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DF Modding / Re: DF Mod Manager [0.6 release]
« on: March 19, 2011, 07:45:30 pm »
Version 0.6 released.
Main window
Editor
I'll see what I can do with this for the next version.
This update should help with its delete shortcut. Alternately, you could blank all of the creature files (but keep the [OBJECT] tag) in a copy of the raws, import, and revert dwarves. I'll take a look at the multiple selection idea for next time.
Edit: Ninja bugfix- the dirty flag wasn't updating properly in some cases. If you run into this, redownload this version.
Main window
- The main mod list has been redesigned to a tree-like interface. Normal mods are shown at the top level, and metamods are displayed under their parents in the hierarchy.
- The new interface allows you to reorder mods by dragging and dropping. The position of the two mods in the drag and drop operation will be swapped. You can also double click mods to toggle them as before.
- The main window now displays "(Uninstalled changes)" in its title if any mods have been added, deleted, edited, reordered, toggled, etc since the last install. This "dirty flag" persists even after DFMM is closed. It is fairly intelligent, reverting if the change is undone, not triggering if a disabled mod is edited until it is enabled, etc.
- Added an experimental "Import metamod" command. This command will import a directory of raw files, examine the difference between them and the raw files with the selected mod installed, and generate a metamod with the computed changes. This is useful if you have, for example, the Genesis files and the Genesis files with some of your own changes, and want to make your changes into a metamod. Some notes: if you delete an entire file in your changes make sure to keep the empty shell or DFMM will assume you want it unmodified. The import also sometimes picks up phantom changes. I'm looking into why this happens and how to fix it, but consider it experimental for now.
- Added several keyboard shortcuts to the main window.
Editor
- Added find and replace functionality to the editor through a new Edit menu. Note that although normal functions like Copy, Paste, Undo, etc are not present in the Edit menu, they are accessible through their default keyboard shortcuts or the text box's right click menu.
- Added keyboard shortcuts Delete to delete an object and Alt+Delete to revert.
also, a feature request that might be a little too much... you know creature variations and material templates, etc? i mean objects that are defined in their own raw entries, it'd be awesome if you could make it so these would hiperlink to their raw entries when used as tokens, and possibly display red when the link was broken, and in the raw entries of these defined objects one could select an option in the menu to search and display every entry referring to that object
I'll see what I can do with this for the next version.
I've been fiddling around with this and it's a great little tool, helps a BUNCH for modding. Would it be possible for multiple selections when editing tokens, though? I've been wanting to do a total conversion mod but it takes a while to delete everything except dwarves in the creature file.
This update should help with its delete shortcut. Alternately, you could blank all of the creature files (but keep the [OBJECT] tag) in a copy of the raws, import, and revert dwarves. I'll take a look at the multiple selection idea for next time.
Edit: Ninja bugfix- the dirty flag wasn't updating properly in some cases. If you run into this, redownload this version.




