Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Valdemar

Pages: [1] 2 3 ... 8
1
DF Modding / Re: DF Mod Manager [0.7.1 release]
« on: April 20, 2013, 01:34:18 am »
I'm not entirely following what's going on here, but a few tips:

1. DFMM won't try to interpret the contents of an object in any way. So if two mods make complex changes to the same object, there's a decent chance that the merged result will be corrupted. There is an option in the main menu to not attempt to merge changes, and simply overwrite changes instead.
2. The first time you run DFMM, it will copy all the data from the DF raws folder to a "core" folder. After that, it will totally ignore anything you do in the DF raws folder. If the raws were modified when you ran the program for the first time, it will have cached the modified raws and will be very confused about what is a change and what isn't from then on. Try deleting the "core" directory, restoring the DF raws to vanilla, re-running, and re-importing.
3. If a mod doesn't have a vanilla file, it will assume it is supposed to have everything in that file unmodified. So a total conversion mod would need to have vanilla files with just the [OBJECT:] header and no entries. It occurs to me that if a mod renamed a vanilla file, then DFMM would assume the objects were unmodified but then add them again because of the new file, which would probably cause serious problems.

Let me know if any of this helps.

2
DF Modding / Re: DF Mod Manager [0.7.1 release]
« on: March 09, 2012, 10:14:31 pm »
Hey everyone!

It looks like the source of the problems with the most recent DF version is DFMM's attempt to remove the raw/objects/text folder when clearing the directory in preparation for mod installation. I've patched it to simply ignore all subdirectories. This means it should install properly now, though none of the DFMM features will work on changes to the text folder.

Unfortunately my development environment has totally changed since the last release so long ago, and I no longer have easy access to a Windows computer. I've put up a new source package that should hopefully work properly, but it'll probably be a few days until I can compile an exe of 0.7.1.

Please let me know if there's any other issues with the latest DF version.

3
DF Modding / Re: DF Mod Manager [0.7 release]
« on: July 08, 2011, 07:34:55 pm »
Don't know if this has been reported yet, but the modification highligting in the editor is kinda wonky. For example, if I change [ETHIC:EAT_SAPIENT_OTHER:UNTHINKABLE] to [ETHIC:EAT_SAPIENT_OTHER:ACCEPTABLE], I get [ETHIC:EAT_SAPIENT_OTHER:ACCEPTABLE]. If the merge algorithm works the way I think it does, this might cause problems.

Edit: yep, it's causing failed merges (I have several metamods editing the mountains entity). At first it returned an error regarding partial merges being disabled, so I enabled them, now I get a message saying the partial merge was successful, then the "partial merges are disabled" error.

I'm getting this same pattern too - Partial merge sucessful, then partial merge failed: partial merges are disabled.

I'm using a Google library to do the difference calculation and merging, so I don't know that there's much I can do about the way it does things short of switching engines.

Can you post/upload the exact mods that it is merging improperly so I can see if I can work around this issue?

For the last issue, it looks like I made a silly mistake not putting the "Partial merges disabled" message in the else: clause of the partial merges checker. You can safely ignore a "failed (partial merges disabled)" message that comes directly after a "success (Note: merge was partial)". Are the actual results of the merge incorrect?


4
DF Modding / Re: DF Mod Manager [0.7 release]
« on: June 01, 2011, 10:36:32 pm »
Nope, still having trouble. changed what you said, but got

Spoiler (click to show/hide)
Ok, that's a different problem. If you look at the message, it's trying to parse a Changelog.txt file in one of your mods as if it's a raw file, and failing. Try removing it and any other extraneous files and see if it can import that way.

I'm using the .exe running it on Windows 7.
And none of my suggested steps yielded anything useful? Sorry, I don't really know what else could be going wrong without some sort of error message.

5
DF Modding / Re: DF Mod Manager [0.7 release]
« on: May 30, 2011, 04:16:04 pm »
Yes.
Okay, some other troubleshooting steps you can try:
  • Open up the .dfmod file generated in the 'mods' directory in a text editor and make sure it actually has commands in it. Re-import it if it doesn't.
  • Delete (or move) the 'raw/objects' directory in your main DF folder and see if DFMM re-creates it when told to install.
  • Replace the core data in the 'core' directory with a fresh copy of the raws from a new download of DF and re-import.
  • Examine the console window to see if anything is printed at any point.
Which package and version are you using and on what OS are you if you're using source?

