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Apolyton Civilization Forums : Powered by vBulletin version 2.0.3 Apolyton Civilization Forums > Call To Power II > CtP2-Creation/AI/Mods/Scenarios > Minor ModManager revision
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J Bytheway is offline J Bytheway
Emperor
England
Jul 2001
time: 05:18
  Old Post 03-05-2005 18:33 Visit J Bytheway's homepage!
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Minor ModManager revision Full PM-box? Change here!

I've made a small revision to ModManager (in fact, only the readme has changed, no changes to functionality). The main reason for this post is so that I can attach the new version and thus put it in the directory, but of course comments are welcome.

[Note: this version is obsolete, next version available just a few posts down - here]

Attachment: modman.zip
This has been downloaded 25 time(s).

Last edited by J Bytheway on 05-05-2005 at 04:26

Fromafar is offline Fromafar
Prince

May 2003
time: 06:18
  Old Post 04-05-2005 00:21
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Some things I noticed, but forgot to report for some time:

  1. The setting "log operations to modman.log" seems to be ignored. Ticked or not, modman.log is always updated.
  2. The program works correctly when it is placed and run in my Ctp2 directory, but gives a "Run-time error '380': Invalid property value" error when being placed and run in another (copy of the Ctp2, e.g. Ctp2.AOM) directory.

E is offline E
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  Old Post 04-05-2005 00:25 Visit E's homepage!
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Avatar Enlargement: We've got the solution

J bytheway,

Any chance that modmanager could be incorporated into the game itself. A select Mod button that would load the mod or something?

J Bytheway is offline J Bytheway
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time: 05:18
  Old Post 04-05-2005 03:59 Visit J Bytheway's homepage!
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quote:
Originally posted by E
Any chance that modmanager could be incorporated into the game itself. A select Mod button that would load the mod or something?


Effectively, it already has been, by Fromafar. However, none of the existing mods support the new system, with the exception (I presume) of AOM (it was for AOM that Fromafar made his changes). However, I think that the mod must be passed on the command line - the problem with an in-game button is that really CTP2 needs to know which mod it's using before it loads anything (including the user interface).

So, the burden is now on the mod developers. It may well be possible to automate conversion of mods, but I don't see any urgent reason to - I think ModManager works quite well.

J Bytheway is offline J Bytheway
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  Old Post 04-05-2005 04:00 Visit J Bytheway's homepage!
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quote:
Originally posted by Fromafar
Some things I noticed, but forgot to report for some time:
  1. The setting "log operations to modman.log" seems to be ignored. Ticked or not, modman.log is always updated.
  2. The program works correctly when it is placed and run in my Ctp2 directory, but gives a "Run-time error '380': Invalid property value" error when being placed and run in another (copy of the Ctp2, e.g. Ctp2.AOM) directory.


Thanks - I think I know the cause of the latter problem, and I'll investigate the former.

J Bytheway is offline J Bytheway
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  Old Post 05-05-2005 04:22 Visit J Bytheway's homepage!
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OK, I think I've fixed both issues Fromafar raised - please tell me if they are still present. New version attached. Unfortunately I can't submit it to the directory yet, because my last submission is still unapproved.

Changes are:

- Fixed the same bug for NumPlayers as was fixed for MaxPlayers in v1.0.2
- Removed some logging that was being done even when logging was deactivated

[Note: This version is now obsolete too. The next version is attached to this post]

Attachment: modman103.zip
This has been downloaded 9 time(s).

Last edited by J Bytheway on 06-05-2005 at 21:32

E is offline E
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quote:
Originally posted by J Bytheway


Effectively, it already has been, by Fromafar. However, none of the existing mods support the new system, with the exception (I presume) of AOM (it was for AOM that Fromafar made his changes). However, I think that the mod must be passed on the command line - the problem with an in-game button is that really CTP2 needs to know which mod it's using before it loads anything (including the user interface).

So, the burden is now on the mod developers. It may well be possible to automate conversion of mods, but I don't see any urgent reason to - I think ModManager works quite well.


When did Fromafar do this? Is it described somewhere? That should definitly go in the manual. What needs to be done to get CTC and Cradle compatible?

Fromafar is offline Fromafar
Prince

May 2003
time: 06:18
  Old Post 05-05-2005 16:38
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More or less in revision 334. Not much of a description, though.

When you have this revision and run the game once, userprofile.txt will have been expanded with a new 'RuleSets' line. On this line, you may add a list of directories that are searched before the regular ..\..\ctp2_data directory when looking for files.

