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Author Topic: DF Mod Manager [0.7.1 release]  (Read 50461 times)

thistleknot

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Re: DF Mod Manager [0.7.1 release]
« Reply #105 on: April 17, 2013, 06:49:14 pm »

Does this awesome tool allow me to extract creatures and ensure all their dependent reactions (or inorganic tokens) are in place when moved over to a new mod?

I'm still trying to figure this out.  I got the python program running, but I don't seem to see any creatures from some imported mods...  Just vanilla stuff


UPDATE:
I can verify after removing and reloading everything it's not working on my installation

I do a clean install with a clean folder of 34.11 raw's, and it installs

next...

I do a

Import from Directory
  name it civforge 2.7

I see a civforge 2.7(0)

and then I do a
  File - Install Mods

which still results in
  civforge 2.7(0)

and then I right click on civforge 2.7(0)
  and edit mod and

only see vanilla entries...

what is wrong?

CLARIFICATION
well it appears when I import a mod into mod manager, it doesn't show any changes from the original

UPDATE:
I tried using the exe version as well with the original 32.11, and the same issue happened when trying to import civforge 2.7
« Last Edit: April 17, 2013, 08:09:25 pm by thistleknot »
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Putnam

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Re: DF Mod Manager [0.7.1 release]
« Reply #106 on: April 17, 2013, 08:07:25 pm »

You need to import the objects folder.

thistleknot

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Re: DF Mod Manager [0.7.1 release]
« Reply #107 on: April 17, 2013, 08:08:43 pm »

that's what I've been doing.  You get an error if you don't

Update:

importing the objects folder results in an error...

I've been importing the folder above the objects folder (i.e. the folder that contains the raw)

http://tinypic.com/r/15qd75c/6
« Last Edit: April 17, 2013, 08:21:42 pm by thistleknot »
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Putnam

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Re: DF Mod Manager [0.7.1 release]
« Reply #108 on: April 17, 2013, 08:42:18 pm »

Well, remove that file then.

thistleknot

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Re: DF Mod Manager [0.7.1 release]
« Reply #109 on: April 17, 2013, 08:51:21 pm »

awww snap... now I'm too drunk to deal with it... no not really, but a little

Update:
so I loaded accelerated mod v1.1

I see leather highlighted i green compared to vanilla..

why?  I hit undo, it removes hard...  that's not even a change...

I'm trying to ensure leather is kept in the mod/changes, and when I undo it, it undoes something completely seperate
« Last Edit: April 17, 2013, 09:23:02 pm by thistleknot »
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Putnam

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Re: DF Mod Manager [0.7.1 release]
« Reply #110 on: April 17, 2013, 09:35:21 pm »

Any change in text is considered a change.

thistleknot

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Re: DF Mod Manager [0.7.1 release]
« Reply #111 on: April 17, 2013, 09:56:06 pm »

so it's

[leather]
[hard]

changed to just

[hard]

so
[leather] is in green beneath
[hard]

I right click to undo
[leather]

and it removes both
[leather]
[hard]

Putnam

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Re: DF Mod Manager [0.7.1 release]
« Reply #112 on: April 17, 2013, 09:59:04 pm »

You can safely ignore tag changes when merging, usually. It's the objects you need to worry about.

thistleknot

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Re: DF Mod Manager [0.7.1 release]
« Reply #113 on: April 17, 2013, 10:01:27 pm »

that doesn't help, I want to pay attention to object changes, for example, civforge as well as mwmod make changes to tissues, and I need to see them on a case by case basis... I thought this tool would allow for that

Putnam

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Re: DF Mod Manager [0.7.1 release]
« Reply #114 on: April 17, 2013, 10:03:46 pm »

For that, you want to compare the mods side-by-side without merging.

thistleknot

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Re: DF Mod Manager [0.7.1 release]
« Reply #115 on: April 17, 2013, 10:05:23 pm »

so it seems like this tool REPLACES ENTIRE objects based on the order precedence?

If so... then I guess I can change individual line items on a case by case basis afterwards using winmerge

Update:
actually... that might not work

I was really really hoping this would compare objects as if it was in winmerge... that's the problem with winmerge... it can't tell if stuff is out of order, but I thought this tool would make up for that by reading each object, and comparing it to another object on another mod... but show the user the differences regardless
« Last Edit: April 17, 2013, 10:31:47 pm by thistleknot »
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thistleknot

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Re: DF Mod Manager [0.7.1 release]
« Reply #116 on: April 18, 2013, 08:36:06 am »

I tried some very simple merges of civforge and accelerated mod...

I'm not so sure how useful this tool is supposed to be, here's an example of my errorlog after I merged

Spoiler (click to show/hide)

don't get me wrong, it does a great job of showing me what's been added via + sign, or what's been removed with [D] or what's been changed with
  • , but I think hand merging the mod is the only way to go... I mean after I did the merge, my errorlog was like 9k.  Why didn't it grab these token's?  I tried changing the precedence...


maybe I need to go in and see if they are marked for deletion from the merged mod?  and undelete them?

Update:
I verified that quadruped isn't even marked for deletion or change, and it's removed from the merged mod...
it's under BODY QUADRUPED
Spoiler (click to show/hide)

I just double checked... there's not body_default.txt...  am I supposed to be including these files?

Update, by copying the missing files back in, my errorlog dropped tremendously, now down to 17k
Spoiler (click to show/hide)
« Last Edit: April 18, 2013, 08:44:45 am by thistleknot »
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Putnam

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Re: DF Mod Manager [0.7.1 release]
« Reply #117 on: April 18, 2013, 09:19:15 am »

If you don't have the vanilla files, it won't include them.

thistleknot

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Re: DF Mod Manager [0.7.1 release]
« Reply #118 on: April 18, 2013, 10:55:20 am »

okay, so if I don't have vanilla, it won't include them (i.e. vanilla raw's)

If I include them, and it makes changes to those files, it will add those token's/objects to them?

If I don't include them, then the mod manager just add's new objects into different files? (hrmm... I guess I will have to do some testing.)

Ideally, it would be nice if all added objects went into separate files from the originals (aka modding etiquette)

feature request: items in green show changes, however theres no option to revert those specific blocks back to the original.
instead i have to copy into notepad and copy back if i want to revert a removed change back to included.  i could revert the entire objects changes...

i think i see putnams logic on using the tool with another mod as a base (ie instead of using vanilla raws)
« Last Edit: April 18, 2013, 11:36:20 am by thistleknot »
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Putnam

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Re: DF Mod Manager [0.7.1 release]
« Reply #119 on: April 18, 2013, 02:26:04 pm »

Yes, it explicitly says you need vanilla's raws. I'm pretty sure it does place them in their own file.
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