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sedenion

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Everything posted by sedenion

  1. Your zip file is not properly structured, this is why OMM doesn't parse it as a valid package. You must either create package using the Package Editor module (from a folder), or you must at least structure your zip file like for OvGME with a "mirror" folder within, meaning, the content files of your Mod must be put within a folder at root of zip file, that is nammed exactly the same as the zip file itself (but without .zip).
  2. Hi, New release version 1.2.7 https://github.com/sedenion/OpenModMan/releases/tag/1.2.7 Change logs: Fix downloaded large files not properly recognized as zip file Removed deprecated configuration migration routines
  3. If the mod require files to be installed at two different locations, such mod must be split in two properly structured parts, then each part enabled within their dedicated channel. Open Mod Manager cannot guess what file goes here and there from a random zip file. The Mod you provide as example "German Wingmen Radio Speech Mod" should be directly installable by putting the zip file in the Library folder of your main Channel. You can use the "Add Mod(s)" button next the Library path in the main interface, or via the menu Channel > Add Mod(s) to Library
  4. Ok, solved the mystery an released a new 2.5 version. Here is what happen: Since TARGET 3.0.23.1205_rev1 Thrustmaster finally implemented its "Thustmaster Combined" virtual device with 120 HID buttons (DX buttons) out of the box, making the "Extend DX Module" of this script set de facto obselet on its historical core intent. This is also why the "Extend DX Module" header file throw an error at "line 60" : the DX65 to DX128 are now already defined in the core TARGET's header files. The good news is that you can now Assign up to 120 DX buttons natively from TARGET Script Editor but also TARGET GUI, you are free to create your own custom mapping with 120 buttons and you can get rid of my script set If you still love my mapping setup you can download and use the fixed version for TARGET 3.0.23.1205_rev1 here: https://www.digitalcombatsimulator.com/fr/files/3318341/
  5. Di you updates drivers or something ? Except you modified the source file by mistake, there no reason an error "emerge" from nowhere...
  6. Hi, New release version 1.2.6 https://github.com/sedenion/OpenModMan/releases/tag/1.2.6 Change logs: Fixed network repositories package thumbnail does not properly display Fixed repository global download path do not properly handle full URL
  7. Yes... as I said, this is intended, this is to be able to "cancel" installation/backup when necessary, to make as if the Mod where never installed and avoid being forced to "restore" bad data in the target directory. Technically, OMM determines a Mod is installed by the presence of a corresponding backup data for this mod. If not backup data exists, it stat that this Mod is not installed. Maybe you expected that the Mod still marked as "installed" and OMM to cleanup all "installed" data when uinstalling the Mod, but this is not how that work: The list of files to cleanup is not deducted at uinstall time, but is created at Mod installation, and is stored in a kind of "uninstall script" in the Mod's backup data. So deleting backup data is deleting this "uninstall script"...
  8. Well, it work as expected... Discarding Backup data is indeed here to delete backup data in order to prevent restoring "corrupted" or "out of date" backup data, for example, in the case you missed to uninstall mods before an DCS update... OMM cannot "guess" that files already present in target folder are not intended to be backuped, he "sees" that files already exists so he backup existing files before overwriting them. If you don't want this to happen, you have to be care to clean your target directory before installing mods using OMM.
  9. Hi, New release version 1.2.5 https://github.com/sedenion/OpenModMan/releases/tag/1.2.5 Change logs: Fixed downloaded Mods do not properly upgrade
  10. Someone just posted a bug report about this. Indeed the current release have a bug and the upgrade do not occur properly after download... So, don't insist, this currently doesn't work properly, the bug is identified and will be fixed in the next release.
  11. It is an user choice, the default behavior on download is to remove the older version when a newer version is downloaded, at the condition that the newer version have the same "core name" than the older one. On the "repo" side, you simply have to provide the new version, and remove the old one if you want.
  12. Hi, New release version 1.2.4 https://github.com/sedenion/OpenModMan/releases/tag/1.2.4 Change logs: Fixed Mod overlapping not properly detected between Direcotry and Packaged Mods Fixed presets execution toggles already installed mods instead of leaving them installed Per-Channel Mod Editor path memorisation mechanism for Open dialog.
  13. And maybe none of all the mod you installed were properly structured for mod manager... many mods are not packaged in intent to be used with a Mod manager. A properly structured mod must include OMM definition file or : - have a subfolder at root that is named exacly like the zip file (mirror folder) - within this folder, all folder tree must be respect according where the Mod is intended to be installed For information, your screen actually show two Hubs, no channel... You should indeed create a second Channel in one Hub of your choice instead of managing two Hubs, Channels are here for this purpose. Anyway, you do as you wish.
  14. Either the Mod zip you downloaded is not properly structured or you did'nt set the proper Channel's target directory. OMM is not smart enought to "guess" where to install files (notice that is the same for all other generic mod installers). The mod zip file must have a specific structure that follow the game/target folder tree structure, and OMM's Channel target must be properly configured so when OMM extract and put files into target, they are all in the proper place. I think the problem for you here, is that this specific Mod is not properly structured, so OMM takes the first zip's folder as what is called 'mirror folder' then extract all its content directly in your target folder. If you want to use OMM with this mod, you'll have to restructure it yourself, or ask tis developper to make it properly compatible with OvGME/OMM principles
  15. Right now, I have implemented a per-Channel Mod Editor path memorisation mechanism, so Mod Editor Open dialogs will be set to the last directory where a Mod source was opened. This is not exactly what you ask for, but this would save you some clicks and the frustration to go out the library everytime.
