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#endgame is offline #endgame
Prince
of the town of ZZT
Dec 2003
time: 15:35
  Old Post 02-08-2004 15:59
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#31 Report this post to a moderator
Lose 30 kilos (of popups)

Any feedback yet? Is ModMan going into Aldebaran 2.1.0?

smacksim is offline smacksim
King
Deputy Chairman of the Council of Lords of Gaia
Feb 2004
time: 00:35
  Old Post 02-08-2004 20:29
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#32 Report this post to a moderator
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I didn't put all the pieces together before leaving for vacation...I have the files with me, but is a question of time. If you want to put 2.0.9 together with modman and post it, that's great. Otherwise I'll be using these 2 weeks to do further playtesting and improving before assembling them all together in 2.1.0. If you do put the stuff together, call it 2.1.0 and I'll call mine 2.2.0.

I'm playtesting some further faction re-balancing, specifically.

#endgame is offline #endgame
Prince
of the town of ZZT
Dec 2003
time: 15:35
  Old Post 03-08-2004 10:13
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#33 Report this post to a moderator
Got spare money?

I put howtos in the aldebaran2 thread along with modman downloads and a smfile download.

#endgame is offline #endgame
Prince
of the town of ZZT
Dec 2003
time: 15:35
  Old Post 09-08-2004 06:33
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#34 Report this post to a moderator
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ModMan has been verified to work with Win98.

Lord Nword is offline Lord Nword
Warlord
A2 MI USA
Aug 2004
time: 05:35
  Old Post 09-08-2004 08:59
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#35 Report this post to a moderator
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Well I'm currently having problems with the ModMan utility...

I enter the following info

Title: Aldebaran
Author: Smacksim
Version: 2.09
Mod Directory: ALDEB209.
Filename: ALDEB209.SM

[x] Expansion Mod
(Requires Alien Crossfire to run)

The directory for the mod is indeed the 2.0.9 version, but is there something I should be putting after the . for the Mod Directory?
For Mod Directory and Filename, the letters are autocaps; I don't know if this affects anything. I did try renaming the folder with capitalized letters.

The problem I'm getting is:

File creation error
File creation error
File creation error Adding of Mod Complete
File creation error
File creation error Mod data file ALDEB209.SM created.
File creation error
File creation error OK
File creation error
File creation error
File creation error

If i click ok, i get an error about the directory...
Invalid directory
WBAT box @gui.txt:no_mods
File not found
(any key to continue)

I'm using Win98.... I'm 99% Sure that's not the prob...

Both folders, for Aldebaran and ModMan, are in
C:\Program Files\Firaxis Games\Sid Meier's Alpha Centauri

If you need more info, let me know.

#endgame is offline #endgame
Prince
of the town of ZZT
Dec 2003
time: 15:35
  Old Post 10-08-2004 12:17
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#36 Report this post to a moderator
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Someone else actually used ModMan!

Will look at this bug as soon as I can.

The .SM files are posted in the Aldebaran2 thread for both SMAC and SMAX, and have been for a while now.

That error has got to be my fault, since ModMan is having trouble making the .SM file.

A .SM file defines all the data relating to a SMA(C/X) mod.

Does the Mods Subdirectory exist below your ModMan dir?

C:\Program Files\Firaxis Games\Sid Meier's Alpha Centauri\ModMan\Mods

If not, that could have something to do with it.

EDIT: I have a hunch that it is a bit broken regarding the ModManaging features, but I am 99% sure that running mods works.

I should also remind all (2) of you that the .SM files should exist in the Mods subdir of ModMan, not the directory of the mod itself.
[/edit]

Lord Nword is offline Lord Nword
Warlord
A2 MI USA
Aug 2004
time: 05:35
  Old Post 11-08-2004 03:51
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#37 Report this post to a moderator
Increase Your PM Length

I took the problem into my own non programming hands.

I simply created a secound AC folder, gave it a different name, and put a shortcut on my desktop, adjusted the shortcut targets and SCORE!... *shrug*

It was only an extra 700 mb, so it's not too space consuming...

Edit: I reread your post again, and noticed the thing about having a \Mod folder... which I did not have.

