sedenion Posted September 12, 2023 Author Posted September 12, 2023 17 minutes ago, Captain Orso said: At least according to my phone's OS the Google Authenticator has no permissions to look at my phone number, SIM card, or IMEI. Of course, that is assuming the Android OS itself is not spyware. There are reasons why Big-Data, Banks and Governements LOVES mobile phones and mobile phones applications... First, they are obviously a mobile backdoor and geolocalisation system (even without GPS), and secondly, this is key tool of the digital-controlled social-credit society they want to impose and finaly this is an intermediary step to RFID microchip. 24 minutes ago, Captain Orso said: With the number of forums and even large corporations being hacked and having personal data stolen - especially email address and passwords from forums, I view TFA as added security, but I also use a password generator and encrypted password database. I can hear the security argument, but, why making it mandatory for platforms that theoretically hold no personal nor private data ? Think about it... They don't care securing your personal data, they care identifying your behaviors, data and physical identity, they care you to comply and make you follow the path to what they already have planned for you. 3
pabletesoy Posted September 27, 2023 Posted September 27, 2023 Hello, I can't put the folder C:\Program Files\Eagle Dynamics\DCS World OpenBeta as Target path, it has restrictions...how to change that? Thanks! null
sedenion Posted September 28, 2023 Author Posted September 28, 2023 8 hours ago, pabletesoy said: I can't put the folder C:\Program Files\Eagle Dynamics\DCS World OpenBeta as Target path, it has restrictions...how to change that? There is no "unique" answer. You can changes permissions of the folder, or run Open Mod Manager as administrator.
Bucic Posted September 28, 2023 Posted September 28, 2023 1 hour ago, pabletesoy said: Thanks ,now all is working right! What was the solution? F-5E simpit cockpit dimensions and flight controls Kill the Bloom - shader glow mod Poor audio Doppler effect in DCS [bug] Trees - huge performance hit especially up close
pabletesoy Posted September 28, 2023 Posted September 28, 2023 Un-chek "Read-only" the Eagle Dynamics folder... I don't know why, but now I see the checked box again. Even so, everything is working correctly. 1
Saguanay Posted October 23, 2023 Posted October 23, 2023 Isn't supposed to point to your User / Saved Games / DCS OpenBeta? and not the main ED game directory?
Rudel_chw Posted October 23, 2023 Posted October 23, 2023 23 minutes ago, Saguanay said: Isn't supposed to point to your User / Saved Games / DCS OpenBeta? and not the main ED game directory? depends on the type of Mod, some go onto the main game folder. For work: iMac mid-2010 of 27" - Core i7 870 - 6 GB DDR3 1333 MHz - ATI HD5670 - SSD 256 GB - HDD 2 TB - macOS High Sierra For Gaming: 34" Monitor - Ryzen 3600 - 32 GB DDR4 2400 - nVidia RTX2080 - SSD 1.25 TB - HDD 10 TB - Win10 Pro - TM HOTAS Cougar Mobile: iPad Pro 12.9" of 256 GB
Saguanay Posted October 23, 2023 Posted October 23, 2023 14 minutes ago, Rudel_chw said: depends on the type of Mod, some go onto the main game folder. Ah OK. Main folder kinda scares me but whatever ya need to do.
sedenion Posted October 29, 2023 Author Posted October 29, 2023 (edited) Hi, Still on GitHub, even if this 2AF mechanism piss me off. Here is a new release here which I hope, will resolve most of problems occurring with large files. Some parts of the code was corrected and consolidated to ensure full compatibility with file larger than 4GB, which was a bit hasardous in some cases before, and completely bugged for the 32bit version. Another good news is that XXHash checksum (and maybe Md5 too, but I don't have tested) now compute at decent speed (the read buffer size was way too small, causing bottlenec). And finally some will be happy to hear that aborted downloads can now be resumed from where it stopped. There are also some other bug fixed. Fix inconsistent and buggy file size handling for 32 bit version Fix very slow XXHash digest computing, now way faster Fix application crash when remove package Removed Modding Hub "Uinstall All" feature Adding Per-Package "Discard backup data" feature Adding partial or aborted download resume mechanism https://github.com/sedenion/OpenModMan/releases/tag/1.1.1 Edited October 29, 2023 by sedenion 1 5
Captain Orso Posted October 30, 2023 Posted October 30, 2023 Most very excellent!! I did notice one thing though. All my to install lists went blank. Only one was actually in use--I was just too lazy until now to delete all the others --and the one in daily use was quickly rebuilt, but I though you ought to know. Questions, under 'Manager options' is there any way to put the 'Open Contexts at startup' in a specific order? Thank you PS you should have one of those, 'buy me a ( beer | coffee | McDonald's Happy Meal ) links in your Github page 1 When you hit the wrong button on take-off 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
Fizzle Posted October 30, 2023 Posted October 30, 2023 10 hours ago, sedenion said: Removed Modding Hub "Uinstall All" feature Curious why you removed this. It was handy whenever ED shipped an update, to ensure the backup data was good when you re-installed mods post-update.