  16. A Channel setting to only set default open directory for Mod Pack Editor does not make sens within the whole program, it would be a pure ad-hoc feature. But I can implement an automatic memorisatoon mechanism so the last parent directory used to open a valid Mod Pack source is used by default the next time... You'll have to navigate a bit, but this would be better than currently.
  17. If the only thing you need is to have specific directory where Package Editor open files/folder, the best and simpler solution I see is to memorize (per-channel) Mod Pack Editor last open location... Setting a parameter only to designate "default open location" for the Mod Pack Editor would be a bit weird... You said you package mods yourself, so you use Mod Pack Editor or not ? I don't understand...
  18. Ok, I understand, you want Editor to point to a specific folder by default. The fact is that normal you should put Mods "source data" as folders in the Library, this way you can modify them then uinstall/reinstall easily to try and debug it in game... This also allow you to directly put thumbnail image an description text. This way you simply right-click the Mod-directory, then "open in editor" an everything is already here ready to save... Except the habbit, is there a specific reason you don't want to put Mods "source data" in the main Mod Library ? I am open to any remark, I can consider creating a "Development" tab along the "Library" and "Network" ones, but I need to be sure this would really benefit to many people... otherwise, yes, adding an option for default folder, or a way to memorize last used directory for Mod Pack Editor is easy and can be done quickly.
  19. I don't understand very well... can you explain with more details what you call "mod source code", why you have to "navigate to it" in order to do what ?... I suspect what you ask for is already a main feature implemented since the beginning, known as "Mod-Directory" or "Mod-Folder"...
  20. Hi, New release version 1.2.3 This version fixes some major (but not harmful) bugs of the Mod Download process, notably when starting multiple download. If you had encountered unexpected and bizarre "checksum error" messages, this version should fixes it.If you encountered unexpected and bizarre https://github.com/sedenion/OpenModMan/releases/tag/1.2.3 Release notes: If you come from Open Mod Manager version 1.1.x or below, please read the Migration notice https://github.com/sedenion/OpenModMan/wiki/1.2.x-Migration-notice Change logs: Fixed various Mod Download bugs due to thread concurrency problems Fixed potential bad error handling of download file creation Fixed URL escape method Fixed download rate limit cannot be greater than 32767 KB/s Added more errors reporting during download processes
  21. Hi, New release version 1.2.2 https://github.com/sedenion/OpenModMan/releases/tag/1.2.2 If you come from Open Mod Manager version 1.1.x or below, please read the Migration notice https://github.com/sedenion/OpenModMan/wiki/1.2.x-Migration-notice Change logs: Added new Per-Channel Download Limits options (accessible via Channel Properties) Added query received data entry in Channel Properties's Repositories tabs Fixed 'Channel properties' menu not properly disabled when no Mod Hub is loaded Fixed Mod download may fail due to bad URL escape/Encoding Fixed Mod download error dialog box not showing failure reasons
  22. Unless Microsoft throw out the old C Windows API - which I think is not planed - there is no reasons OvGME become "incompatible". OpenModMan the sam, they are based on the same good old tech, except that OpeModMan use some newer features from Windows Vista and Seven. However OvGME have some known limitations that Open Mod Manager don't have anymore, notably the network code of OvGME is very artisanal and have download bottleneck. OpenModMan is also more flexible. You can install and try OpenModMan along OvGME they are not conflicting unless you install mods on the same target from both app at the same time, in this case you may loose game original files.
  23. Well, since a new major bug was found, I was forced to create a new build... So, this time to be clear on where we are, I created a new 1.2.1 versions, and here is the changes logs https://github.com/sedenion/OpenModMan/releases/tag/1.2.1 Changes logs 1.2.1 Fix created mod files are not properly deleted at restoration Fix window not properly activated after progress dialog closed Changes logs 1.2 Dec 20 Fix OvGME like Zipped mod not properly installed Fix Mod restoration fail with "PERMISSION DENIED" in some cases Fix window always on top Fix Presets not properly installed and disapearing after application restart Changes logs 1.2 Dec 19 Fix repository definitions files not properly opened in repository editor Increase (up to 200%) checksum computing performances especially on large files New button to compute/show Mod file checksum in Mod properties dialog Fix Network Library not properly refreshed on Local Library content changes Fix inappropriate LF to CRLF conversion when loading description text file Fix UI bugs in Mod-Package Editor and Repository Editor Repository Editor now properly alert if specified URL/path is invalid
  24. Thanks ! Problem found and solved (see below) Actually files were going nowhere because indeed the Mod parser produced empty package-source with no files to copy/extract. The problem ocurre only with "old fashion" OvGME style packages, wrongly parsed. The problem is solved, I did not created a new "release" version, I simply created a new 1.2 release with the up-to-date sources and build. You can redownload and reinstall, all should work fine now. https://github.com/sedenion/OpenModMan/releases/tag/1.2 Sorry for the headaches on trying understand what was going wrong.
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