When I created the mod folder, it worked to create the file
However, like I said, I had to create it manually. There was nothing in the readme about creating the folder.

Running it: It appears to work... but not if I had custom factions already existing...
Your readme also says nothing at all about reverting to regular SMAC/X, which I would hope to be able to do...

Thank god I made more than one set of backups... or i'd be screwed atm...

Last edited by Lord Nword on 11-08-2004 at 04:10

#endgame is offline #endgame
Prince
of the town of ZZT
Dec 2003
time: 15:35
  Old Post 11-08-2004 07:48
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#38 Report this post to a moderator
Increase the size of your Attachments

ModMan swaps whatever mod back out after it is finished running. That's the deal with the 'press a key after SMAC has closed' bit.

Hm... I put a mods directory in the archive, but left it empty. I'll just force ModMan to try making it.

Custom factions? They should now be installed as a separate mod now, anyway.

smacksim is offline smacksim
King
Deputy Chairman of the Council of Lords of Gaia
Feb 2004
time: 00:35
  Old Post 11-08-2004 09:23
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#39 Report this post to a moderator
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ModMan is well commented in the code

As Lord N has described, it's possible for the enduser to not auto-grasp the window in the background as being part of the process. I built fileswatter the way I did just to avoid user interaction: ID-10-T errors and other issues 'between the keyboard and the chair' .....

Anyways, I thought Modman created the folder for me. Perhaps I was wrong. Nonetheless, the full-install version (least user interaction ) will have everything in it's proper place, so that won't be an issue. Anyone who uses ModMan for their own mods will be clever enough to put the mods in the right spot. Problem.....avoided

So I guess I'd suggest making a little extra label for the background window that says something like 'Hey, this window will remain in the background while you play Smax. When you finish, press a key here and Modman will swap your files back for you....' Just to make that bit undeniably clear. It's a great program.

#endgame is offline #endgame
Prince
of the town of ZZT
Dec 2003
time: 15:35
  Old Post 11-08-2004 15:34
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#40 Report this post to a moderator
Got spare money?

ModMan 1.04 !

1.03->1.04
=--------=
- Clarified some points in the readme
- Clarified swapping out of mods when using Run.bat
- Fixed a possible error with WBAT environment
variable and the main menu



Break it!

Attachment: modman-1.04.zip
This has been downloaded 3 time(s).

Lord Nword is offline Lord Nword
Warlord
A2 MI USA
Aug 2004
time: 05:35
  Old Post 11-08-2004 19:10
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#41 Report this post to a moderator
Increase the size of your Attachments

I'll break it this afternoon...

I had begun to suspect what Smacksim said was the case... but by that time, I just wanted to play the game :-p

I'll break the new version this afternoon...

*goes off to get a haircut; same do as it's always been for life*

smacksim is offline smacksim
King
Deputy Chairman of the Council of Lords of Gaia
Feb 2004
time: 00:35
  Old Post 11-08-2004 19:16
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#42 Report this post to a moderator
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quote:
Originally posted by #endgame
Break it!


Official quote of the Creation forums.

#endgame is offline #endgame
Prince
of the town of ZZT
Dec 2003
time: 15:35
  Old Post 12-08-2004 11:37
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#43 Report this post to a moderator
Put an end to popups!

Yess! I own the official quote of the creation forums.

#endgame is offline #endgame
Prince
of the town of ZZT
Dec 2003
time: 15:35
  Old Post 12-08-2004 11:40
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#44 Report this post to a moderator
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quote:

Horst Schaeffer Said
quote:

#endgame Said:
If I write a DOS utility that uses helpers on your site such as WBAT, mayI
include them in the archive?

No problem if it's freeware, else tell me more about it..

Horst


Horst is the guy who wrote WBAT, TFIND and LMOD.
And of course ModMan is freeware.

smacksim is offline smacksim
King
Deputy Chairman of the Council of Lords of Gaia
Feb 2004
time: 00:35
  Old Post 19-08-2004 03:19
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#45 Report this post to a moderator
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to the above. It's great working with other developers on the net..

