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Mass Effect 3 Mod Manager 5.0 Build 75 #45

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merged 63 commits into from Jul 14, 2017

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Mgamerz commented Jun 14, 2017

Mass Effect 3 Mod Manager 5.0 Build 75

Mod Manager 5.0 is a significant update for Mod Manager - it adds a many new features and contains huge performance increases as well as a lot of bugfixes from the 4.5.x series!

MR1 Changelog: #47

New Features

  • ME3Explorer is no longer used behind the scenes. It now uses my Mod Manager Command Line library of tools, which is partially based on both ME3Explorer's code as well as Mass Effect Modder's.
    • This results in huge speed boosts because the way ME3Explorer was called was incredibly inefficient. This speed boost is distributed across most behind the scenes things like AutoTOC, MixIn caching, ModMaker compiling, and DLC unpacking.
    • In measured tests I was able to see up to 7.2x increases in speed for compiling ModMaker mods from scratch (with no cache), and mod installation time is cut in half. Unpacking DLC literally takes seconds now rather than tens of minutes.
  • Mod Manager can now switch between different installation directories and update the Mass Effect 3 registry key so the game can boot from whatever one you choose. If the key isn't updated, Origin runs MassEffect3.exe from the folder listed in the registry key even if the one launching is different. The directories are now listed in data/BIOGAME_DIRECTORIES. The value in me3cmm.ini is deprcated and is read-only now.
  • Mod Manager can now grant write permissions to the user account for the selected Mass Effect 3 game directory. No more "don't install in C:\Program Files (x86)", just let Mod Manager grant you the necessary write permissions. You can find it in the tools menu.
  • You can now create batch install mod groups, so you can just click a few buttons and multiple mods install. Find it under the Mod Management menu.
  • You can now choose to use a Windows based theme in the settings, rather than the cross-platform default look.
  • New tool in the tools menu: Map Pathfinding Viewer. Lets you open a pcc or pcc dump file (typically a BioD file) and view the pathfinding mesh for the AI in an overhead view. Kind of clunky, but was used by me for a bit when I fooled with it. Maybe someone will find it useful.
  • New tool in the tools menu: PCC Data Dumper. It is the tool I built for quickly finding variables and values from PCCs by dumping their data into a human readable text format for easy searching. Pretty slow, but very handy.
  • You can now unpack TESTPATCH (Patch_001.sfar) in read-only mode. It will dump the files into /data/Patch_001_Extracted.
  • Tools On Demand: Tools not included but available on github can be automatically downloaded and updated. This release includes Mass Effect Modder and ME3Explorer. When you run the program, if your local copy is out of date, Mod Manager will prompt to update it for you.
  • You can now deploy mods using the mod utils menu. It will stage the mod (so only relevant files are included), TOC the mod, and then compress it for you. You can then post this to sites like NexusMods where both Mod Manager and non-Mod Manager users can download and install it.
  • Tips are now displayed on the right side pane (description area) when no mod is selected. These tips are updated via the ME3Tweaks Tips Service.
  • NEW DOWNLOADS ONLY: A vanilla game repair database is shipped with Mod Manager, so if you forget you should still be covered. You can update it if you need to still.