sedenion Posted October 30, 2023 Author Posted October 30, 2023 (edited) 3 hours ago, Fizzle said: Curious why you removed this. It was handy whenever ED shipped an update, to ensure the backup data was good when you re-installed mods post-update. To be honnest I don't even remembered this feature existed, I wanted to implement "Delete backup data" and found some "unused" (I beleived) code that I can reuse for that... I realised later the feature was hiden in a menu. If you want a quick way to uninstall all installed package, simply create a Installation Script with no installed package and call it "Uninstall All"... You still can use the classic Windows method, select all packages, right click > Uninstall or hit Backspace. Edited October 30, 2023 by sedenion 1
sedenion Posted October 30, 2023 Author Posted October 30, 2023 5 hours ago, Captain Orso said: I did notice one thing though. All my to install lists went blank. Only one was actually in use--I was just too lazy until now to delete all the others --and the one in daily use was quickly rebuilt, but I though you ought to know. There is now a mechanism that automatically "clean" install scripts according existing packages in the library. If you remove packages from your library, all your install script are updated accordingly to avoid useless entries. 5 hours ago, Captain Orso said: Questions, under 'Manager options' is there any way to put the 'Open Contexts at startup' in a specific order? It is already opened the order you see in the parameter dialog, but I guess what you really want is to control the order they are listed in the main combo box (which is another mechanism) ? 1
Captain Orso Posted October 30, 2023 Posted October 30, 2023 Thanks for the reply 3 hours ago, sedenion said: There is now a mechanism that automatically "clean" install scripts according existing packages in the library. If you remove packages from your library, all your install script are updated accordingly to avoid useless entries. That may have been an issue. 3 hours ago, sedenion said: It is already opened the order you see in the parameter dialog, but I guess what you really want is to control the order they are listed in the main combo box (which is another mechanism) ? Yes, this. I use OMM about 98% of the time for DCS, but I also use it to mod The Witcher: Wild Hunt for one specific mod, which was the last Context I added. So every time I open OMM TW3 is the last context loaded and on the main screen. I'd just like to be able to set the order so DCS is always the one shown per default and not have to remove and re-add contexts to get a certain order. 1 When you hit the wrong button on take-off 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
jackd Posted November 12, 2023 Posted November 12, 2023 By advice from various helpers on the DCS forum i moved my savedgames folder with DCS.openbeta to a different drive (do this via properties and windows, otherwise it won't work). Has any one used OMM in such a context? Also i wonder if OMM de-installs the injected mods like JSGME does, when UN-selecting them.
MAXsenna Posted November 12, 2023 Posted November 12, 2023 By advice from various helpers on the DCS forum i moved my savedgames folder with DCS.openbeta to a different drive (do this via properties and windows, otherwise it won't work). Has any one used OMM in such a context? Also i wonder if OMM de-installs the injected mods like JSGME does, when UN-selecting them.Yes, I've moved my Saved Games a long time ago. I've even moved it to Onedrive, and besides that, I redirect quite a few folders via symlinks to other places, to share them between OpenBeta and Stable. And of course you need to let Windows handle it, as it is a Systems Folder. Not exactly sure what you mean by "de-install". I'm sure @sedenion can comment.Cheers! Sent from my SM-A536B using Tapatalk 1
sedenion Posted November 12, 2023 Author Posted November 12, 2023 (edited) 2 hours ago, jackd said: By advice from various helpers on the DCS forum i moved my savedgames folder with DCS.openbeta to a different drive (do this via properties and windows, otherwise it won't work). Has any one used OMM in such a context? Also i wonder if OMM de-installs the injected mods like JSGME does, when UN-selecting them. Open Mod Manager don't care in which drive or directory Mods are to be applyed, you only must tell him where to apply... If I well understand what you wonder for: Yes, Open Mod Manager implements backup mechanism that allow to freely install and uninstall Mods on the fly. The main difference with JSGME is that under the hood, since Open Mod Manager is intended to work with compressed archives, data are copied instead of moved... Edited November 12, 2023 by sedenion 2 1
MemphisBelle Posted November 25, 2023 Posted November 25, 2023 Can I please get a detailed description of how to work with Repositories? No matter what I try, I can't get them to work and there´s no documentation on how to create them the Tutorial Video also just states how to add a URL, but the URL to my repository from OvGME does not work. BlackSharkDen | BSD Discord | DCS Tutorial Collection
