USSR_Gys71 Posted March 31, 2010 Posted March 31, 2010 Ok, thanks. I choose the third solution - replacement of a file
LawnDart Posted March 31, 2010 Posted March 31, 2010 Why not simply just edit the F-15.lua with new "skin names" instead, but keeping the CLSID's the same in both the db_countries.lua and F-15.lua file. [sigpic]http://www.virtualthunderbirds.com/Signatures/sig_LD.jpg[/sigpic] Virtual Thunderbirds, LLC | Sponsored by Thrustmaster Corsair 750D Case | Corsair RM850i PSU | ASUS ROG MAXIMUS X CODE | 32GB Corsair DDR4 3200 | Intel i7-8086K | Corsair Hydro H100i v2 Cooler | EVGA GTX 1080 Ti FTW | Oculus Rift | X-Fi Titanium Fatal1ty | Samsung SSD 970 EVO 1TB NVMe | Samsung SSD 850 EVO 1TB | WD Caviar Black 2 x 1TB | TM HOTAS Warthog | TM Pendular Rudder | TM MFD Cougar Pack | 40" LG 1080p LED | Win10 |
USSR_Gys71 Posted March 31, 2010 Posted March 31, 2010 (edited) ok, let's take a situation when there is 10 default skins for the old model, and only 7 default skins for the new model - how can we solve this problem using modman? what can we do with 3 not needed slots? or new model with new 20 skins ? add them one by one? Edited March 31, 2010 by USSR_Gys71
S77th-konkussion Posted March 31, 2010 Posted March 31, 2010 Hello, ModMan 7.2 will be released this week... best regards Skypat hee hee.. statements like this must make Wags cringe, bite towels, etc.. kidding. :smartass: [sIGPIC]http://forums.eagle.ru/attachment.php?attachmentid=43337&d=1287169113[/sIGPIC]
Skypat Posted March 31, 2010 Author Posted March 31, 2010 (edited) on my side, it's personnal choice, i dislike installing 20 skins if i will fly with only 2 skins. in example, for my personal use, i reworked the A10 package. One mod for A10 3D model One mod for skin1 One mod for skin2 ... each skinpackage don't use old slot anymore Each time i add a skin mod, - Modman add entries to the .skins file - Modman add entries to the db_countries.lua file it require more work from the modder/packer (due to several modman package), but the database integrity is 'certified' for the user during install/uninstall ------------- The easy way: INstall A10/F15/su27 3Dmodel package BEFORE installing all others skins mods and you will avoid problem. and UNinstall A10/F15/su27 3Dmodel AFTER uninstalling all others skins mods and you will avoid problem. ------------- BTW, ModMan is just an tool, everyone can use is as he want. anyway modman display a warning to user when a package want to overwrite a hot file so they can abort Skypat out. Edited March 31, 2010 by Skypat
USSR_Gys71 Posted March 31, 2010 Posted March 31, 2010 Ok , I have understood you. Modman really great tool ! Respect ! But I do not see other way except for replacement of files for correct work of ours mod . Certainly it can create problems of compatibility . But neither you nor we can make nothing .
JaBoG32_Prinzartus Posted April 3, 2010 Posted April 3, 2010 I am using ModMan 7.1 and already have some DCS:BS Mods installed. Am I supposed to just run the 7.2 installer and expect DCS:BS Mods to work properly? What is the suggested "upgrade" procedure? Windows 10, I7 8700k@5,15GHz, 32GB Ram, GTX1080, HOTAS Warthog, Oculus Rift CV1, Obutto R3volution, Buttkicker [sIGPIC][/sIGPIC] ЯБоГ32_Принз
Griffin Posted April 3, 2010 Posted April 3, 2010 Just download the Modman 7.2 and install it over the old one in the same directory. It's that easy. :)
Phoenix FR Posted April 3, 2010 Posted April 3, 2010 As Griffin said, if you use modman 7.1, just run the install over the past version.
coder1024 Posted April 5, 2010 Posted April 5, 2010 Great tool! I'm new to the LO series and ModMan. What's the recommended procedure if you want to make changes to files which are changed by other mods? For example, I have the 6DOF mod installed which modifies Config/View.lua. I'd like to also change View.lua to set the roll head shaking variable to false. Should I use ModMan to install the 6DOF mod and then just directly change the file myself? [sIGPIC][/sIGPIC] coder1024 72nd Virtual Fighter Wing Falcon 4.0 Allied Force Pit Trainer FalconLobby
Phoenix FR Posted April 5, 2010 Posted April 5, 2010 If you installed the 6Dof mod, and doing change on the view.lua (which i undestand is provide with 6dof mod), it will be ok as soon you still have the 6Dof mod installed. But if you install mod wich provide view.lua files, then 6Dof Mod and changed you did will be no longer work.
104th_Crunch Posted April 6, 2010 Posted April 6, 2010 Great tool! I'm new to the LO series and ModMan. What's the recommended procedure if you want to make changes to files which are changed by other mods? For example, I have the 6DOF mod installed which modifies Config/View.lua. I'd like to also change View.lua to set the roll head shaking variable to false. Should I use ModMan to install the 6DOF mod and then just directly change the file myself? In that case, you have to do some manual edits, yes. I know that for mods that make adjustments to the graphics.cfg file, the lines will be added to the graphics.cfg file by Modman instead of the file being replaced, but if the mod makes adjustment to most, if not all other files, you will have to track them manually. You will see in Modamn a file become red if it was overwitten by another mod. Some mods include compatibility packs for the specific purpose of making different mods work together for the reason you specify. FC2 mods though are still in the infancy since 2 just came out.
coder1024 Posted April 7, 2010 Posted April 7, 2010 ok thanks for the replies. what I've done is to start with a stock install, then install the mods, then make backup copies of the files in the same directory they're at and make my additional mods. this way I can revert to the mod'd files before running ModMan to, for example, install more mods, etc. and then re-apply my tweaks manually. [sIGPIC][/sIGPIC] coder1024 72nd Virtual Fighter Wing Falcon 4.0 Allied Force Pit Trainer FalconLobby
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