Announcement

Collapse
No announcement yet.

ModMan Bug Reporting Thread

Collapse
X
 
  • Filter
  • Time
  • Show
Clear All
new posts

  • #46


    ModMan 1.05.

    Just a version so you people know that it hasn't crashed.

    Break it!
    Attached Files
    #play s.-cd#g+c-ga#+dgfg#+cf----q.c
    #endgame

    Quantum P. is a champion: http://geocities.com/zztexpert/docs/upoprgv4.html

    Comment


    • #47
      Works just as good now and has a bit more to say for itself

      I'm not getting the error message anymore either on this win98 machine.
      I once was a slave to the Alderbaran 2 project!
      Now I shall work towards cIV:AC!... Oh Wait, that's dead too...
      It's Nword like 'lord' and 'sword'

      Comment


      • #48
        Party time Wayne
        Aldebaran 2.1 for Smax is in Beta Testing. Join us for our first Succession Game

        Comment


        • #49
          Yeah I fixed it.

          Smacksim, I noticed that it is possible to use 'if' like the boolean AND:

          Code:
          if (cond1) if (cond2) action
          or to be more precise:

          Code:
          if not exist %1 if not "%1"=="." mkdir %1
          so it won't try to do that mkdir . anymore.
          #play s.-cd#g+c-ga#+dgfg#+cf----q.c
          #endgame

          Quantum P. is a champion: http://geocities.com/zztexpert/docs/upoprgv4.html

          Comment


          • #50
            Isn't ModMan open source, since its available as a bare script file to us?

            Secondly, if the Aldeberan authors would be so kind as to lend me a zip file containing all of the mod elements without an installer (because I use a SMAX for Linux by Loki version), I note that #endgame seems to (after observing a comment in the script) have experience with *nix, thus I might need assistance with tackling a second bash script...

            I'm quite curious about how the GUI is made....is it really a GUI? I never knew you could do that in DOS...is it like an ncurses/curses sort of thing?
            Last edited by Natalinasmpf; September 8, 2004, 15:40.
            Arise ye starvelings from your slumbers; arise ye prisoners of want
            The reason for revolt now thunders; and at last ends the age of "can't"
            Away with all your superstitions -servile masses, arise, arise!
            We'll change forthwith the old conditions And spurn the dust to win the prize

            Comment


            • #51
              It's a freeware program called WBAT, that reads text files and renders them as dialogs.
              And yes it is open.
              I take it you meant the comment referring to 'touch'?
              Hm... bash... my knowledge about bash is limited at best.
              #play s.-cd#g+c-ga#+dgfg#+cf----q.c
              #endgame

              Quantum P. is a champion: http://geocities.com/zztexpert/docs/upoprgv4.html

              Comment


              • #52
                Originally posted by #endgame
                Yeah I fixed it.

                Smacksim, I noticed that it is possible to use 'if' like the boolean AND:

                Code:
                if (cond1) if (cond2) action
                or to be more precise:

                Code:
                if not exist %1 if not "%1"=="." mkdir %1
                so it won't try to do that mkdir . anymore.
                Hmmm. That's one of the things I learned late in my DOS explorations for Fileswatter. Interesting that you can use that to avoid the error-check-spew. DOS is so goofy.

                As to shell scripting, I've written a few, but that was long ago. Nonetheless, the thing to keep in mind Natalina is that the purpose of a script for this is just to move files around on a click (executing the script works fine). Modman got complicated because #endgame is showing off, and also because writing a file-swapper in DOS is definately non-trivial. It would be considered trivial for a real scripting language:

                Check these files
                Check those files
                Move those files here
                Move these files there
                Launch Application terranx.exe.

                Done.
                Aldebaran 2.1 for Smax is in Beta Testing. Join us for our first Succession Game

                Comment


                • #53
                  because #endgame is showing off.
                  Yes I was.

                  Most of the complication is really in the machinery of swapping, since the only way that I could think of was to make lists of things to swap in and out.

                  As to the gui, making a simple menu system would be much easier.
                  #play s.-cd#g+c-ga#+dgfg#+cf----q.c
                  #endgame

                  Quantum P. is a champion: http://geocities.com/zztexpert/docs/upoprgv4.html

                  Comment


                  • #54
                    ModMan 1.06

                    A tiny tiny tiny bug with edit.bat *sigh*

                    I don't think it's possible, but:

                    Break it!
                    Attached Files
                    #play s.-cd#g+c-ga#+dgfg#+cf----q.c
                    #endgame

                    Quantum P. is a champion: http://geocities.com/zztexpert/docs/upoprgv4.html

                    Comment


                    • #55
                      Wow

                      Thank you so much people!

