The Altera Centauri collection has been brought up to date by Darsnan. It comprises every decent scenario he's been able to find anywhere on the web, going back over 20 years.
25 themes/skins/styles are now available to members. Check the select drop-down at the bottom-left of each page.
Call To Power 2 Cradle 3+ mod in progress: https://apolyton.net/forum/other-games/call-to-power-2/ctp2-creation/9437883-making-cradle-3-fully-compatible-with-the-apolyton-edition
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
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
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.
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
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
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.
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
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
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