[REL-beta] Transcendence Universal Mod And Utilities Manager

A place to discuss mods in development and concepts for new mods.
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Wolfy
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Wed Jul 22, 2009 10:03 pm

at the moment, I'm setting up the main window's functionality
currently it can output error messages and read its cache file.
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Wolfy
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Thu Jul 23, 2009 12:37 am

Yet another update!

As of this moment, the programs functional capabilities include:
working mini-browser
checks own directory for transcendence.exe - if not, gives error
checks own directory for /extensions/ - if not, makes directory
checks own directory for /TMU/ - if not, makes directory
checks /TMU/ for preferences.tmu - if not, makes preferences.tmu with default settings
checks /TMU/ for cache.tmu - if not, makes cache.tmu

tomorrow I hope to add in:
checks XML's
get interface into a bare semblance of workingness
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Betelgeuse
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Thu Jul 23, 2009 12:50 am

will this be able to unzip mods and place them in the correct place?
A sort of add mod feature to help new people.
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Wolfy
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Thu Jul 23, 2009 1:44 am

That would be a neat functionality! :D

Maybe towards the end after most of its main functionality is finished, I can add a button that says "install mod" to the mini-browser, and (if on xelerus), it would auto-install the mod shown on the screen (otherwise it would just create an error message)
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Sponge
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Thu Jul 23, 2009 5:17 am

Feature request!
Save backups. I know, I know. Savescummers suck. However, I find the game more fun without having to worry about the little things that like to rain on my parade. I was planning on whipping up a quick .vbs a while back, but never got around to it. It'd be awesome if you were to incorporate it into your utility manager. Just copy the save into a directory (Windows file compression = bonus points!) when the game is closed. Maybe make it toggle-able for the hardcore players out there?

Also, this is looking really cool. You're making great progress.

george moromisato
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Thu Jul 23, 2009 3:52 pm

BTW, don't know if it helps or not, but the next version will scan sub-directories of the Extensions directory. That is, you will be able to create a sub-directory under Extensions and put mods there and the game will load them properly.

That might help for organization (or not, since your manager seems to handle that already).

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Wolfy
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Thu Jul 23, 2009 5:27 pm

george moromisato wrote:BTW, don't know if it helps or not, but the next version will scan sub-directories of the Extensions directory. That is, you will be able to create a sub-directory under Extensions and put mods there and the game will load them properly.

That might help for organization (or not, since your manager seems to handle that already).
:D actually, that is actually rather useful to know! Thanks george ^^
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Wolfy
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Thu Jul 23, 2009 5:40 pm

Sponge wrote:Feature request!
Save backups. I know, I know. Savescummers suck. However, I find the game more fun without having to worry about the little things that like to rain on my parade. I was planning on whipping up a quick .vbs a while back, but never got around to it. It'd be awesome if you were to incorporate it into your utility manager. Just copy the save into a directory (Windows file compression = bonus points!) when the game is closed. Maybe make it toggle-able for the hardcore players out there?

Also, this is looking really cool. You're making great progress.
This can be done. It'll probably get done at about the time that I make the utilities and debug managers functional.
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Wolfy
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Thu Jul 23, 2009 6:29 pm

Wolfy [in the UNID database thread] wrote:http://eternalmodding.50.forumer.com/vi ... 0&p=96#p96

TMU will use the above thread as the official UNID registry
I will keep it in synchronization with this thread (to the best of my abilities)

NOTE: however, there is one critical difference: in TMU's database, I am using both:
0xD314 (other mods)
0xE314 (TX2)
/edit: TMU DOES NOT require an internet connection. It will only access the database in the event of a UNID conflict (or it will use the UNID database it has in UNIDcache.tmu). Registered UNIDs take precedence over unregistered UNIDs
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Branden
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Thu Jul 23, 2009 6:45 pm

Woah! Its about time someone decided to do one of these... Wolfy, when do you expect a early release with the basic functions working? I have been needing such a tool for quite sometime... I have literally 13 different transcendence folders atm all for the same version but with different mods; doing things like the way I have been I lose progress on some things I work on and never get them done, maybe when this mod manager is released I will be able to efficiently use the many mods I use, conserve disk space, and will be able to turn WIP mods on and off with ease... Cant wait.

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Wolfy
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Thu Jul 23, 2009 6:54 pm

I hope to have the basic functionality finished by the end of next month, more likely than not sooner! :D
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Wolfy
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Thu Jul 23, 2009 9:44 pm

:D I'm pretty sure I've gotten it compatible with linux filepaths now!
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Betelgeuse
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Thu Jul 23, 2009 10:53 pm

sorry for the off topic on your thread Wolfy
george moromisato wrote:BTW, don't know if it helps or not, but the next version will scan sub-directories of the Extensions directory. That is, you will be able to create a sub-directory under Extensions and put mods there and the game will load them properly.

That might help for organization (or not, since your manager seems to handle that already).
Will there be a way to say don't search these sub-directories? Such as prepending a underscore.
Last edited by Betelgeuse on Thu Jul 23, 2009 11:14 pm, edited 1 time in total.
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Wolfy
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Thu Jul 23, 2009 11:10 pm

Betelgeuse wrote:sorry for the off topic on your thread Wolfy
george moromisato wrote:BTW, don't know if it helps or not, but the next version will scan sub-directories of the Extensions directory. That is, you will be able to create a sub-directory under Extensions and put mods there and the game will load them properly.

That might help for organization (or not, since your manager seems to handle that already).
Will there be a way to say don't search these sub-directories? Such as appending a underscore.
:D ^^ that's fine with me, it's relevant to the topic at hand...

So if I did something like changing "TX2" to "_TX2", could that deactivate it?
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Betelgeuse
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Thu Jul 23, 2009 11:13 pm

Wolfy wrote: So if I did something like changing "TX2" to "_TX2", could that deactivate it?
That's the idea.
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