sedenion Posted November 25, 2023 Author Posted November 25, 2023 (edited) 39 minutes ago, MemphisBelle said: Can I please get a detailed description of how to work with Repositories? No matter what I try, I can't get them to work and there´s no documentation on how to create them the Tutorial Video also just states how to add a URL, but the URL to my repository from OvGME does not work. You want to create/manage a repository, or be "client" of existing repositories ? OvGME repositories are not compatibles with Open Mod Man... If what you want is to create/manage a repository, you have to look at the Repository Editor: Tools > Repository Editor. The mains steps are the following: Create a Repository XML file using Repository Editor Upload the file to your web server so it can be available via HTTP or HTTPS Provide URL/Name couple to your "clients", suppose XML file is available at http://example.com/default.xml, this give base address "http://example.com" and name "default" The "Default Download Path" is the default location where OMM will seek for files to download, it is relative to where the repository XML file will be available (from internet). In our example, if you left the default Download Path to "files/" the downloadable mods should be avaiable in http://example.com/files/ I plane to work on the Repository Editor to make it a bit more intuitive and give more instructions to user, I also admit the very domagable lack of documentation. Edited November 25, 2023 by sedenion 4
norman99 Posted November 27, 2023 Posted November 27, 2023 (edited) I'm sure this is a great app once you get your head around it, but wow, it's by far the most confusing piece of software I've ever seen. To make matters even worse, it seems there has been a major terminology change, yet almost all the discussions here, and the user manuals, still use the old terminology. I consider myself generally quite PC literate, yet all this literally leaves me lost. All I want is OvGME like functionality, yet with the ability to create multiple "libraries" for a single mod location. This way I can organise my mods into categories, instead of having one list with 100s of mods. Unfortunately, this is something OvGME can't do, hence I was hoping OOM would offer a solution. Is there a dummies guide to OOM, or something similar, that literally walks through every step of setting up OOM with DCS? Edited November 27, 2023 by norman99
sedenion Posted November 27, 2023 Author Posted November 27, 2023 (edited) 3 hours ago, norman99 said: All I want is OvGME like functionality, yet with the ability to create multiple "libraries" for a single mod location. This way I can organise my mods into categories, instead of having one list with 100s of mods. You can achieve that in OMM by creating multiples Mod Channels, all pointing to the same Target directory, however this a "dangerous" setup since Channels work independently and will not check Mod overlaps for each other. If you take care that no Mod from one channel may overwrite one from another, this is fine. The terminology changed and will change again a bit in later versions (i am currently in major code refactoring)... This is really less complicated than it seem, the main problem is that contrary to most application, OMM does not confine user to a specific usage but let him combine elements and use them as he wish, more like in "sandbox" paradigm, that is mainly why many new users are lost at their first look. Mod Hub (or Modding Hub) is conceptually one "Sandbox", like a "project folder" where you will manager all mods and data related to a specific context, typically, a game. Within a Mod Hub, you can configure as many Mod Channel as you want. A Channel is typically linked to a Target directory, where mods are installed, for example, the game installation path. Typically, for DCS you may create two Mod Channels, the first for DCS Installation folder, the other for the "Saved Games" folder. Each Mod Channel is a specific "stream" so has its own dedicated Mod Library and Backup data directories, but you may however, customize both so theys points to the same custom folders (I think you now understand that you have very few limitations). That is for the basic setup. Edited November 27, 2023 by sedenion 3
MemphisBelle Posted December 12, 2023 Posted December 12, 2023 On 11/25/2023 at 11:57 AM, sedenion said: You want to create/manage a repository, or be "client" of existing repositories ? OvGME repositories are not compatibles with Open Mod Man... If what you want is to create/manage a repository, you have to look at the Repository Editor: Tools > Repository Editor. The mains steps are the following: Create a Repository XML file using Repository Editor Upload the file to your web server so it can be available via HTTP or HTTPS Provide URL/Name couple to your "clients", suppose XML file is available at http://example.com/default.xml, this give base address "http://example.com" and name "default" The "Default Download Path" is the default location where OMM will seek for files to download, it is relative to where the repository XML file will be available (from internet). In our example, if you left the default Download Path to "files/" the downloadable mods should be avaiable in http://example.com/files/ I plane to work on the Repository Editor to make it a bit more intuitive and give more instructions to user, I also admit the very domagable lack of documentation. Thanks for your hint with the tools. I did not checked that earlier. Will give it a try now BlackSharkDen | BSD Discord | DCS Tutorial Collection
