
For the next version I'll also check to see if C: or D:\python* exists as well.
Yeah, I set PATH when I tested...Grognak wrote:It depends on python being on the path; apparently the python installer doesn't do that automatically.
For the next version I'll also check to see if C: or D:\python* exists as well.
There is no installation (see readme.txt for usage). Put the folder wherever you like.Forte wrote:I dont get how to install this when i extract the files they just appear on my desktop how do i do this?
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<blueprintList name="LIST">
<name>ELEMENT_1</name>
<name>ELEMENT_2</name>
</blueprintList>
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<blueprintList name="LIST">
<name>ELEMENT_3</name>
</blueprintList>
That should not be possible since 1.6. Every time patch is clicked, it starts with vanilla backups made the first time GMM ever ran. When no mods are selected, it merely copies the baks over the game's resources, effectively uninstalling all mods.kartoFlane wrote:@snowhusky5
Yes, you have to unselect all mods, and then press the patch button.
Though, not sure why, sometimes it doesn't work (presumably if you delete the mod files prior to uninstalling it), and files stay in the archive, though they're not being used by the game.
kartoFlane wrote:@topic
Also, I have a suggestion for another merging functionality for the manager.
Vhati wrote:Post: Icehawk78's response to merging.
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<!-- Outcome -->
<event name="FINISH_BEACON">
<text>You've arrived at the Long-Range Beacon. When the FTL Drive is charged you can jump to the next Sector.</text>
<choice hidden="true">
<text>Continue...</text>
<event load="NON_HOSTILE"/>
</choice>
<text>This is the end. Prepare yourself!</text>
<choice hidden="true">
<text>Continue...</text>
<event />
</choice>
<choice hidden="true">
<text>Pick a fight!</text>
<event load="HOSTILE1"/>
</choice>
<choice hidden="true">
<text>Go shopping!</text>
<store />
</choice>
</event>
You're proposing one block of xml be mixed into another block of xml. That is merging. And an app that did that would have to recognize which parts to 'paste', and which are instructions to control pasting, and it shouldn't make assumptions based on the content (blueprintList, eventList, sectorDescription, need to be treated a certain way, etc).kartoFlane wrote:It wouldn't exactly merge the files, only paste the modded entries inside the blueprint - so that you have to take care of the nested structure yourself (that's why I opted to not use the word "merge").
GMM has no parser, which is how it tolerates all the errors. It just appends the text from one file onto another. 1.7 does it semi-intelligently by stripping xml declarations and UTF-8 BOM binary if present, and reencodes the combined text as BOM-less UTF-8 with normalized newlines and a new xml declaration. But it knows nothing of xml structure.kartoFlane wrote:I don't know about the parser GMM uses