I'm getting ready to put all the pieces of humpty dumpty into an installer with ModMan as the General in charge of commanding the various pieces. First though, I'll be uploading 2.1.0 files-only and 2.1.0 text-files-only to the Aldebaran thread. I'm sure to forget something as my mind has been off the project for a couple weeks. So let me know

Away we go

#endgame is offline #endgame
Prince
of the town of ZZT
Dec 2003
time: 15:35
  Old Post 23-08-2004 06:49
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#46 Report this post to a moderator
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ModMan 1.05.

Just a version so you people know that it hasn't crashed.

quote:

Break it!

Attachment: modman-1.05.zip
This has been downloaded 4 time(s).

Lord Nword is offline Lord Nword
Warlord
A2 MI USA
Aug 2004
time: 05:35
  Old Post 24-08-2004 00:12
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#47 Report this post to a moderator
Get a bigger avatar today!

Works just as good now and has a bit more to say for itself

I'm not getting the error message anymore either on this win98 machine.

smacksim is offline smacksim
King
Deputy Chairman of the Council of Lords of Gaia
Feb 2004
time: 00:35
  Old Post 24-08-2004 00:32
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#48 Report this post to a moderator
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Party time Wayne

#endgame is offline #endgame
Prince
of the town of ZZT
Dec 2003
time: 15:35
  Old Post 24-08-2004 03:36
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#49 Report this post to a moderator
Inflate your Upload Space

Yeah I fixed it.

Smacksim, I noticed that it is possible to use 'if' like the boolean AND:

code:
if (cond1) if (cond2) action


or to be more precise:

code:
if not exist %1 if not "%1"=="." mkdir %1


so it won't try to do that mkdir . anymore.

Natalinasmpf is offline Natalinasmpf
Warlord

Sep 2003
time: 13:35
  Old Post 08-09-2004 23:06
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#50 Report this post to a moderator
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Isn't ModMan open source, since its available as a bare script file to us?

Secondly, if the Aldeberan authors would be so kind as to lend me a zip file containing all of the mod elements without an installer (because I use a SMAX for Linux by Loki version), I note that #endgame seems to (after observing a comment in the script) have experience with *nix, thus I might need assistance with tackling a second bash script...

I'm quite curious about how the GUI is made....is it really a GUI? I never knew you could do that in DOS...is it like an ncurses/curses sort of thing?

Last edited by Natalinasmpf on 09-09-2004 at 00:40

#endgame is offline #endgame
Prince
of the town of ZZT
Dec 2003
time: 15:35
  Old Post 09-09-2004 04:52
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#51 Report this post to a moderator
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It's a freeware program called WBAT, that reads text files and renders them as dialogs.
And yes it is open.
I take it you meant the comment referring to 'touch'?
Hm... bash... my knowledge about bash is limited at best.

smacksim is offline smacksim
King
Deputy Chairman of the Council of Lords of Gaia
Feb 2004
time: 00:35
  Old Post 09-09-2004 07:06
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#52 Report this post to a moderator
Help yourself to an AD-FREE life

quote:
Originally posted by #endgame
Yeah I fixed it.

Smacksim, I noticed that it is possible to use 'if' like the boolean AND:

code:
if (cond1) if (cond2) action


or to be more precise:

code:
if not exist %1 if not "%1"=="." mkdir %1


so it won't try to do that mkdir . anymore.


Hmmm. That's one of the things I learned late in my DOS explorations for Fileswatter. Interesting that you can use that to avoid the error-check-spew. DOS is so goofy.

As to shell scripting, I've written a few, but that was long ago. Nonetheless, the thing to keep in mind Natalina is that the purpose of a script for this is just to move files around on a click (executing the script works fine). Modman got complicated because #endgame is showing off, and also because writing a file-swapper in DOS is definately non-trivial. It would be considered trivial for a real scripting language:

Check these files
Check those files
Move those files here
Move these files there
Launch Application terranx.exe.

Done.

#endgame is offline #endgame
Prince
of the town of ZZT
Dec 2003
time: 15:35
  Old Post 10-09-2004 05:49
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#53 Report this post to a moderator
Support Apolyton or Terrorists Win

quote:

because #endgame is showing off.