Changed Features

  • ModMaker now multithreads decompiling and recompiling coalesced files, which should result in moderate speed boosts.
  • Mod Manager now does a Full AutoTOC on all mod installs. The option to turn this off has been removed. Using the new FullAutoTOC.exe makes this take seconds and works with SFARs.
  • Mod Manager no longer reloads the entire interface to refresh the mod list - the list will simply update.
  • Mod Manager will highlight updated or new mods in certain scenarios, like downloading or importing a mod
  • ModMaker entry window (where you insert the code) now will attempt to automatically detect your game language by reading the game's registry key
  • ModMaker now caches the mod delta files to data/modmaker/cache. In the event that ME3Tweaks disappears your downloaded mods will be preserved. You can drag and drop these files or sideload them through the entry window. Sideload window now opens this directory by default.
  • About Window has been updated.
  • Mod Merging Utility has been removed.
  • Mount.dlc Editor has been moved to the development submenu.
  • There is no longer an enforced ME3Explorer minimum version. When launching ME3Explorer from the tools menu, it will check the local version against the listed server version and prompt for an update if one is available - but it is not mandatory. The updates are downloaded from their github.
  • ModMaker Compiler is no longer logged by default. The compiler logs a lot of useful debugging information but for almost all users it is not used. It can be turned on in options if I request it. Turning it off saves a lot of log clutter.
  • 7za.exe has been replaced with 7z.exe and 7z.dll.
  • JoJo Differencing Tools (jptch/jdiff) are now downloaded on update check if not found on the startup update check. They used to only download on mixin installation.
  • Exiting Debug Mode option has been removed. The only feature debug mode does now is force logging to the console. Only a very few select users knew how to enable debug mode.
  • Mod Manager 3.1's MixIn Shipping for mods has been removed. This was a feature that allowed users to ship patch files that would compile into a mod. This feature was never used by any mods and was not documented.
  • Some dialogs now show up in a slightly different order than before to make the UI a bit more proper feeling.
  • The Official DLC window no longer shows a dialog to reload mods - they simply refresh in the background.
  • The logging to file option has been removed. It is now always on.
  • GUI compatibility generator now always decompresses files to avoid some issues that ME3Explorer introduced when saving some PCCs.
  • The GUI transplanter tool now is based on MEM code and is slightly faster, and should have less issues.
  • ModMaker now shows what is going on when working with language files (TLK)
  • The About window has been completely redone in Java FX. I wanted a decent looking about window, but I don't have the time or willpower to rewrite the entire app in the new UI framework. Links are clickable and its much better.
  • Drag & Drop now supports multiple same-file extensions rather than only singular file or a folder. Drop 2 TLK files for example.
  • Mod Utils menu is now available via right clicking directly on a mod
  • Mod Utils menu now has a "open mod folder" option.

Bugfixes

  • Mod Manager no longer writes to System.out or System.err, only to the log file. It used to write to both concurrently. I use these extensively to debug and only in debug mode will they be output. Removing the invisible output results in huge speed boosts - merging coalesced's in ModMaker compiler literally takes seconds now.
  • Tooltips no longer appear on the menu items if the tooltip is blank in the help menu.
  • Custom DLC Mod Importer no longer shows red text if there is nothing available to import.
  • You can now upload or save just a Mod Manager Session Log from the log options window. It used to require at least one other option.
  • The MixIns application dialog now centers to the calling window properly.
  • ModMaker works again if you pick italian or the all languages option. Used to fail as italian was included in the supported languages list twice.
  • Importing a mod with a name consisting only of spaces will now fail validation. It wouldn't import, but would fail instead. Now it just fails the precheck.
  • Security update for the mixin downloader
  • Logging has been fixed for mod startup and mixin startup. It used to leak some messages to the log even if they were turned off. Should slightly improve startup performance.
  • ME3Tweaks Mod Identification service now stores the mount priority as an integer rather than a short. Some telemetry data indicates user(s) have uploaded mods with a very high mount priority that would cause the identification service to crash when parsing. Older builds of Mod Manager will show 0 for these high priorities, while 5 and up will work properly.
  • Importing a compressed mod will now properly show the description (and scroll to top) if it has substitute or alternate file specifications.
  • Updated Commons Lang to 3.6
  • GUI Compatibility generator now simply promotes files that are blacklisted - This should finally fix BioD_CitCas.pcc issues from CEM that have somehow persisted through multiple builds
  • Multiple minor bugfixes

