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Author Topic: Mod Base 0.95yy. Discontinued.  (Read 58686 times)

Sean Mirrsen

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Re: (any DF version) Mod Base 0.6a - entry and tag referencing!
« Reply #30 on: June 16, 2008, 04:14:54 am »

Alright, found another blatantly obvious crash bug...

For some reason I only find bugs like these after I release something, and that's despite having run successful test several times.

Anyways, the current version is pretty much unusable. Due to a misplaced variable. Why do I always get lucky with such schroedinbugs? Updated version coming up.
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Multiworld Madness Archive:
Game One, Discontinued at World 3.
Game Two, Discontinued at World 1.

"Europe has to grow out of the mindset that Europe's problems are the world's problems, but the world's problems are not Europe's problems."
- Subrahmanyam Jaishankar, Minister of External Affairs, India

The13thRonin

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Re: Mod Base 0.6b - Mod managing/installation/development aid
« Reply #31 on: June 16, 2008, 06:21:28 am »

Please check your post box Sean.
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Sean Mirrsen

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Re: Mod Base 0.6b - Mod managing/installation/development aid
« Reply #32 on: June 16, 2008, 06:30:52 am »

Ah. Thanks. They'll be 'right' in the next pack update. :)
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Multiworld Madness Archive:
Game One, Discontinued at World 3.
Game Two, Discontinued at World 1.

"Europe has to grow out of the mindset that Europe's problems are the world's problems, but the world's problems are not Europe's problems."
- Subrahmanyam Jaishankar, Minister of External Affairs, India

Benny

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Re: Mod Base 0.6b - Mod managing/installation/development aid
« Reply #33 on: June 16, 2008, 01:05:49 pm »

I'm all for this tbh, as I mentioned earlier on in this thread I thought something like this was needed by the community. I've still yet to get back into vb myself to take a look at doing these things. I'd like to see it catching on and becoming the norm :) Hopefully I can provide a tad more input further down the road, I'm also yet to use the app I must admit. I'm waiting for the next version of df to come out to really get back into it all (Been playing other games would you believe :o)
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Benny

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Re: Mod Base 0.6b - Mod managing/installation/development aid
« Reply #34 on: June 16, 2008, 01:06:58 pm »

zomg a bit off topic but is this thread all backwards?

edit: Realised the error of my ways, it was a setting in profile settings. Panic over ^_^
« Last Edit: June 16, 2008, 01:13:51 pm by Benny »
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Wiles

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Re: Mod Base 0.6b - Mod managing/installation/development aid
« Reply #35 on: June 16, 2008, 03:49:13 pm »

Looks like a good utility!

A few people who have played my mod have mentioned they played without my custom entities, with modbase it will be easier for people to pick and choose what they want.  :)
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Sean Mirrsen

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Re: Mod Base 0.6b - Mod managing/installation/development aid
« Reply #36 on: June 17, 2008, 03:13:56 am »

Indeed it will. I'm now working on a few more features, like mod dependency tags (so a mod will notify the user if it's in front of a mod it's supposed to base on, or if that mod is entirely missing) and remembering the state and order of mods you last selected.

If you have any ideas for modder-side or user-side features the prog could have, don't hesitate to post. I could use inspiration. :)
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Multiworld Madness Archive:
Game One, Discontinued at World 3.
Game Two, Discontinued at World 1.

"Europe has to grow out of the mindset that Europe's problems are the world's problems, but the world's problems are not Europe's problems."
- Subrahmanyam Jaishankar, Minister of External Affairs, India

Sean Mirrsen

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Re: Mod Base 0.6b - Mod managing/installation/development aid
« Reply #37 on: June 17, 2008, 07:23:19 am »

Alright, mod dependency is implemented via a [REQUIRES:] tag in the mod descriptor. Put the exact name of the needed mod in that tag. You can have as many REQUIRES tags as you require. :)

Also, the program will now remember the last mod setup you saved, and will load it exactly the same way. New mods added to the fray will, or should, be added fully active, and at the bottom of the list.

Now I can start figuring out the graphics sets, and maybe that issue with bodyglosses...

edit: just to clarify, I have not updated the version yet. The latest is still 0.6b
« Last Edit: June 17, 2008, 07:28:50 am by Sean Mirrsen »
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Multiworld Madness Archive:
Game One, Discontinued at World 3.
Game Two, Discontinued at World 1.

"Europe has to grow out of the mindset that Europe's problems are the world's problems, but the world's problems are not Europe's problems."
- Subrahmanyam Jaishankar, Minister of External Affairs, India

commondragon

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Re: Mod Base 0.6b - Mod managing/installation/development aid
« Reply #38 on: June 17, 2008, 02:34:22 pm »

If anyone wants current mods to be made compatible with mod base, please tell me so I can make it compatible.

also, you might want to consider splitting out anything with things that would be popularly modded in, such as dragon types and such, to different components in your mods.  This would prevent people from having three different variations for phoenixes because of different people's mods not having it split up so you can un-check them.
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Jay

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Re: Mod Base 0.6b - Mod managing/installation/development aid
« Reply #39 on: June 17, 2008, 09:53:41 pm »

Blah.
EDIT: Language_words editing is broken.  Hard.
If you add anything to a custom one, whether it have a copy of the original in it or not, only the additions will be left in your compiled version.
VERY painful.
« Last Edit: June 17, 2008, 09:56:18 pm by jaybud4 »
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Sean Mirrsen

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Re: Mod Base 0.6b - Mod managing/installation/development aid
« Reply #40 on: June 17, 2008, 11:05:05 pm »

Laguage_words is a special file that has to be the only one so named. I might have screwed something up in checking for available files when compiling, I'll look into it.
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Multiworld Madness Archive:
Game One, Discontinued at World 3.
Game Two, Discontinued at World 1.

"Europe has to grow out of the mindset that Europe's problems are the world's problems, but the world's problems are not Europe's problems."
- Subrahmanyam Jaishankar, Minister of External Affairs, India

Nonanonymous

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Re: Mod Base 0.6b - Mod managing/installation/development aid
« Reply #41 on: June 18, 2008, 03:21:11 pm »

Some kind of error when trying to !!!Activate!!! DF original

EDIT:  Never mind, I've got .4a instead .6b!
« Last Edit: June 18, 2008, 03:23:10 pm by Nonanonymous »
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Sean Mirrsen

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Re: Mod Base 0.6b - Mod managing/installation/development aid
« Reply #42 on: June 18, 2008, 03:23:02 pm »

Hm. Odd. Alright, I'll keep testing. Never got that on clean original...
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Multiworld Madness Archive:
Game One, Discontinued at World 3.
Game Two, Discontinued at World 1.

"Europe has to grow out of the mindset that Europe's problems are the world's problems, but the world's problems are not Europe's problems."
- Subrahmanyam Jaishankar, Minister of External Affairs, India

Nonanonymous

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Re: Mod Base 0.6b - Mod managing/installation/development aid
« Reply #43 on: June 18, 2008, 07:50:49 pm »

Erm, are you sure you want to bother with that?  It is from an older release, isn't it?  And 0.6b worked just fine when I downloaded it.
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Sean Mirrsen

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Re: Mod Base 0.6b - Mod managing/installation/development aid
« Reply #44 on: June 18, 2008, 10:51:06 pm »

I replied before you edited. :)
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Multiworld Madness Archive:
Game One, Discontinued at World 3.
Game Two, Discontinued at World 1.

"Europe has to grow out of the mindset that Europe's problems are the world's problems, but the world's problems are not Europe's problems."
- Subrahmanyam Jaishankar, Minister of External Affairs, India
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