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Everything posted by sedenion
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No, for a pretty good reason: folders are to be installed into the destination, if you put something inside, this would be installed as any other file.
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Check closely, you should have at least one file or a folder that is added then overwritten by another package/mod. Overlap are checked before package/mod installation, the warning is thrown if one of these case occur: - A file originally exist in destination tree, one package already overwritten it, the package that is about to be installed is about to overwrite it again. - A file does not originally exist in destination tree, one package added/created it, the package that is about to be installed is about to overwrite it. - A folder does not originally exist in destination tree, one package added/created it, the package that is about to be installed is about to recreate it. The two first cases are pretty obvious, the third one may occure in more subtl situations (in the user point of view). Let suppose a folder "Skins" that already exists in the destination tree. A first mod install a new file "Toto.dds" within a new subfolder named "NewSkin" in this "Skins" folder. This mean the subfolder "NewSkin" was created by this package. Now suppose another package that install a new file named "zeropluszero.dds" within the same "NewSkin" subfolder created by the previous package. This package does not overwrite the previous "toto.dds" file, BUT, since the "NewSkin" subfolder was created by the first package, it is considerated as "recreated" by the second one, then, an overlap warning is generated.
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Quick research about how 7zip implements non-ASCII characters leaded me to the very probable answer. https://sourceforge.net/p/sevenzip/discussion/45797/thread/03751f07/ 7zip Developper's quote: The fact is that I do use UTF-8 encoding in my implementation. I think you can configure 7zip to use UTF-8 by default...
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If you see such problem you can report yes... theoretically, the software is "unicode/foreign-language proof"... however things are complexs and some problem may come, espetially with ZIP format, which is not formelly natively Unicode, and various "implementation" can exists. Currently, my implementation is, I think, the same way than both Windows built-in and WinRar's implementation (at least, it is compatible)... I don't know how 7zip implement it.
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Yep, pretty easy but you can't guess alone if you don't know. The version is parsed/deducted from the file name according the following rules: - The version number must be at the very end of the filename, before the file extension (if it is a file) - The version number must be preceded by the "v" letter either big "V" or small "v" - The version numbers, major, minor, revision must be separated by one dot. - The version number can be major only, major with minor, or full major, minor and revision. Example: My_Mod_Filename_v1.6.zip My_Other_Mod_V1.2.3.zip Then_another_package_v3.zip Also know that the underscores are automatically translated to space in the displayed (parsed) name. That is part of little things documentation would explain. unfortunately, I must take my time to another project for 1-2 week for now. Please create a new issue with the label "enhancement" describing your request here : https://github.com/sedenion/OpenModMan/issues
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Currently, yes. More precisely the algorithm first look at all currently installed packages, if they are not in the batch's "install list", it uninstall them. This is why an "empty" batch (ie. with no installed package) actually uninstall all. At implementation I questioned myself about an option to make a batch "inclusive" (that bypass the uninstall step), so that it does not uninstall packages. However I questionned myself about the utility of such option compared to confusion that this can induce without a way to quickly identify an "inclusive" or "exclusive" batch in the list.
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Simply creates a batch with no installed mod, this will uninstall all currently installed Mods/Packages.
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Yes, I mean network repository system. I will implement such features after the currents ones were stabilised, and, I have to find the courage to write some documentation. Open for criticism and suggestion, yes. Currently my horison is to consolidate and write the help/documentation for the implemented part in order to seal this base. More feature can be implemented, the software was "think" for that (as you can see, the "Library" interface is a Tab, it is possible and planned add tabs).
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New 0.9.3 Release ! (Download Link in the first post of this topic) This version mainly fix numerous bug related to dialog window logics and process. If no major bug is discovered with this version, I will begin to write the documentation for the next one. Update pugixml API to version 1.10 Fixed new Context Wizzard custom library and bakcup folder incorrectly created. Fixed multiple bugs in various dialogs.