Yes I was.

Most of the complication is really in the machinery of swapping, since the only way that I could think of was to make lists of things to swap in and out.

As to the gui, making a simple menu system would be much easier.

#endgame is offline #endgame
Prince
of the town of ZZT
Dec 2003
time: 15:35
  Old Post 19-11-2004 15:28
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#54 Report this post to a moderator
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ModMan 1.06

A tiny tiny tiny bug with edit.bat *sigh*

I don't think it's possible, but:

Break it!

Attachment: modman-1.06.zip
This has been downloaded 8 time(s).

laurentius is offline laurentius
King
Helsinki, Finland
Jun 2001
time: 07:35
  Old Post 14-12-2004 07:22
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#55 Report this post to a moderator
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Wow

Thank you so much people!

You are the best

Lord Nword is offline Lord Nword
Warlord
A2 MI USA
Aug 2004
time: 05:35
  Old Post 14-12-2004 08:13
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#56 Report this post to a moderator
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Do tell us what you're using it for? Aldebaran or some other mod?

#endgame is offline #endgame
Prince
of the town of ZZT
Dec 2003
time: 15:35
  Old Post 14-12-2004 11:52
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#57 Report this post to a moderator
Suffering from ads?

Us? US!? :P
But seriously, I owe Lord Nword and Smacksim bigtime (where is Smacksim, anyway?)
But I too am interested as to what someone is actually using it for.

laurentius is offline laurentius
King
Helsinki, Finland
Jun 2001
time: 07:35
  Old Post 14-12-2004 14:33
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#58 Report this post to a moderator
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quote:
Originally posted by Lord Nword
Do tell us what you're using it for? Aldebaran or some other mod?


I was thinking of using the Aldebaran and try out the factions from netwotknode especially the return to earth thingie when the holidays start

This is such a renaissance to SMAX! Its like the game has reborn

#endgame is offline #endgame
Prince
of the town of ZZT
Dec 2003
time: 15:35
  Old Post 06-09-2005 07:54
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#59 Report this post to a moderator
Tired of ads?

Time for an update. All ModMan users (Yes, all 3 of you) are STRONGLY RECOMMENDED to upgrade). If someone puts, say, "format c:" in a .SM file, nothing will stop it, ModMan 1.07 will parse out anything that doesn't change an environment variable in the .SM files - which means you can't make .SM files that will blow up people's comps.

Break it !

http://apolyton.net/upload/view.php...ModMan-1.07.rar

Please actually use it, it makes me sad to see people copying their SMAC directories everywhere, just to run mods.

ModMan ChangeLog
=--------------=

1.06->1.07
=--------=
- Fixed a security issue where a malicious modder could put arbitrary
batch commands into .SM files.
- Now requires grep and gawk to function. (Cygwin versions bundled)

1.05->1.06
=--------=
- Fixed an error where the "expansion mod" flag was not set on
the edit mod screen.

1.04->1.05
=--------=
- Swapin.bat, Swapout.bat and Run.bat are now more informative

1.03->1.04
=--------=
- Clarified some points in the readme
- Clarified swapping out of mods when using Run.bat
- Fixed a possible error with WBAT environment
variable and the main menu

1.02 final->1.03
=--------------=
- Separate Alpha Centauri.ini files are now maintained for each mod
- Fixed an LFN compatability issue in SwapIn.bat and SwapOut.bat

1.02 beta->1.02 final
=-------------------=
- Debug messages replcaced by functional swapping
- Swap routine is much faster and more efficient
- Tested under WinME,Win2K

1.01->1.02 beta
=-------------=
- Run.bat is completely rewritten and much more efficient
on the environment space
- All environment-heavy batches now called from within their
own command.com instance
- Run.bat does nothing at the moment, except spit debug messages
so 1.02 final will work
- PM me all debug messages

1.00->1.01
=--------=
- ModMan.bat clears all environment variables on termination
- Run.bat disables local echo
- Run.bat now correctly handles arguments
- Remove.bat now correctly deletes the .SM file

1.00
=--=
- Initial release

 
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