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Posted
On 9/1/2024 at 3:03 AM, sedenion said:

Yes, place text file and image file aside the Mod directory (within the Library folder) and give them the same name the Mod folder you want to associate with.

Thanks, I got it to work.  It seems to me it would be better if we could just put them in the actual Mod's folder? Keep things together.  And easier to share with everything in the same folder?

You could just ignore files with the exact same folder name when you install the mod.  (or even just installing these 2 files shouldn't hurt anything..)

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Posted
10 hours ago, Snacko said:

Thanks, I got it to work.  It seems to me it would be better if we could just put them in the actual Mod's folder? Keep things together.  And easier to share with everything in the same folder?

You could just ignore files with the exact same folder name when you install the mod.  (or even just installing these 2 files shouldn't hurt anything..)

Yes I could, but this would require major code refactoring with systematic file name check everywhere.

If you are not developping the Mod, and don't need it to stay in the directory form, you could convert it into a zipped version, this is done in three mouse click:
 - right click on Mod
 - select "Open in ModPack Editor..."
 - edit what you want in the editor, then: File > Save as...

  • Like 2
Posted

Hi there,

New released version 1.3.1

https://github.com/iquercorb/OpenModMan/releases/tag/1.3.1

Changelog:

  • Fixed click on Network Library header triggers resize process
  • Fixed (sort of) Mod install may overlaps in case of install in progress
  • Fixed backup data deleted even in case of restoration error
  • Fixed Mod Presets not properly updated during supersede process
  • Fixed Repository Editor doesn't save Repository description
  • Changed network library "upgrade" and "downgrade" status icons, removed "new" icon.
  • Unify logic for downgrade and upgrade Mod download
  • Like 3
  • Thanks 3
  • 3 weeks later...
Posted (edited)
9 hours ago, JG7_X-Man said:

Hey Team - does anyone know know what this means? Also, how do I fix it?

image.png

This mean the Zip extraction process failed to create the extracted file into the specified location (on the hard drive). Maybe the already existing file is somewhat read/write protected and cannot be overwritten... I see this is under a .git folder, which generally create file with non-standard access permissions.

Edited by sedenion
  • Like 1
Posted (edited)

Hey there @sedenion
can you please help me with managing Repositories? It just wont work for me. The Tutorial Video explains half of whats required (it completely leaves out the part with the Repo Wizard, after uploading the omx file to the Webserver) and the OMM Wiki and Documentation also does not really give much away on how things are working

 

image.png

Edited by MemphisBelle
Posted (edited)
16 hours ago, MemphisBelle said:

Hey there @sedenion
can you please help me with managing Repositories? It just wont work for me. The Tutorial Video explains half of whats required (it completely leaves out the part with the Repo Wizard, after uploading the omx file to the Webserver) and the OMM Wiki and Documentation also does not really give much away on how things are working

The Repository Editor is used to create a Repository Reference file (xml file), which is a kind of web page file that you must upload into your web server so everybody can poll this address to know what Mod are available and let know OMM where to download files.

Into the Repository Editor, the default download link is the default address or relative path where to download files (Mods) which does not have individual custom download link defined.

Once you have created your XML file you have to upload it into your web server to make it accessible via the web to everybody (or you desired local network), like any web page or file to be downloaded.

Once done, you can configure a Repository address into your channel using the Wizard. Here, depending you needs, you can set up named coordinate or raw URL. Assuming your XML file is downloadable at the raw address http://www.mywebserver.org/mods/default.xml the base address will be http://www.mywebserver.org/mods/ and the name will be default.

Edited by sedenion
  • Thanks 2
Posted
13 hours ago, sedenion said:

The Repository Editor is used to create a Repository Reference file (xml file), which is a kind of web page file that you must upload into your web server so everybody can poll this address to know what Mod are available and let know OMM where to download files.

Into the Repository Editor, the default download link is the default address or relative path where to download files (Mods) which does not have individual custom download link defined.

Once you have created your XML file you have to upload it into your web server to make it accessible via the web to everybody (or you desired local network), like any web page or file to be downloaded.

Once done, you can configure a Repository address into your channel using the Wizard. Here, depending you needs, you can set up named coordinate or raw URL. Assuming your XML file is downloadable at the raw address http://www.mywebserver.org/mods/default.xml the base address will be http://www.mywebserver.org/mods/ and the name will be default.

