Warzone 2100 Mod Manager

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Mach10chocobo
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Re: Warzone 2100 Mod Manager

Post by Mach10chocobo »

Runs beautifully, thanks for the work and great manager! :D
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milo christiansen
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Re: Warzone 2100 Mod Manager

Post by milo christiansen »

Bump to top. ;)
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milo christiansen
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Re: Warzone 2100 Mod Manager

Post by milo christiansen »

A new version of the mod manager is here!
This version (3.0 portable) is basically version 3.0 with special settings you can set that make it possible to run off a portable device.
The number one change is the %DRVLETTER% string that the mod manager searches all text you enter for and replaces with the current drive letter and a ":".
This version is not designed for any use but running on a portable device.

It would be nice if one of the devs would add a link to this on the first page saying it is "3.0 Portable".
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milo christiansen
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Re: Warzone 2100 Mod Manager

Post by milo christiansen »

It has come to my atention that all current versions will fail to work if you select a mod that is for example, in "Mods\global" and set its scope in the manager to mp/sk.
This is because the warzone commands used assume that a mp/sk mod will always be in "Mods\Multiplayer".
I am currently working on a way to get around this, but dont hold your breath, it might take a while. :-S
In general, if you see glowing, pulsating things in the game, you should click on them.
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Powzone
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Re: Warzone 2100 Mod Manager

Post by Powzone »

Oh... didn't notice that!! :D

Yes, I'm still here... ;)
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Zarel
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Re: Warzone 2100 Mod Manager

Post by Zarel »

milo christiansen wrote:It has come to my atention that all current versions will fail to work if you select a mod that is for example, in "Mods\global" and set its scope in the manager to mp/sk.
This is because the warzone commands used assume that a mp/sk mod will always be in "Mods\Multiplayer".
I am currently working on a way to get around this, but dont hold your breath, it might take a while. :-S
...what?

...there's no difference at all. What are you talking about?
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milo christiansen
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Re: Warzone 2100 Mod Manager

Post by milo christiansen »

Whenever i set a mod to a scope that is different from the folder it's in the mod fails to load. If for example I put rebalanced in "Mods\Global" and then set its scope in the mod manager to mp/sk it will fail to work.

I am in the process of making a .wzmod format that has things like a description, readme, and other data such as mod scope stored in a compressed folder with the .wz file. the mod manager will then display this data when you select the mod.
Also a banner like "mod logo" can be displayed as a ~100/300 bitmap image.
The mod manager will also install a mod when you double click on it. Mods will be installed to the correct folder the first time you run warzone with that mod.
This should help with the "how do I install a mod?" question.

This will be a huge amount of work but the mod manager has been the most fun project I have ever done and this part is no exception. :)

So far I have part of the gui done (not much), some of the config files, ect. have been prototyped, and I have a fairly long outline of features to add. I would post it here but it's not all that clear in spots and my spelling is really bad.

Note: This bug is more excuse than anything. ;)
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Zarel
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Re: Warzone 2100 Mod Manager

Post by Zarel »

milo christiansen wrote:I am in the process of making a .wzmod format that has things like a description, readme, and other data such as mod scope stored in a compressed folder with the .wz file. the mod manager will then display this data when you select the mod.
Use .mmod.wz, .gmod.wz, and .cmod.wz - these are the proposed format for the next major version of Warzone.
milo christiansen wrote:Also a banner like "mod logo" can be displayed as a ~100/300 bitmap image.
That already exists. :P It's in images/intfac4.png or something like that. Most of my mods and Delphinio's mods have it.
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milo christiansen
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Re: Warzone 2100 Mod Manager

Post by milo christiansen »

This is for the mod manager only the .wz file is still included in the .wzmod file. Also every thing has to be in .ini formatted text for use with AutoIt's IniRead function.
Zarel wrote:That already exists. :P It's in images/intfac4.png or something like that. Most of my mods and Delphinio's mods have it.
I will check that out. But the mod manager GUI don't like PNGs.
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Zarel
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Re: Warzone 2100 Mod Manager

Post by Zarel »

milo christiansen wrote:This is for the mod manager only the .wz file is still included in the .wzmod file. Also every thing has to be in .ini formatted text for use with AutoIt's IniRead function.
No, I mean, it doesn't need to be. If there's any file in the .wz file that Warzone doesn't use, it'll just ignore it. So you can just put the ini or whatever there, and everything will work fine.
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milo christiansen
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Re: Warzone 2100 Mod Manager

Post by milo christiansen »

What the plan is for the mod manager to extract the .wzmod file to @ScriptDir & "\Mods\" & $ModName .
The .wzmod file will have the .wz file, a .ini file and a .bmp to display as the mod logo in the manager gui.
The reason I cant put the bitmap and ini in the .wz is that there is no way I know of to read stuff from .zip files with out extracting them. When you select the mod for the first time the mod manager will copy the wz file to the correct warzone mod directory. The mod manager will also work with plain .wz files placed in @ScriptDir & "\Mods".

In a couple of days I will post the idea sheet I made that explains the logic behind this and other changes. If the mod scope problems don't bother you and you don't want the new features, then just use 3.0. Its not broke or anything.
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Zarel
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Re: Warzone 2100 Mod Manager

Post by Zarel »

milo christiansen wrote:What the plan is for the mod manager to extract the .wzmod file to @ScriptDir & "\Mods\" & $ModName .
The .wzmod file will have the .wz file, a .ini file and a .bmp to display as the mod logo in the manager gui.
The reason I cant put the bitmap and ini in the .wz is that there is no way I know of to read stuff from .zip files with out extracting them. When you select the mod for the first time the mod manager will copy the wz file to the correct warzone mod directory. The mod manager will also work with plain .wz files placed in @ScriptDir & "\Mods".
Wait, how does the .wzmod file contain the ini, the bmp, and the wz file, if not as a ZIP? Is it some other form of archive? TAR?

What sort of ridiculous development system are you using that doesn't support any image format but BMP, and some weird proprietary archive format? Shouldn't you have libraries for PNG and ZIP support?

The main problem with your .wzmod format is that it would be incompatible with Warzone, so people wouldn't be able to use those mods without your mod manager. Since your mod manager isn't available for non-Windows platforms, nor is it officially maintained, and your mod format appears to use some sort of proprietary archive format, it would be horrible for the future of Warzone.

The .gmod.wz, etc formats already embed mod scope in the filename. Feel free to support that format as well.
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Odin79
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Re: Warzone 2100 Mod Manager

Post by Odin79 »

First I'd like to apologize in advance for stepping on your toes on this, you have done a great job with the mod manager thus far, but as pointed out by some this one only runs on windows. Since 90% of the time I play Warzone on Linux and the other 10% on Windows I cannot use your manager most of the time. This is why I decided to write a new mod manager one that will run on all supported Warzone platforms (Window,*NIX,Mac). It's going to be Qt based and as such will be in C++. It's still very early in the development stage but I will try to have some screen shots up in the next few days or so. One problem i do have thought is that I do not have a Mac to develop/test on so if there are any Mac users here who are willing to help out with that part it would be greatly appreciated.
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Zarel
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Re: Warzone 2100 Mod Manager

Post by Zarel »

I can test your Mac version.
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Odin79
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Re: Warzone 2100 Mod Manager

Post by Odin79 »

Zarel wrote:I can test your Mac version.

Great, as soon as I have something that actually works I'll post it here.