sedenion Posted December 17, 2023 Author Posted December 17, 2023 (edited) Oyé The new Open Mod Manager is finaly here (Please not this is pre-release because so many things changed that it may remain some unspotted small bugs). Please Read First ! This new version introduce substantial changes in various aspect both at system wide and application level, please considere the following elements : 2. Application migration This new version use new configuration structures and will automatically migrate any opened Modding Hub to the new structure. For this reason, any Mod Hub migrated to the new structure will become incompatible with previous versions. The migration process is robust but since nothing is infailible it is redommanded to uninstall all currently installed mod and making a backup of your Modding Hubs "home" directories before installing this new version. 1. System integration Some resources are removed while other are added and default files associations changed. to prevent inconsistant files associations, orphan registry keys and residual non-uninstallable files, take care to uninstall the previous version before installing this one. Release Notes This new version have some visible changes, but before all have huges changes under the hood. Vast portions of code are completely rewritten in the objective to make it more robust and optimize maintainability. Many small bug disapeared, but there are potentially some new ones. Changes log (summarized): Fixed bug with files size not properly computed. Fixed bug with files size not properly displayed in List Views. Mod-Channels are now visible and selectable in a List View instead of a Combo Box. New menu bar, with new organization. Contextual menu for all main window List View. New prettry icons everywhere to see life in color. New "Add to Library" feature accessible via button or menu to browse and select Mods to copy to the current Channel library. New "Import to Library" feature accessible via button or menu to browse and select Mod-Directories to be built as Mod-Packages directly to the current Channel library. Totally rewritten Mod-Package editor with new interface, a menu and toolbar, and now looks and act like an "Editor". Totally rewritten Repository editor with new interface, a menu and toolbar, and now looks and act like an "Editor". New "zip" archive library allowing multiple compression algorithm, including Deflate (usual Zip algorithm), LZMA, LZMA2 and Zstandard. Mods installation, restoration and download now implemented as queued operations. New per-Mod visual install and download progression in List View with changes in abort logic. Network Repositories can now support two address/coordinate system and allow to setup custom raw URL. "Installation Batches" become "Presets" (still roughly the same under the hood). Presets (formerly "Batches") files are now located in a ".Presets" subfolder within Hub "home" directory. New Wizard dialogs to create Hub, Channel and Repository with better helping texts. It is now possible to double-click on Hub, Channel, Repository and Mod-Package files to opens it in application. You can now support me by donate via PayPal (link in About window) A word about compression methods (algorithms) This new version use the zlib-ng library and allow to create Mod-Package and saving Backup data as Zip archives (with or without the .zip extension) but with unusual compression algorithms. Zip files with unusual compression methods are usually well supported by advanced archive readers (WinRar, 7-Zip, etc) but NOT by Windows File Explorer for example. So if you want to create really widely standard Mod-Package Zip file, prefer using "Deflate" compression method. The "Zstandard" compression method (which is not the standard Zip file method as its name let think) is the prefered and default one, it perform better than "Deflate" and provides good balance between speed and compression ratio. If you want the best compression ratio use LZMA or LZMA2 but be aware that these methods are way slower that others, both for compression and decompression. Download here (open "Assets" if needed): https://github.com/sedenion/OpenModMan/releases/tag/1.2 Edited December 17, 2023 by sedenion 1 5
YSIAD_RIP Posted December 17, 2023 Posted December 17, 2023 @sedenion Thank you for this. I will install and configure the new version over the Holidays and or when DCS releases the December Open Beta Patch. You made if very clear and bold but I only realized what I need to do during my second read through : " please uninstall the previous version before installing this one." It may be helpful if you edit to make it Big Bold and RED? " please uninstall the previous version before installing this one." 1 Do not own: | F-15E | JF-17 | Fw 190 A-8 | Bf 109 | Hardware: [ - Ryzen7-5800X - 32GB - RX 6800 - X56 HOTAS Throttle - WINWING Orion 2 F16EX Grip - TrackIR 5 - Tobii 5C - JetPad FSE - ]
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