 

Thx, now I finally seem to understand what I did wrong. First of all, I did not created an xml file, but an omx file. On the second thing I got confused by the definitions Base and Raw addresses and the Name. Now I have corrected my issues and it works now. Thx for your dedicated support.

  • Like 1
Posted (edited)
4 minutes ago, MemphisBelle said:

Thx, now I finally seem to understand what I did wrong. First of all, I did not created an xml file, but an omx file. On the second thing I got confused by the definitions Base and Raw addresses and the Name. Now I have corrected my issues and it works now. Thx for your dedicated support.

.omx or .xml this does not matter, the .omx file is an XML data file with custom extension, content is the same. Both extensions are supported.

Edited by sedenion
  • Like 1
  • 2 weeks later...
Posted

@sedenion can you please make a video explaining how a DCS group could setup a repo using OMM. I'm familiar as a user to download but want to host files and can't find any resources. Any assistance would be fabulous as walking people through downloading mods 1 by 1 is hell.

Posted
22 hours ago, IndyNavy said:

@sedenion can you please make a video explaining how a DCS group could setup a repo using OMM. I'm familiar as a user to download but want to host files and can't find any resources. Any assistance would be fabulous as walking people through downloading mods 1 by 1 is hell.

A video, with my terrible french english accent, are you crazy ?
 

 

Anyway, since I am tired to rewrite the same thing once per year (this is the average frequency people ask for what you ask), I spent my afternoon to write a ... DOCUMENTATION PAGE ... yes ! at last ! 🥳 🎉

https://github.com/iquercorb/OpenModMan/wiki/Create-and-manage-Network-Repository

Good ready, tell me if something is not clear or if I made a horrible misspell (which I certainly did)

  • Like 4
  • Thanks 3
  • 3 weeks later...
Posted

Lately I have some strange issues. Hopefully it's easily fixed on my side, by editing the config file or similar.

Installed mods are overlapping between the Core install repository and the Saved Games repository. Hope the screenshots are self explanatory.

ENnRbkf.png

 

EpoKzBo.png

 

  • 2 weeks later...
Posted

Hi there,

New released version 1.3.2

https://github.com/iquercorb/OpenModMan/releases/tag/1.3.2

Changelog:

  • Fixes issues and inconsistencies related to Library folder and Mod folders changes tracking.
  • New flexible dependency resolving mechanism allowing version number wildcard.

New flexible dependency resolving mechanism

Open Mod Manager now have a more flexible dependency resolving mechanism that parses wildcard * in version number of declared dependencies entries. It is now possible to declare dependency in the form : Mod_name_v* or Mod_name_v1.* to allow any version of the declared Mod to be selected as compatible candidate. In case of multiple candidate (If multiples versions of the same Mod are available), the one with the greater version is selected.

Beware, the mechanism only work for version numbers, this mean that if you declare something like Mod_name_* (without the v), the parser will simply ignore the * and consider you declared the dependency for a Mod named Mod_name_* (which is not a valid file name).

  • Like 2
  • Thanks 4
  • 3 weeks later...
Posted (edited)

@sedenion

Thanks a lot for keeping working on this great app. 👏🏻👍🏻🍻

I solved my issue above. It was some how due to the backup directory. Using different custom ones solved the issue.

Cheers!

 

ONbeUgU.png

 

Edited by MAXsenna
  • 2 months later...
Posted

Just downloaded latest version of your great software. Just 1 issue, when I close the program and reopen I have to go to the file menu and manually open my hub from the "recent" section. Is there a way to save my hub so that when I reopen the program it is there already? Thanks!

Posted
1 minute ago, greyeagle787 said:

Just downloaded latest version of your great software. Just 1 issue, when I close the program and reopen I have to go to the file menu and manually open my hub from the "recent" section. Is there a way to save my hub so that when I reopen the program it is there already? Thanks!

You can configure list of Hub to be automatically loaded at startup via the Manager Parameters dialog.

Posted (edited)
27 minutes ago, sedenion said:

You can configure list of Hub to be automatically loaded at startup via the Manager Parameters dialog.

Is that dialog within the App? Otherwise I’m sure I can find it. Thanks!