Mgamerz added some commits Jun 10, 2017

Add basic BIOGAME_DIRECTORIES file support. Switched AutoTOC from ME3…
…Explorer to FullAutoTOC.exe in ModManagerCommandLine toolset
HUGE performance increases for mixin caching and modmaker compiling. …
…Fixed the logoptions window to allow only checking the session log. Added modmaker compiler debugging option, which adds huge speed boost.
Multithread coalesced compile/decompile, can now grant access to biog…
…ame directories through icacls, only debug mode wrotes to System.out, working on removing new ModManagerWindow(false) and moving to reloadModList(), etc.
Most instances of reloading have been redone to reload the modlist. M…
…od Merging has been removed from the tools menu. Mount.dlc has been moved to dev tools. Tooltips don't show up if they are empty or null from the help file. Unpacking has been fixed and is now much faster.
7z and 7z.dll are now used instead of 7z.dll. JoJo differencing tools…
… are now part of the main update check rather than at patch application. Removed ME3Explorer Updater option. Added Command Line Updater as part of the main update check.
Improvements to Map Mesh Viewer - added to Tools Menu. ME3Explorer ca…
…n now be updated when launching through their github release (no longer from my server).
Add Windows UI option. Map Mesh Viewer centers better and now dumps p…
…ccs using pathfinding option for significant speed boost. Mod Utils men uis now right click.
Me3Explorer updater window now shows indeterminate bar when extractin…
…g. Mod Utils menu now has placeholder in the top - still need work. Right click menu is now directly the old mod utils menu. Cleaned up some log messages that were incorrect. Implemented 1-way upgrade from biogame_dir to BIOGAME_DIRECTORIES.
Basic groundwork for Mod Groups now in place. Has UI and mod installe…
…r should now be able to handle a list of mods to install - needs testing.
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Changes in this commit

  • Fixed Italian language bug that would cause italian language to break ModMaker
  • Changed me3_cmm_last_run_log reference in a modmaker dialog to show the diagnostics log message instead.
  • ModMaker now shows the current operation when working on TLK files.
  • Completed batch mod installation feature
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Mgamerz commented on b7457ae Jun 24, 2017

Changes in this commit

  • Fixed Italian language bug that would cause italian language to break ModMaker
  • Changed me3_cmm_last_run_log reference in a modmaker dialog to show the diagnostics log message instead.
  • ModMaker now shows the current operation when working on TLK files.
  • Completed batch mod installation feature

Mgamerz added some commits Jun 24, 2017

Batch mods now require valid biogame for installbutton to work, batch…
… mods are now read from their descini rather than the modlist so that newly installed mods can be reconfigured.
ModMaker now caches files to data/modmaker/cache. Update commons lang…
… to 3.6. Move libraries to /libraries folder.
Improved backup window. Added filesize limit to pastebin upload - nee…
…ds testing. Removed merge classes. Added modmaker automatic language detection. Added testing module. Added PCC Data dump option. Updated GUI Transplanter to use AMAROK code again for dumping.
Mod Manager exits when startup crash happens. Use to just hang around…
…. Compressing option now requires 64-bit pc. Implemented right click AND mod utils menu menu.
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Changes in this commit

  • Bugfix: Mod Manager will exit when a startup crash occurs, rather than just chilling out in your RAM
  • About Window (original version) was removed
  • Additional logging when acquiring the GUI transplanter
  • GUI Transplanter download link has been updated for MM5, so 4.5.4 and below continue to work
  • Removed galaxy map code from compatibility detector - was no longer used
  • Delete WORKSPACE folder for compatibility mods
  • Additional logging when generating a compatibility pack fails
  • Added SWF/GUI dumping button to FileDrop Window - not yet implemented
  • AI Pathfinding requires 64-bit windows
  • Keybinds Injection now highlights mod
  • ModInfo editing now highlights mod
  • Bugfix: Compatibility compression option would edit the windows UI state for that session and not actually change compression options
  • Compat generator compression requires 64-bit windows
  • Removed error output when skipping cmmbackup file when making a game database update, not an error and not really useful anyways
  • Made ME3Tweaks link work in the about window
  • Updated Heff's Logger (binkw32) link in about to his github
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Mgamerz commented on fab093e Jul 1, 2017