6
DF Modding / Re: DF Mod Manager [0.7 release]
« on: May 29, 2011, 11:36:10 pm »
For some reason when I try to import and install the Genesis Mod (via directory) the game still launches vanilla. I have the version with the Ironhand graphics pack if that makes a difference.
Did you enable the mod after importing it (double click or right click -> Enable)?

7
DF Modding / Re: DF Mod Manager [0.7 release]
« on: May 25, 2011, 09:35:50 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.

This may be caused by the multithreading feature in the newest version of DFMM; I've encountered similarly cryptic errors when trying to port it to OS X.

You can try disabling the multithreading by making a small change to progress.py. On line 16, in the thread_wrapper function, change "return wrapped_function" to "return fn". This will bypass the wrapper that causes certain functions, including file import, to be run in a background thread.

8
DF Modding / Re: DF Mod Manager [0.7 release]
« 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.

9
DF Modding / Re: DF Mod Manager [0.6.2 release]
« 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?

10
DF Modding / Re: DF Mod Manager [0.6.1 release]
« 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.

11
DF Modding / Re: DF Mod Manager [0.6 release]
« on: March 28, 2011, 08:06:33 pm »
Released version 0.6.1.

Bug Fixes
  • The Delete key will no longer delete an object when the editor has focus.
  • Detailed added/modified/deleted numbers can be restored with a new option.
  • The order of objects added by a mod will now be preserved during import and export/installation.
  • Multi-line comments before an object definition are now properly incorporated into the start of the data.

12
DF Modding / Re: DF Mod Manager [0.6 release]
« on: March 27, 2011, 07:25:20 pm »
Thus I'm curious how it recreates files. I'd just grab the files from DFMM's perspective but I'm also worried that if a given file changes enough the resultant dir might end up changed again.

So does it recreate line by line or some such (my suspicion hence why it is first) rather than create a blank file with the right number of lines and then fix those lines as it comes across them?

I see what you mean about the scrambling. Core files seem to be fine, which is why I haven't noticed it before, but new files from mods do appear to be reordered.

As for file comments, DFMM tries to move comments immediately prior to an object tag into the object data itself. This is so that when you view an object's data in the editor, the comments show up at the beginning of that object rather than at the end of the previous object. It looks like you've found a bug in that for multi-line comments, only the last line is moved.

I'll look into both of these issues for the next version.

To answer your question, the parser doesn't really think in terms of lines. It splits up the input files at the [<TYPE>:<NAME>] tags and collects all the objects together into an enormous ordered list. The mods are applied while the objects are in the list. Then, when saving, it starts with totally empty files, separates out the list by origin file and dumps the data back. Somewhere in there, the list must be getting rearranged.

13
DF Modding / Re: DF Mod Manager [0.6 release]
« on: March 24, 2011, 05:52:12 pm »
Is there any way to get at the info? I was using it to keep an eye on those two things, since a deleted object can't be modified. Perhaps the program could treat a modification as an addition if it can't find anything to modify?

I'll add an option to redisplay all the numbers for the next version then. Can you clarify what you mean by keeping an eye on deletions though? It doesn't seem like a number alone is too helpful. Maybe some sort of automated conflict checker prior to installation would be most useful in the long run.

Edited for bug report: Delete deletes an entry even when typing text in the right-hand window.

Hmm, I originally intended that but I can see how it might be a little too easy to press. I'll change it to require focus in the object list as opposed to the editor.

14
DF Modding / Re: DF Mod Manager [0.6 release]
« on: March 24, 2011, 03:59:05 pm »
Why doesn't it differentiate between changes and additions any more?

Thanks for getting rid of the Ctrl- - bug, that one was a real pain.

On the main screen? The tree view I switched to doesn't support lining up numbers in a table like before, and I thought something like (45/23/5) looked ugly and confusing because the numbers were all over the place.

15
DF Modding / Re: DF Mod Manager [0.6 release]
« on: March 23, 2011, 10:48:21 pm »
At Artanis00's suggestion, I've moved the project from my private SVN repository to GitHub.

Pages: [1] 2 3 ... 8