ev4debug ev4debug

[eUTIL] Mod manager 1.0.4

[eUTIL] Mod manager 1.0.4

Hi All!

Since i like playing both Stormworld and Master's Affliction and I'm tired to do all the copy & paste needed to switch the mod, I'm writing a little mod manager to do the stuff.

Started as hard coded file copy & paste, now is a little more complex and can manage more mod with easy (more o less...).

FE ModManager

 

FE Mod Manager 1.0.4 is out!  Now with mod update check!

Online setup will autoupdate

here you can download online setup

here you can download standalone setup (uninstall online version prior to install this)

FE Mod Library page

FE Nexus page


Development status (info about implemented functions e currents TODO)

FE Mod Manager Guide

 

Mods supporting the Mod Manager

Stormworld

LargeUI

Snaking

Henchwomen

Summonunits (both versions)

Amarain Sacrificial Elementals

River City Bridge

Tent Building Style

Heroes

 

 

For the  mod developers:

Manual for configuration.femm and version.femm

xsd schema used for configuration.femm, FEMM.xsd, can be downloaded here

xml sample can be downloaded here

you can check xml with the xsd file here

when v1.0 is ready i'll try to create a configuration for all the mod released but i need your help for inserting the file in your release (and keep it updated when new mod version are released). THANKS!


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Reply #76 Top

Hi All!

I think the program is ready for the release.

I've deployed version 0.9 (beta) for last testing. After that v. 1.0 go out, and we can think about new functionality.

Beta release is ready, install from here

Development status

Reply #77 Top

I really like how smooth the restore installation button is. It just works.

 

I'd like to suggest another button, "play". Sometimes I just want to start the game using what is already installed without going through installing my selected options first.

Also, speaking of that, it would be cool if the mod manager remembered selected items between installations. So I install mod X, then restart my computer, open mod manager, and mod X is already ticked in because it got installed last time I played. This would help me remember what is actually installed, so I can just hit the "play" button if I want to.

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Reply #79 Top

Quoting Heavenfall, reply 77
I really like how smooth the restore installation button is. It just works.
End of Heavenfall's quote

 

Thanks!

Reply #80 Top

Quoting Heavenfall, reply 77

I'd like to suggest another button, "play". Sometimes I just want to start the game using what is already installed without going through installing my selected options first.

Also, speaking of that, it would be cool if the mod manager remembered selected items between installations. So I install mod X, then restart my computer, open mod manager, and mod X is already ticked in because it got installed last time I played. This would help me remember what is actually installed, so I can just hit the "play" button if I want to.
End of Heavenfall's quote

No problem for the button ^_^

I'm developing this:

from Development status , what is under construction:: "store last mods/module installation (+ check mods/module installed comparing files)"

the "(+ check mods/module installed comparing files)" is a future implementation.

After implementing the "store last mods/module installation" we are ready for the 1.0, a few day from now :grin:



Reply #81 Top

Quoting Taranenko, reply 78
Could you please share this mod manager as standalone application. Simple archive.
End of Taranenko's quote

1.0 will be released as a standalone setup

Reply #82 Top

Quick note: I think it will be hard to keep 1 XML file with all the information on all mods. The possibility of missing mods is too great. I think that each mod should come with a XML file of it's own describing the mod that your program could read. It will basically contains installation instructions like a script.

Reply #83 Top

Quoting larienna, reply 83
Quick note: I think it will be hard to keep 1 XML file with all the information on all mods. The possibility of missing mods is too great. I think that each mod should come with a XML file of it's own describing the mod that your program could read. It will basically contains installation instructions like a script.
End of larienna's quote

Uhm..is already so :grin:

Reply #84 Top

I noticed on upgrading to current version it lost all file locations.Any chance this could be stored so we don't have to plug those all in every update? Thanks!

Reply #85 Top

Quoting Leo, reply 85
I noticed on upgrading to current version it lost all file locations.Any chance this could be stored so we don't have to plug those all in every update? Thanks!
End of Leo's quote

Yes!

The program stored information are resetted for for my mistake. I'll fix it |-)

Reply #86 Top


ev4debug: excellent job, loving your tool

Reply #87 Top

Update!

Added "PLAY" button

Now the program store info about mods/module installed and restore the correct 'check' configuration at startup and on refresh (info stored in modModuleInstalled.xml saved in the program directory)

 

Edit: uff! Configuration store of module installed is a little broken...if an error message appear, press continue, I forgot a nice check 'file exist' before trying to read the xml.

Reply #88 Top

Another update, with some bug fixed (hurry to release... ^_^' )

modModuleInstalled.xml file is now stored in mod repository folder (not app folder)

App configuration will not be deleted after update

Reply #89 Top

rewritten FEMM.xsd (xsd schema used for configuration.femm)you can donwload here

Reply #90 Top

Main Topic updated, with note to mod developers B)

Reply #91 Top

I'm trying to run this in my config file

        <item>
            <id>11</id>
            <type>MAPS</type>
            <category>Folder</category>
            <name>Stormworld_Maps</name>
            <destination></destination>
            <required>0</required>
            <requirements></requirements>            
        </item>

but it is not outputting anything in my assigned Maps folder.

https://dl.dropbox.com/u/32649007/Stormworld1.5m.zip (alpha, do not download for in-game use)

Reply #92 Top

thanks Heavenfall, testing now...

Reply #93 Top

uhm...

<name>Stormworld_Maps</name>

but in zip the folder is "Stormworld_TacticalMaps" 

^_^

Reply #94 Top

with

<name>Stormworld_TacticalMaps</name>

the file is installed in:

...\MAPS\Stormworld_TacticalMaps\SW_T_NightmareDimension2.xml

Reply #95 Top

LOL, sorry.

Reply #97 Top

Quoting ev4debug, reply 86
Yes!

The program stored information are resetted for for my mistake. I'll fix it
End of ev4debug's quote

Awesome! Thanks!

Reply #98 Top

ev4debug a very small request for the future, in no way urgent in any way.For the MAPS folder we should be emptying contents of folders directory into it. It can't have subfolders.

So if my mod has Stormworld_TacticalMaps\ it needs to go into MAPS\TacticalMaps\. Now I can do this by making an individual item in the FileStructure for each map file (using category File instead of Folder) but that isn't very efficient if I want to do 10 maps or so.

Reply #99 Top

Update the program an try with this:

        <item>
            <id>11</id>
            <type>MAPS</type>
            <category>File</category>
            <name>Stormworld_TacticalMaps\*.xml</name>
            <destination>\TacticalMaps\</destination>
            <required>1</required>
            <requirements></requirements>            
        </item>

Update is needed for a bugfix in wildcards management, supported in previous release but bugged.

At the moment using wildcards is working but a bit slow >_>

Reply #100 Top

Also, with:

<required>1</required>

there is no need to insert:

             <Module>
            <name>Stormworld_Maps</name>
            <description>This module contains new Rivers added to the game.</description>
            <item>11</item>

as the item id 11 is always installed