Changes in this commit

  • Bugfix: Mod Manager will exit when a startup crash occurs, rather than just chilling out in your RAM
  • About Window (original version) was removed
  • Additional logging when acquiring the GUI transplanter
  • GUI Transplanter download link has been updated for MM5, so 4.5.4 and below continue to work
  • Removed galaxy map code from compatibility detector - was no longer used
  • Delete WORKSPACE folder for compatibility mods
  • Additional logging when generating a compatibility pack fails
  • Added SWF/GUI dumping button to FileDrop Window - not yet implemented
  • AI Pathfinding requires 64-bit windows
  • Keybinds Injection now highlights mod
  • ModInfo editing now highlights mod
  • Bugfix: Compatibility compression option would edit the windows UI state for that session and not actually change compression options
  • Compat generator compression requires 64-bit windows
  • Removed error output when skipping cmmbackup file when making a game database update, not an error and not really useful anyways
  • Made ME3Tweaks link work in the about window
  • Updated Heff's Logger (binkw32) link in about to his github

@Mgamerz Mgamerz changed the title from Mass Effect 3 Mod Manager 5.0 Build 74 to Mass Effect 3 Mod Manager 5.0 Build 75 Jul 1, 2017

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Changes in this commit

  • Filedrop window partially hooked up (PCCDataDumper)
  • Working on allowing it to accept multiple dropped files, as long as they have the same extension. Will only allow single folder (or first folder).
  • PCC Data Dumper can now work with multiple dropped files
  • PCC Data Dumper now can dump SWF files to the dump directory if that option is chosen.
  • PCC Data Dumper now shows open dump folder button when finished
  • PCC Data Dumper now shows size of file being dumped (though it may show compressed size)
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Mgamerz commented on 57dbf09 Jul 2, 2017

Changes in this commit

  • Filedrop window partially hooked up (PCCDataDumper)
  • Working on allowing it to accept multiple dropped files, as long as they have the same extension. Will only allow single folder (or first folder).
  • PCC Data Dumper can now work with multiple dropped files
  • PCC Data Dumper now can dump SWF files to the dump directory if that option is chosen.
  • PCC Data Dumper now shows open dump folder button when finished
  • PCC Data Dumper now shows size of file being dumped (though it may show compressed size)
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Changes in this commit

  • FileDropWindow is now implemented feature complete. Needs testing.
  • PCC Data Dumper now shows if you are dumping game
  • PCC Data Dumper now extracts TESTPATCH if you are dumping the game. Dumps to the modmanager temp directory.
  • Drag & Drop for folders now checks the contents and disables features that wont' do anything (e.g. no xml files, don't allow xml operations)
  • Uses updated GUI transplanter which is MUCH faster at dumping PCC properties
  • File drag and drop works with same-extension multiple selection. You can now drop 4 TLK files for example, but not 2 TLK files and a bin file.
  • Removed mapmeshviewer debugging info from debug mode
  • MapMeshViewer now centers to ModManagerwindow
  • Mod Manager Command Line was updated to 1.0.0.2 to fix bugs

TODO

  • Drag and drop should show a different window/ui if no files that can be operated on in folder mode occurs
  • Allow extraction of testpatch in read-only mode. Prompt for output directory or something.
  • Capture list of failed dump files
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Mgamerz commented on 2068cd2 Jul 2, 2017

Changes in this commit

  • FileDropWindow is now implemented feature complete. Needs testing.
  • PCC Data Dumper now shows if you are dumping game
  • PCC Data Dumper now extracts TESTPATCH if you are dumping the game. Dumps to the modmanager temp directory.
  • Drag & Drop for folders now checks the contents and disables features that wont' do anything (e.g. no xml files, don't allow xml operations)
  • Uses updated GUI transplanter which is MUCH faster at dumping PCC properties
  • File drag and drop works with same-extension multiple selection. You can now drop 4 TLK files for example, but not 2 TLK files and a bin file.
  • Removed mapmeshviewer debugging info from debug mode
  • MapMeshViewer now centers to ModManagerwindow
  • Mod Manager Command Line was updated to 1.0.0.2 to fix bugs

