[REL-beta] Transcendence Universal Mod And Utilities Manager

A place to discuss mods in development and concepts for new mods.
User avatar
Arisaya
Fleet Admiral
Fleet Admiral
Posts: 5568
Joined: Tue Feb 05, 2008 1:10 am
Location: At the VSS Shipyards in the frontier, designing new ships.

at the moment, I'm setting up the main window's functionality
currently it can output error messages and read its cache file.
(shpOrder gPlayership 'barrelRoll)

<New tutorials, modding resources, and official extension stuff coming to this space soon!>
User avatar
Arisaya
Fleet Admiral
Fleet Admiral
Posts: 5568
Joined: Tue Feb 05, 2008 1:10 am
Location: At the VSS Shipyards in the frontier, designing new ships.

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
(shpOrder gPlayership 'barrelRoll)

<New tutorials, modding resources, and official extension stuff coming to this space soon!>
User avatar
Betelgeuse
Fleet Officer
Fleet Officer
Posts: 1920
Joined: Sun Mar 05, 2006 6:31 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.
Crying is not a proper retort!
User avatar
Arisaya
Fleet Admiral
Fleet Admiral
Posts: 5568
Joined: Tue Feb 05, 2008 1:10 am
Location: At the VSS Shipyards in the frontier, designing new ships.

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)
(shpOrder gPlayership 'barrelRoll)

<New tutorials, modding resources, and official extension stuff coming to this space soon!>
Sponge
Militia Commander
Militia Commander
Posts: 250
Joined: Sun Jan 28, 2007 7:51 pm

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
Developer
Developer
Posts: 2998
Joined: Thu Jul 24, 2003 9:53 pm
Contact:

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).
User avatar
Arisaya
Fleet Admiral
Fleet Admiral
Posts: 5568
Joined: Tue Feb 05, 2008 1:10 am
Location: At the VSS Shipyards in the frontier, designing new ships.

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 ^^
(shpOrder gPlayership 'barrelRoll)

<New tutorials, modding resources, and official extension stuff coming to this space soon!>
User avatar
Arisaya
Fleet Admiral
Fleet Admiral
Posts: 5568
Joined: Tue Feb 05, 2008 1:10 am
Location: At the VSS Shipyards in the frontier, designing new ships.

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.
(shpOrder gPlayership 'barrelRoll)

<New tutorials, modding resources, and official extension stuff coming to this space soon!>
User avatar
Arisaya
Fleet Admiral
Fleet Admiral
Posts: 5568
Joined: Tue Feb 05, 2008 1:10 am
Location: At the VSS Shipyards in the frontier, designing new ships.

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
(shpOrder gPlayership 'barrelRoll)

<New tutorials, modding resources, and official extension stuff coming to this space soon!>
Branden
Anarchist
Anarchist
Posts: 19
Joined: Thu Nov 20, 2008 4:53 pm
Location: Centauri Commandship, Eridani System

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.
User avatar
Arisaya
Fleet Admiral
Fleet Admiral
Posts: 5568
Joined: Tue Feb 05, 2008 1:10 am
Location: At the VSS Shipyards in the frontier, designing new ships.

I hope to have the basic functionality finished by the end of next month, more likely than not sooner! :D
(shpOrder gPlayership 'barrelRoll)

<New tutorials, modding resources, and official extension stuff coming to this space soon!>
User avatar
Arisaya
Fleet Admiral
Fleet Admiral
Posts: 5568
Joined: Tue Feb 05, 2008 1:10 am
Location: At the VSS Shipyards in the frontier, designing new ships.

:D I'm pretty sure I've gotten it compatible with linux filepaths now!
(shpOrder gPlayership 'barrelRoll)

<New tutorials, modding resources, and official extension stuff coming to this space soon!>
User avatar
Betelgeuse
Fleet Officer
Fleet Officer
Posts: 1920
Joined: Sun Mar 05, 2006 6:31 am

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.
Crying is not a proper retort!
User avatar
Arisaya
Fleet Admiral
Fleet Admiral
Posts: 5568
Joined: Tue Feb 05, 2008 1:10 am
Location: At the VSS Shipyards in the frontier, designing new ships.

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?
(shpOrder gPlayership 'barrelRoll)

<New tutorials, modding resources, and official extension stuff coming to this space soon!>
User avatar
Betelgeuse
Fleet Officer
Fleet Officer
Posts: 1920
Joined: Sun Mar 05, 2006 6:31 am

Wolfy wrote: So if I did something like changing "TX2" to "_TX2", could that deactivate it?
That's the idea.
Crying is not a proper retort!
Post Reply