Edited by greyeagle787
Posted
3 hours ago, greyeagle787 said:

Is that dialog within the App? Otherwise I’m sure I can find it. Thanks!

Menu Edit > Manager options...

  • Like 1
  • 2 weeks later...
Posted

Okay, so the first post has a YouTube tutorial that is obviously several versions behind. The UI and terms have entirely changed in many ways. 

Has anyone a grasp of the DCS setup of OMM to the point that they could write a tutorial or how-to?  The tutorial has downloadable, pre-build mods, and that is clearly not how DCS community works (almost all mods are manual installs).  So a quick-and-dirty how-to would be amaze.

  • Like 1
  • 2 months later...
Posted

This is the situation. There is a file inside 'c:\Program Files\Eagle Dynamics\DCS World OpenBeta\CoreMods\aircraft\FA-18C\Textures\FA-18C.zip' I want to mod.

I want to automate this process as much as possible with OMM.

I could simply copy the original 'FA-18C.zip' to somewhere safe, open the archive and replace the file I want replaced and repack the archive, and then add this newly archived 'FA-18C.zip' as a mod to OMM. That would work. I've already made it work. But 'FA-18C.zip' is 163MB and the file inside the archive is only 1.4MB in size--shooting cannons at sparrows.

Is there a away to mode a single file inside an archive, without replacing the the entire archive?

--

If option 1 isn't possible, I understand I could simply unpack the archive in place and then remove the archive. This is option 2. I could then use OMM to replace the single file I want to mod. Is there a way to create a mod which will replace the archive with it's contents, thus making the entire process automated, per 2 mouse clicks in OMM, before any updates and again two clicks after updates?

When you hit the wrong button on take-off

hwl7xqL.gif

System Specs.

Spoiler
System board: MSI X670E ACE Memory: 64GB DDR5-6000 G.Skill Ripjaw System disk: Crucial P5 M.2 2TB
CPU: AMD Ryzen 7 7800X3D PSU: Corsair HX1200 PSU Monitor: ASUS MG279Q, 27"
CPU cooling: Noctua NH-D15S Graphics card: MSI RTX 3090Ti SuprimX VR: Oculus Rift CV1
 
Posted (edited)
14 hours ago, Captain Orso said:

Is there a away to mode a single file inside an archive, without replacing the the entire archive?

No. Even at low-level, a zip file is made in such way that it is hard to efficiently (without rewriting the half-to-entire file) replace only one archived file entry of the zip file. The best case is the one the file to "replace" is at the very end of archive, and editing Zip file such way would require some special tricks OMM does not implement.

 

14 hours ago, Captain Orso said:

If option 1 isn't possible, I understand I could simply unpack the archive in place and then remove the archive. This is option 2. I could then use OMM to replace the single file I want to mod. Is there a way to create a mod which will replace the archive with it's contents, thus making the entire process automated, per 2 mouse clicks in OMM, before any updates and again two clicks after updates?

Not possible in current implementation. OMM Mod Pack builder add archived mod files in a sub-directory (whithin the zip file) while adding some extra files at root. Your replacement FA-18C.zip file would be organized like an OMM Mod Pack, which I think it is not what the DCS module loader expect.

Edited by sedenion
  • Thanks 1
Posted

Many thanks for the answer. It's pretty much what I expected, but I had to ask anyway, just to be sure.

I guess I'll have to do everything manually *sigh*

When you hit the wrong button on take-off

hwl7xqL.gif

System Specs.

Spoiler
System board: MSI X670E ACE Memory: 64GB DDR5-6000 G.Skill Ripjaw System disk: Crucial P5 M.2 2TB
CPU: AMD Ryzen 7 7800X3D PSU: Corsair HX1200 PSU Monitor: ASUS MG279Q, 27"
CPU cooling: Noctua NH-D15S Graphics card: MSI RTX 3090Ti SuprimX VR: Oculus Rift CV1
 
  • 2 weeks later...
Posted (edited)

Hello! 

In OvGME, it gives you a prompt when you enable a mod that overwrites files of another enabled mod. In OMM, it doesn't do this. Instead, I can only have one or the other selected. I was wondering if it'd be possible to let it do that in OMM like OvGME does it.

OMM.png

 

Edited by OhNoMyHookBroke
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