                      You are the best
                      Que l’Univers n’est qu’un défaut dans la pureté de Non-être.

                      - Paul Valery

                      Comment


                      • #56
                        Do tell us what you're using it for? Aldebaran or some other mod?
                        I once was a slave to the Alderbaran 2 project!
                        Now I shall work towards cIV:AC!... Oh Wait, that's dead too...
                        It's Nword like 'lord' and 'sword'

                        Comment


                        • #57
                          Us? US!? :P
                          But seriously, I owe Lord Nword and Smacksim bigtime (where is Smacksim, anyway?)
                          But I too am interested as to what someone is actually using it for.
                          #play s.-cd#g+c-ga#+dgfg#+cf----q.c
                          #endgame

                          Quantum P. is a champion: http://geocities.com/zztexpert/docs/upoprgv4.html

                          Comment


                          • #58
                            Originally posted by Lord Nword
                            Do tell us what you're using it for? Aldebaran or some other mod?
                            I was thinking of using the Aldebaran and try out the factions from netwotknode especially the return to earth thingie when the holidays start

                            This is such a renaissance to SMAX! Its like the game has reborn
                            Que l’Univers n’est qu’un défaut dans la pureté de Non-être.

                            - Paul Valery

                            Comment


                            • #59
                              Time for an update. All ModMan users (Yes, all 3 of you) are STRONGLY RECOMMENDED to upgrade). If someone puts, say, "format c:" in a .SM file, nothing will stop it, ModMan 1.07 will parse out anything that doesn't change an environment variable in the .SM files - which means you can't make .SM files that will blow up people's comps.

                              Break it !



                              Please actually use it, it makes me sad to see people copying their SMAC directories everywhere, just to run mods.

                              ModMan ChangeLog
                              =--------------=

                              1.06->1.07
                              =--------=
                              - Fixed a security issue where a malicious modder could put arbitrary
                              batch commands into .SM files.
                              - Now requires grep and gawk to function. (Cygwin versions bundled)

                              1.05->1.06
                              =--------=
                              - Fixed an error where the "expansion mod" flag was not set on
                              the edit mod screen.

                              1.04->1.05
                              =--------=
                              - Swapin.bat, Swapout.bat and Run.bat are now more informative

                              1.03->1.04
                              =--------=
                              - Clarified some points in the readme
                              - Clarified swapping out of mods when using Run.bat
                              - Fixed a possible error with WBAT environment
                              variable and the main menu

                              1.02 final->1.03
                              =--------------=
                              - Separate Alpha Centauri.ini files are now maintained for each mod
                              - Fixed an LFN compatability issue in SwapIn.bat and SwapOut.bat

                              1.02 beta->1.02 final
                              =-------------------=
                              - Debug messages replcaced by functional swapping
                              - Swap routine is much faster and more efficient
                              - Tested under WinME,Win2K

                              1.01->1.02 beta
                              =-------------=
                              - Run.bat is completely rewritten and much more efficient
                              on the environment space
                              - All environment-heavy batches now called from within their
                              own command.com instance
                              - Run.bat does nothing at the moment, except spit debug messages
                              so 1.02 final will work
                              - PM me all debug messages

                              1.00->1.01
                              =--------=
                              - ModMan.bat clears all environment variables on termination
                              - Run.bat disables local echo
                              - Run.bat now correctly handles arguments
                              - Remove.bat now correctly deletes the .SM file

                              1.00
                              =--=
                              - Initial release
                              #play s.-cd#g+c-ga#+dgfg#+cf----q.c
                              #endgame

                              Quantum P. is a champion: http://geocities.com/zztexpert/docs/upoprgv4.html

                              Comment


                              • #60
                                Okay, I read somewhere that software rots if left unused, and this seems to be true for ModMan. I think I'll need to make code that looks for which Windows version is being run. To that end, can I get people to post the following data:

                                - Your operating system.
                                - The output from the following commands:

                                ver

                                echo %os%

                                Thanks for your help.
                                #play s.-cd#g+c-ga#+dgfg#+cf----q.c
                                #endgame

                                Quantum P. is a champion: http://geocities.com/zztexpert/docs/upoprgv4.html

                                Comment

                                Working...
                                X