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Author Topic: DF Mod Manager [0.7.1 release]  (Read 50484 times)

MercuryP

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Re: DF Mod Manager [0.6.1 release]
« Reply #60 on: April 13, 2011, 11:30:11 am »

Just found this and I'm looking forward to using it.

When I try to export a mod as a .dfmod file, the program terminates for me with an error popup:

Code: [Select]
TypeError: object.__new__(PySwigObject) is not safe, use PySwigObject.__new__()

File "dfmm.py", line 411, in export_dfmod
File "copy.pyc", line 189, in deepcopy

..(Several other files traced)..

File "copy.pyc", line 323, in _reconstruct
File "copy_reg.pyc", line 93, in __newobj__

Running Win7 64-bit, and I don't have Python installed.  Exporting to a directory works fine, but the .dfmods don't.  The size of the mod doesn't seem to matter, and it doesn't work for a mod that makes zero changes.
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Aalto

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Re: DF Mod Manager [0.6.1 release]
« Reply #61 on: April 13, 2011, 12:24:21 pm »

Try exporting to a zip (which creates a zipped .dfmod), worked for me.
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MercuryP

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Re: DF Mod Manager [0.6.1 release]
« Reply #62 on: April 13, 2011, 12:45:07 pm »

So it does.  I could have sworn I tried that.  Thanks.

At any rate, it's still a bug, albeit one with a simple workaround.
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Eldrick Tobin

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Re: DF Mod Manager [0.6.1 release]
« Reply #63 on: April 14, 2011, 12:06:29 am »

Of course it uses the .dfmod itself for the mod once internalized... you could try using that... a second work around.
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--
Eldrick Tobin
Behold the unimpressive Aspectus Lolin mod. || My Little Arachnid Fortress attempt...
I mumble to myself on tumblr... Sometimes about DF Modding.

MercuryP

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Re: DF Mod Manager [0.6.1 release]
« Reply #64 on: April 14, 2011, 12:30:29 pm »

I have some interface suggestions.

- The ability to rename mods.
- The ability to rename objects (preferably F2 as the hotkey for it).
- When the editor has focus, delete should delete stuff like it normally does in text editors.  I use it all the time (more than backspace), although I'm not sure how many people do.
- Give "find" a larger scope, or make a "find in objects" feature, such that it searches through all the objects under the current tab.  e.g. if I'm looking for flux stone and I open up "INORGANIC" I want to be able ctrl-f for flux and find all the stones with a flux tag in the INORGANIC section.
- A replace feature that works similarly.
- Object list grouping that puts all the changes at the top of the list, i.e. grouping added objects, changed objects, and then unchanged objects.
- A right click menu in the objects list with "new", "delete", "revert" and the previously suggested renaming.  Maybe the ability to select more than one at a time to delete/revert.

Also, when you change a mod that's active, I think you need to reinstall it, but there's no indication of "uninstalled changes."

None of these are deal breakers by any means, but I think they'd help to make an already excellent system more usable.  Depending on how much work would be required to implement them, of course.
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Valdemar

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Re: DF Mod Manager [0.6.1 release]
« Reply #65 on: April 21, 2011, 11:19:41 am »

When I try to export a mod as a .dfmod file, the program terminates for me with an error popup:

I've released version 0.6.2, fixing this.

I have some interface suggestions.

- The ability to rename mods.
- The ability to rename objects (preferably F2 as the hotkey for it).
- When the editor has focus, delete should delete stuff like it normally does in text editors.  I use it all the time (more than backspace), although I'm not sure how many people do.
- Give "find" a larger scope, or make a "find in objects" feature, such that it searches through all the objects under the current tab.  e.g. if I'm looking for flux stone and I open up "INORGANIC" I want to be able ctrl-f for flux and find all the stones with a flux tag in the INORGANIC section.
- A replace feature that works similarly.
- Object list grouping that puts all the changes at the top of the list, i.e. grouping added objects, changed objects, and then unchanged objects.
- A right click menu in the objects list with "new", "delete", "revert" and the previously suggested renaming.  Maybe the ability to select more than one at a time to delete/revert.

These are excellent ideas; I'll be able to put most of them into v0.7.

Jeoshua

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Re: DF Mod Manager [0.6.2 release]
« Reply #66 on: April 23, 2011, 12:14:42 am »

A new version! Wheeee!  :D

Honestly I merge my mods manually, since it gives me an opportunity to tweak them.
But I still use DFMM to make sure I didn't double anything.