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New 0.9.2 Release ! (Download Link in the first post of this topic) Rewritten Package building algorithm. Fixed Package "Save As" button never enabling. Replace GPL text by credits in the "About" dialog. Rewritten file/directory Access-Control check mechanisms. Improved Unicode and non-ASCII characters support. Fixed incorrect packages list refresh after move to trash.
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Damn, I would have happy to know what caused the problem... That can be subtle difference like ownership or rules applyed to the hard drive (which repercutes to the subfolders). The software check the application's permissions (ie. the user who launched the application) against the specified file or folder. Howehever, fact is that in the version you have and the previous version, the permission check is made against a large spectrum, including things not needed for basic file operations like create and/or delete files. As example, it includes "write extended attributes" and "synchronization"... I suspect the check failed on one of these things. In the future version, permission check algorithm is modified to make it more precise in order to prevent this kind of fail due to an irrelevant permissions denied.
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Ok, this time we will exactly know what does not pass the permission check... As previously, you download and execute the supplied debug version (bellow). Now, when you encounter error, you should see something like this in the console: __checkAccess: denied, allowed access (mask): [x] FILE_READ_DATA + LIST_DIRECTORY [ ] FILE_WRITE_DATA + ADD_FILE [ ] FILE_APPEND_DATA + ADD_SUBDIRECTORY [x] FILE_READ_EA [ ] FILE_WRITE_EA [x] FILE_EXECUTE + TRAVERSE [x] FILE_DELETE_CHILD [x] FILE_READ_ATTRIBUTES [ ] FILE_WRITE_ATTRIBUTES [x] DELETE [x] READ_CONTROL [x] WRITE_DAC [x] WRITE_OWNER [x] SYNCHRONIZE The debug version to execute: OpenModMan.rar OpenModMan.rar
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Ok, what the log you posted tell that there is absolutely NO problem except that the program does not have write permission... Which does not help me... I don't think the problem come from the folder configuration, but from the user configuration, or how the software is run... (as you noticed, running it as administrator solve the problem). Do you have a specific user configuration ? such as multiple users ? some network sharing configuration ? Currently, it seem your are the alone who encounter the problem, this mean there something special with your configuration. The big question is : WHAT ? I come later with another "debug" version...
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Ok, I published a new release after discovered that I made a big mistake with some string buffers that cause text bugs and random craches... The mistake was so huge that I don't even know how that could worked before and why my compiler didn't insulted me. You can download the new version at the first page of this topic. Ok, thanks for report, I will investigate that... I did not touched this part of software since a long time, this is probably a side effect of modifications made elsewhere with time.
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Does anybody else have issues with folder access permissions ? If yes, can you tell me if you have some special user or disk share setup ?
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That will become a running gag... Can you please retry with this one ? :OpenModMan.rar
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Thnaks for report, I will correct that.
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This is not possible, did you looked into the consol window that opens with the software (not the log within the software) ? Did you download the exe I supplied in the previous post ? Bad unicode characters, this is not normal, EDIT: I found the cause, I set a buffer size for log text a bit too short, your long path reach the end of the buffer, which cause bad end of string. this is a minor problem, no worry about that, it is only related to log output.
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[ATTACH]242097[/ATTACH] Ok, so the problem is obviously how the software check the permissions... The fact is that I am unable de reproduce this bug on my side, and I am administrator too... Since I have absolutely no clue about why it does not work, I'll need your contribution. Here is a "Debug" version of the software, It is almost the same except that it will open with a console window. OpenModMan.rar All what you have to do is to extract and execute it (you don't need to replace the original exe file, simply place this exe somewhere and execute it) then open the Context that throw the bug, and check the console window carefully, you will see the normal Log and somes additional lines: __checkAccess start [i] - something here -[/i] __checkAccess returned # This is what I need, with hope that will tell me what is wrong... I don't understand your request, what you did is OK, you created a Context, then put the Mods into the Library folder... the only thing is that you should set the "Destination folder" of your Location to the DCS World installation folder... that's all..