Example: when testing AOM with the playtest version, I have something like

code:
RuleSets=..\..\Mods\AOM;..\..\Ctp2_orig_data

to look in the AOM data first, next in the original Activision data, and finally (probably never with this setup) in the modified playtest data.

Fromafar is offline Fromafar
Prince

May 2003
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  Old Post 05-05-2005 17:07
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quote:
Originally posted by J Bytheway
OK, I think I've fixed both issues Fromafar raised - please tell me if they are still present.

The logging switch is working now. The other problem is still present. Symptoms, using XP professional SP2:

Starting with a bare setup (only unzipped modman.exe).
No modman.ini, no modman.log, no mods subdirectory.

Upon execution, a first popup appears: ModManager found no mods, and asks me whether it should search for ModSwapper mods. In the explorer window, I can see that an empty mods subdirectory has been created. No other files yet.

Pressing No leads to the reported "Run-time error '380': Invalid property value" error. A modman.ini and modman.log are created, mods stays empty.
Pressing Yes leads to the same error. Modman.ini and modman.log are created, 4 files are created in the mods directory.

The contents of modman.log are

code:
ModManager log 2005-05-05 13:54:12

J Bytheway is offline J Bytheway
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  Old Post 06-05-2005 21:25 Visit J Bytheway's homepage!
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quote:
Originally posted by Fromafar
The logging switch is working now. The other problem is still present.


Thanks for the careful bug report . Here's another attempt at a fix. Changes this time:

- Fixed possible crashes caused by NumPlayers or MaxPlayers being too small
- Added more languages to dropdown list
- Added some more logging

If this still crashes, then could you again post modman.log (which should be slightly more informative now) and also supply your userprofile.txt. Thanks.

[Edit: uploaded new attachment with correct version number on the executable]

Attachment: modman104.zip
This has been downloaded 65 time(s).

Last edited by J Bytheway on 05-06-2005 at 14:39

Fromafar is offline Fromafar
Prince

May 2003
time: 06:18
  Old Post 06-05-2005 22:33
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Problem solved. It now works in any directory .

[nitpick]The modman.exe file version is still 1.0.0.3, so you may want to rename the zip file before putting it in the Apolyton directory.[/nitpick]

J Bytheway is offline J Bytheway
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  Old Post 06-05-2005 23:34 Visit J Bytheway's homepage!
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quote:
Originally posted by Fromafar
[nitpick]The modman.exe file version is still 1.0.0.3, so you may want to rename the zip file before putting it in the Apolyton directory.[/nitpick]


Ah! Thanks for noticing that . I can't help but feel there should be some easy way to automatically correlate all three places where I put the version number, because I have trouble remembering to update them all... Perhaps I can get the status bar to extract the version number from the executable...

E is offline E
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  Old Post 14-05-2005 00:40 Visit E's homepage!
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quote:
Originally posted by Fromafar
More or less in revision 334. Not much of a description, though.

When you have this revision and run the game once, userprofile.txt will have been expanded with a new 'RuleSets' line. On this line, you may add a list of directories that are searched before the regular ..\..\ctp2_data directory when looking for files.

Example: when testing AOM with the playtest version, I have something like
code:
RuleSets=..\..\Mods\AOM;..\..\Ctp2_orig_data

to look in the AOM data first, next in the original Activision data, and finally (probably never with this setup) in the modified playtest data.


Fromafar this sounds great but I have two questions:

1) With this feature does it work with saved games? Say I download a Cradle or CTC mof (like from the Succession game) and I have CTC as a scenario folder wil I be able to lad this save game now without having to install the mod in my main directory (I'm assuming yes but not sure if you tested it)

2) You said something that modders have to make the mod compatible with this feature. What needs to be done? I'm willing to help make some mod patches.

J Bytheway is offline J Bytheway
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  Old Post 14-05-2005 15:30 Visit J Bytheway's homepage!
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quote:
Originally posted by E
2) You said something that modders have to make the mod compatible with this feature. What needs to be done? I'm willing to help make some mod patches.


I think that what is needed is something like this:

The files of the mod need to be put in their own directory tree, seperate from ctp2_data, and at least some will need to be renamed so that the game can find them (at least *_gamefile.txt, *_Great_Library.txt and *_newsprite.txt need their prefixes removed).

J Bytheway is offline J Bytheway
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  Old Post 05-06-2005 14:43 Visit J Bytheway's homepage!
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OK, I've replaced the attachment above with one where the executable reports v1.0.0.4, as it should (but with no other alterations, so it's probably not worth downloading again), and I've submitted an amendment to the link in the directory.

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