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Re: Grognak's Mod Manager (v1.3)
Posted: Wed Sep 26, 2012 7:03 pm
by Whale Cancer
Grognak wrote:You are likely saving as UTF-8 when you should be saving as ANSI.
Yes! I freakin' love you!
I'm pretty sure all those XML editors I have been trying (all of which failed, for reasons cited upthread) changed the format of my .append files without informing me/me noticing.
Back to work.
Re: Grognak's Mod Manager (v1.3)
Posted: Wed Sep 26, 2012 9:04 pm
by Icehawk78
Grognak wrote:You are likely saving as UTF-8 when you should be saving as ANSI.
Silly question, but what is the difference in encoding between the two formats that causes this issue? Seems like something that could be easily checked/fixed within Python, since it looks to be happening fairly often. (Especially since UTF-8 is a more widespread/modern encoding standard than ANSI.)
Re: Grognak's Mod Manager (v1.3)
Posted: Wed Sep 26, 2012 9:12 pm
by Grognak
Icehawk78 wrote:Grognak wrote:You are likely saving as UTF-8 when you should be saving as ANSI.
Silly question, but what is the difference in encoding between the two formats that causes this issue? Seems like something that could be easily checked/fixed within Python, since it looks to be happening fairly often. (Especially since UTF-8 is a more widespread/modern encoding standard than ANSI.)
As far as I'm aware, it's an issue in every python program that doesn't use python 3.x.
Re: Grognak's Mod Manager (v1.3)
Posted: Wed Sep 26, 2012 9:42 pm
by Icehawk78
Grognak wrote:As far as I'm aware, it's an issue in every python program that doesn't use python 3.x.
I've not tested or played with this whatsoever, but adding something like the contents of this page might be helpful:
http://www.evanjones.ca/python-utf8.html
Looks like the 'BOM' section indicates what you're talking about, with Python 2.x decoding UTF-8 byte-order marker as an actual character (and then sticking it back in to the new file), which then explodes FTL. Prolly can write a simple function that just takes a filename and reads/strips the BOM, closes the file, then returns a string of the contents.
Re: Grognak's Mod Manager (v1.3)
Posted: Wed Sep 26, 2012 10:28 pm
by Cswartz9
Has anyone managed to get this working on Mac? If so, some more detailed instructions than in the readme would help a ton. Thanks in advance.
Re: Grognak's Mod Manager (v1.3)
Posted: Wed Sep 26, 2012 10:52 pm
by SSk77
Please, register and post your mod here:
http://ftlmods.forumeiro.com/
Re: Grognak's Mod Manager (v1.3)
Posted: Fri Sep 28, 2012 1:03 am
by HeliosRX
Whenever I try to run this on my mac, it spits out an error saying that the files must be in the same folder as FTLgame.exe....
But I don't have that file on a mac, where should it be, or what should I do instead?
Re: Grognak's Mod Manager (v1.3)
Posted: Fri Sep 28, 2012 2:39 am
by Grognak
HeliosRX wrote:Whenever I try to run this on my mac, it spits out an error saying that the files must be in the same folder as FTLgame.exe....
But I don't have that file on a mac, where should it be, or what should I do instead?
Should be in the directory directly above the "MacOS" folder.
Re: Grognak's Mod Manager (v1.3)
Posted: Fri Sep 28, 2012 4:06 am
by HeliosRX
Uh, it's not.
But I think I can get around that. Another problem is that my Python install keeps giving me "/usr/bin/env python
: No such file or directory" whenever I try to open up the main.py file. Any workaround for that?
Re: Grognak's Mod Manager (v1.3)
Posted: Fri Sep 28, 2012 5:06 am
by swixel
HeliosRX wrote:Another problem is that my Python install keeps giving me "/usr/bin/env python
: No such file or directory" whenever I try to open up the main.py file. Any workaround for that?
Trying change the shebang line (first line, the #!/usr/bin/env python) to
-- methinks your env is messed up. If that fails, set it to 2.6 or something. You might want to look into why env is failing you.