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Well, you'll be happy to known that this is now possible with Open Mod Manager, simply by creating several Locations (within the Context) that points to the same destination folders... HOWEVER, for now OMM do not handle Mod overlaps (Mod that overwrite files of a previously installed Mod) accross multiple Location. So, be aware that in this case, there is a risk for original files corruption due to unhandled installation overlaps... So, if you do that, you must be sure that there is no chance for a Mod of a Location to overwrite some files of another Mod of another Location, otherwise you risk to have corrupted backup and loose some original files
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Don't care about creating Package yet, this is part of the advanced features. Only know that within Open Mod Manager, a Mod is a Package, a Package is a Mod... So, for example, the folders (which are mods) you placed in your Library directory, are considered, as Packages. At first glance, you dit nothing wrong, notice that this error can also prompt if write permission is denied. Can you reproduce the error and copy-past me the content of the Log ? You can quicly access the log via the menu "Help > Debug Log" or using the shortcut key Ctrl+D. Also, can you copy-past the content of the .OML file (This is a simple XML file, you can open it with any text editor) you'll find in your Location folder ("DCS World OB Context\DCS World Open Beta" in your case). Well find... I found the cause of this bug. Until the next version, you can workaround by simply restarting the software. This is technically possible, but when you open the Context file on your computer, OMM will prompt you another error, because my path to DCS World folder is probably not the same as your... However, one project is to implement a way to do that, with a special wizard that ask the user to select the right folder.
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What is Open Mod Manager ? Open Mod Manager is an open source and generic Mod manager. Mod term come from Modification and refers to one or several unofficial files which are added to, or replace original editor's files of a software (usually a game) to change its behaviour, add features, components or items. While these Mods's files can be manually installed and origina files backed by the user, Open Mod Manager provide a safe, automated and advanced environement to store, install, back and restore original files, and create Mods as encapsuled packages. Modern package management Cumulative installations, backup then restoration of original files are key feature, Open Mod Manager embed safe and smart automatic backup mechanism to garantish user can always and at any time restore editor's original files. Finally, as any modern package manager, Open Mod Manager support versioning and dependencies mechanisms. Network oriented Since most of mods are provided by users or communities, and downloaded by other, Open Mod Manager provides an open online repository mechanism allowing any community or individual to provides its encapsuled packages within public online repositories. Users can configure repositories to check for updates or new availables packages from their favorite communities. Generic and versatile Open Mod Manager is not focused to work with a specific game or software, it is in contrary designed to be generic, very flexible, and to adapt to the most configurations as possible and even for what was not though in the start. The configuration architecture is modular, stored as human readable XML files. Editing merging or deleting configuration modules can be as simple as - litteraly - moving subfolders from one location to another. GitHub Repository https://github.com/sedenion/OpenModMan Key Features Open Mod Mananager currently implements the following key features: Flexible and modular XML and folder configuration logic. Multiple installation destinations per configuration context. Custom folders for packages (Mods) library and backup per installation destination. Support for both folders (legacy) Mods and advanced zipped Packages. Smart installation and backup mechanism allowing overlapped installed files. Packages installation dependencies mechanism (advanced packages). Backup data compressed as zip archives to save space (optional). Batch mechanism for automatic Package installation sequences. Network repositories for remote packages distribution and download. Automatic package dependencies download and fix system. Screenshot Download: Open Mod Manager - Latest Release Getting Started: Tutorial video by Retrolux ( this video will show you two bugs that are now fixed... ) Basic Concepts Open Mod Manager use a modular configuration system with freely movable and editable configurations files and environment. The main configuration entity is the Software Context. The Softwate Context The Software Context is the Manager related primary object. Since the Manager is due to apply and manage Mods (modifications) for a third-party softwares (or games), the primary objects it handle are the workspaces related to these third-party