Cheers!
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Draxis

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Re: DF Mod Manager [0.6.2 release]
« Reply #67 on: April 23, 2011, 07:45:30 am »

The 'library' folder in the download seems to be broken - Windows Explorer and 7zip both cannot open it, or extract it from the zip into anything else.
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Valdemar

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Re: DF Mod Manager [0.6.2 release]
« Reply #68 on: April 23, 2011, 09:18:48 pm »

The 'library' folder in the download seems to be broken - Windows Explorer and 7zip both cannot open it, or extract it from the zip into anything else.
Hmm, you shouldn't need to worry about unzipping library.zip; the Python interpreter embedded into the exe will transparently import everything from it. Do you get an error running the exe after unzipping just the main archive?

Draxis

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Re: DF Mod Manager [0.6.2 release]
« Reply #69 on: April 24, 2011, 05:42:11 am »

No, the exe just doesn't run.  I get an error trying to unzip the dfmm folder and it says the problem is the library and it has an unspecified error.   Does the new version work for anyone else?  Because if so it must just be a problem with my computer.
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Sutremaine

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Re: DF Mod Manager [0.6.2 release]
« Reply #70 on: April 24, 2011, 06:07:25 am »

It works fine for me with .25.
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Jeoshua

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Re: DF Mod Manager [0.6.2 release]
« Reply #71 on: April 24, 2011, 10:31:36 am »

Works fine from here too, chief.
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Draxis

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Re: DF Mod Manager [0.6.2 release]
« Reply #72 on: April 24, 2011, 10:53:30 am »

Huh, I guess it is just a problem with my computer then. 
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Valdemar

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Re: DF Mod Manager [0.7 release]
« Reply #73 on: May 03, 2011, 07:39:39 pm »

Released version 0.7.

General
  • Progress bars have been added to many long-running operations, including loading the mod list, importing from directory, and saving in the editor.
  • Many long-running operations are run in a background thread, preventing the GUI from hanging when they are in progress.
  • Objects' patch data is now cached, greatly speeding up saving in the editor, especially for large mods when only a few objects have been changed since the last save.

Interface additions (re MercuryP)
  • Add Rename Mod function to mod list.
  • Add Rename Object (F2) function to mod editor.
  • Changed Delete Object hotkey to Shift+Delete to avoid conflict with default function. Also, focus will shift to the next object in the list when deleting to make deleting multiple objects easier.
  • Implement Find in Objects, searching for a pattern through all objects of the current type.
  • Implement Replace in Objects, analogous to Find in Objects. Currently visibly loops through all objects to make sure it properly saves any changes.
  • You can now select the sort method for the object list from the View menu. The options are original order (as found in the raw files), alphabetical (the old default), and grouped by status as suggested (the new default).
  • Simplified the editor's save/exit functions. Exiting from the menu or closing the editor window now asks you if you want to save any unsaved changes. Also added "Save as" function, working on both .dfmod file and standalone raws.

Standalone mode

  • The editor can now be run in standalone mode. For the Python version, run editor.py instead of dfmm.py, and in the binary version run the new editor.exe file.
  • In standalone mode, the editor can load raw files from anywhere on the filesystem, from either a .txt file or a directory of them. Only the objects actually found in the file(s) appear in the editor.
  • In this mode the editor is completely detached from the core data stored by DFMM, so cannot load .dfmod files. Every function dealing with "core data" actually uses the data from when the file was loaded. Saving will not reset the core data to the current state, but closing and reopening the editor will.
  • This mode is considered experimental and may alter the formatting of your files. Please back up your data before using the standalone editor on it.

- A right click menu in the objects list with "new", "delete", "revert" and the previously suggested renaming.  Maybe the ability to select more than one at a time to delete/revert.

Unfortunately the control I am using for the object list does not support right click event binding. Switching to the more complex control used in the main list is prohibitively expensive performance-wise due to the large number of objects in the list. I'll see if I can find a workaround at some point.

Also, when you change a mod that's active, I think you need to reinstall it, but there's no indication of "uninstalled changes."

Can you clarify what you mean by this? When I edit an enabled mod, "uninstalled changes" appears as expected.

Random milestone: the DFMM codebase just surpassed 2000 lines.

Angle

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Re: DF Mod Manager [0.7 release]
« Reply #74 on: May 19, 2011, 09:50:45 pm »

Got a bug report for you.

I had just tried to import Civ forge from a directory when the program crashed, gave me this report-

*** glibc detected *** python: double free or corruption (fasttop): 0x09de2638 ***
Segmentation fault

I tried to import from directory again, this time from expanded glazes mod. got a different bug report this time,

python: Fatal IO error 11 (Resource temporarily unavailable) on X server :0.0.

Tried to import Fortress Defense from directory, got the fatal IO error 11 again.


I'm using ubuntu, and was running the program from the source.
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