TODO

  • Drag and drop should show a different window/ui if no files that can be operated on in folder mode occurs
  • Allow extraction of testpatch in read-only mode. Prompt for output directory or something.
  • Capture list of failed dump files
Mod Manager will now force a content check on completion of an update…
… rather than waiting for the next time. ASI drag and drop window improved.
Some non-modal dialogs will now show in the taskbar. PCC dumper shoul…
…d now attempt to dump into segregated folders, if it fails to detect the proper folder it will dump to the main directory. Needs testing.
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Changes in this commit

  • Beta 4 Milestone
  • Bugfix: Some parsers were not able to be opened as they had no listener logic on the buttons.
  • Gear parser was removed - it was never actually implemented in my tools as I decided to not allow gear modifications on ModMaker
  • PCC Data Dumper will now attempt to place files into the dump directory by its dlc name, if doing a game dump, or if you are dumping specific PCC files that contain "BIOGame\CookedPCConsole" or "BIOGame\DLC" in the game.
  • PCC Data Dumper now shows a message indiciating some dumps failed if the dump process has a non-0 return code. It seems there may be competition for resources on heavily linked files linke Engine.pcc, may need to add retry attempts to the GUI Transplanter tool.
  • Bugfix: Tooltip on Browse Mods in ModMaker Entry Window (code entry) is proper now
  • Bugfix: ModMaker entry window is modal now. It was supposed to originally be but was set after visiblity which meant it did nothing.
  • Parsers now center to Mod Manager's main window. A bit of text was cleaned up, but these aren't really user-focused tools anyways...

TODO

  • Don't think there's much beyond testing anymore!
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Mgamerz commented on 2eac81b Jul 3, 2017

Changes in this commit

  • Beta 4 Milestone
  • Bugfix: Some parsers were not able to be opened as they had no listener logic on the buttons.
  • Gear parser was removed - it was never actually implemented in my tools as I decided to not allow gear modifications on ModMaker
  • PCC Data Dumper will now attempt to place files into the dump directory by its dlc name, if doing a game dump, or if you are dumping specific PCC files that contain "BIOGame\CookedPCConsole" or "BIOGame\DLC" in the game.
  • PCC Data Dumper now shows a message indiciating some dumps failed if the dump process has a non-0 return code. It seems there may be competition for resources on heavily linked files linke Engine.pcc, may need to add retry attempts to the GUI Transplanter tool.
  • Bugfix: Tooltip on Browse Mods in ModMaker Entry Window (code entry) is proper now
  • Bugfix: ModMaker entry window is modal now. It was supposed to originally be but was set after visiblity which meant it did nothing.
  • Parsers now center to Mod Manager's main window. A bit of text was cleaned up, but these aren't really user-focused tools anyways...

TODO

  • Don't think there's much beyond testing anymore!

Mgamerz added some commits Jul 4, 2017

Logging improvements. Mod's now load data from modesc.ini in a differ…
…ent order - information that is critical to display for failed mods is loaded first, and mods will delay aborting load until that data is read, if an error occurs. Mods now enforce the moddesc descriptor requirement.
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Additional changes in this commit

  • Invalid Mods window was significantly improved, including the addition of a Delete Mod button in the window.
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Mgamerz commented on 04bd3b6 Jul 4, 2017

Additional changes in this commit

  • Invalid Mods window was significantly improved, including the addition of a Delete Mod button in the window.
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Changes in this commit

  • Gave a few more details on the coalesced UI panel borders about what each item does
  • Command Line Tools downloading and extracting method now native with 7z, rather than a copy of the Mod Manager cmd (hidden) updater. More likely to success now on different locales
  • If command line tools fails a dialog is shown indiciating things won't work
  • data/tools/GUITransplanter is deleted on command line tools installation as that folder is no longer used and should not remain to prevent confusion
  • Added Mass Effect Modder as a ToolOnDemand
  • Updated multi-pcc drag and drop window to be less ugly
  • Drag & Drop disables pathfinding button if you drop more than 1 pcc (doesn't open more than 1)
  • Removed coalesced parsers as there was only 2 tools that actually could output data. They were used by me extensively when building modmaker, but the SQL functions were disabled previous betas anyways.
  • PCC Data Dumper will attempt 1 time to dump files that fail to dump, in singlethreaded mode.
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2b6fd68 also updates the Failed Mod List UI to be significantly better than its barebones predecessor.