softwares, which here, are called Software Context or simply Context. So to say, like an image editor deals with images, Open Mod Manager deals with Software Context. A simple way to understand Software Context is to view it as the root of a workspace related to a third-party software. This workspace is both abstract and concrete by the way a Software Context is located in its own standalone folder which will contains sub-elements related to this Context. As Software Context itself is more a container, most relevant things are its components, the main one is the Target Location. The Target Location The Target Location is the main sub-element of a Software Context and in some way, a key part of the Manager. Since the Manager is due to apply and manage Mods (modifications) for a third-party softwares (or games), the relation between the third-party software and Mods (modifications) to be installed is at center of its procedures. The Target Location is the entity that incarnate this relation, it is the route between the Manager and the third-party software. A good way to understand Target Location is to view it as a port of the Manager that both serve as warehouse and make a route to the third-party software. The Target Location not only describes a route to the third-party software, it also hold - in tis default configuration - in its own folder the subfolders dedicated to store Packages (Mods) and backup data. The Target Location embed many parameters such as Network repositories or how to store backup data, but the most important, it defines three key parameters to interact wit the third-party software: The Target Destination folder This is the folder where the Packages's (Mods) files are copied (installed) to modify the targeted third-party software. This is usually the third-party software root (or installation) folder. The Library folder This is the folder where the Manager seeks for available Packages to be installed into the Target Destination folder. The Packages are (should be) created by developers in accordance to the third-party file tree and the Target Destination folder to be properly installed, this is why a Library folder is usually very specific to one particular Target Location and should never be shared between several ones. The Backup folder This is the folder where the Manager will store backup of third-party software's overwritten files and the related restoration informations so to be able to properly uninstall Packages and restore the third-party software files to their original state. The Backup folder is a sensitive part, if this folder is deleted, or its content alterated, the Manager will no longer be able to restore the original third-party software files. Creating a new Software Context and its Target Location Open Mod Manager provides a Software Context creation Wizard which will guide you through the creation of a new Software Context and its first Target Location. This chapter will details each steps and parameters related to this procedure. To launch the Software Context Creation Wizard, go to the File menu, select New then Software Context... The Wizard will guide you in two steps to first create the Software Context, then the first Target Location of this Software Context. Notice that all parameters can be modified later. Create and manage Network Repository https://github.com/iquercorb/OpenModMan/wiki/Create-and-manage-Network-Repository Documentation (sort of) More detailled documentation can be found in the GitHub wiki of the project here. This documentation is not finished and currently "work in progress" state: https://github.com/sedenion/OpenModMan/wiki
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Hello, I read somebody asking for some love to the Mirage 2000 interior sound. Indeed I had myself created a sound mod for personal usage from long. I recently updated my mod using some samples of real Mirage 2000 footages. Then I decided to share it. More details here : https://forums.eagle.ru/showthread.php?t=278944
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Hi, Unofficial patch/mod for DCS Mirage 2000C by RAZBAM to fix and improve sound environment. New engine sounds from real Mirage 2000 foutages and adjusted sound definition files for better sounds calibration. Modification details: Engine Sounds New in-cockpit intakes whirring sound (real Mirage 2000) New compressor flow (whistle) sound (real Mirage 2000) New turbine flow (rumble) sound (real Mirage 2000) New thrust (roar) sound (real Mirage 2000) Adjusted starter sounds volumes (louder) Interior Sounds Redone alarm tones with calibrated amplitude Reworked VTH and VTB sounds (filtering low frequencies) Reworked instrument sounds with calibrated amplitude and gain Adjusted engine sounds position (to the back) Adjusted engine sounds mixing and effects (more powerful) Adjusted noises, clicks and throttle volume (dimmed) Latest Version: 2.5 Download page: M-2000C Engine & Cockpit Sounds Fix
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This does not surprise me. I think Saved Game is dedicated to users data and preferences... Modifications for modules are not that kind of stuff, DCS engine does not allow that.