman.command" is missing from the *.tar.gz.
And license.txt is in a src/ directory instead of alongside the readme?

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

Posted: Thu Mar 07, 2013 6:27 am
by Grognak
Vhati wrote:"modman.command" is missing from the *.tar.gz.
And license.txt is in a src/ directory instead of alongside the readme?


D'oh. Fixed for both. I guess src is a bit obsolete now.

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

Posted: Thu Mar 07, 2013 7:59 am
by Grognak
This is just a notice that I made a mistake with modman.exe; it will run for about nobody. Run main.py directly instead.