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Mgamerz commented on 2b6fd68 Jul 4, 2017

2b6fd68 also updates the Failed Mod List UI to be significantly better than its barebones predecessor.

Mgamerz added some commits Jul 4, 2017

Remove ArchUtils as it was worthless at actually telling the system a…
…rchitecture. Replaced with real version. Command Line Tools downloading will now show message if download is not acceptable.
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Beta 5 milestone

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Mgamerz commented on bd9635c Jul 4, 2017

Beta 5 milestone

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Changes in this commit

  • Testpatch unpack location now opens if you unpack testpatch.
  • Grant Write Permissions on initial startup when finding the registry key (not when a user selects directory)
  • ModMaker create mod - scroll mod list to have it come into view when reloading the mod list
  • New item in mod utils menu: Compress mod for deployment. Stages, AutoTOCs, and then does a pretty hefty compression on the mod. Compresses better the more RAM you have - I limit it to try to prevent paging.
  • Move Mod Created dialog over main window when mod is created
  • Log save failure due to size - save button is disabled
  • Change Browse... to Add Target if > 0 biogame directories
  • Unpack window now shows 30GB requirement
  • Custom DLC Manager now has View conflicts button
  • Fix Import compressed mods table header not showing until mouseover from previous betas
  • Bugfix: Compressed mods would not show description as loading error in compressed mod inspector was not ignored (files obviously don't exist locally yet)
  • Compressed mods description panel scrolls to top when selecting a mod now rather than being at the bottom
  • Most windows (not dialogs) should now show up in the taskbar. They could sometimes get lost and cause issues. This should alleviate some of that. The standard dialogs will not show up still and a few custom dialogs I made will also not (like .NET missing dialog)
  • Add license text for libraries
  • Add zlib to About Window
  • About Window is no longer resizable
  • GUI Compatibility generator now simply promotes files that are blacklisted - This should finally fix BioD_CitCas.pcc issues from CEM. Don't know how this was not fixed, I remember testing it...
  • Mod Manager Command Line v5 now required - fixes some transplanter issues
  • GUI Compat mods now include the version they were built with
  • Log uploader capped at 512000 bytes, which is pastebin's limit. Used to calculate it wrong.
  • Serverside Change: Bad pastebin post will now have a bit better message formatting. This affects all versions of Mod Manager, not just MM5.
  • MEM is now a tool on demand and has a built in updater
  • Logging has been changed in some areas
  • Removed logging for starter kit TLKs as it slowed it down
  • Highlighting a mod in the modlist on reload (e.g. a new mod was imported) now makes sure the list scrolls into visibility
  • PCC Data Dumper header was improved to reflect faster dump times.
  • ModMaker accept mixins dialog now details why the dialog is shown and that you should accept mixins.
  • Starter Kit window updated to teach users on mod deployment
  • ModMaker Coalesced Compiler has a more accurate progressbar now
  • Minor text changes in various UIs
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Mgamerz commented on a245f11 Jul 8, 2017

Changes in this commit

  • Testpatch unpack location now opens if you unpack testpatch.
  • Grant Write Permissions on initial startup when finding the registry key (not when a user selects directory)
  • ModMaker create mod - scroll mod list to have it come into view when reloading the mod list
  • New item in mod utils menu: Compress mod for deployment. Stages, AutoTOCs, and then does a pretty hefty compression on the mod. Compresses better the more RAM you have - I limit it to try to prevent paging.
  • Move Mod Created dialog over main window when mod is created
  • Log save failure due to size - save button is disabled
  • Change Browse... to Add Target if > 0 biogame directories
  • Unpack window now shows 30GB requirement
  • Custom DLC Manager now has View conflicts button
  • Fix Import compressed mods table header not showing until mouseover from previous betas
  • Bugfix: Compressed mods would not show description as loading error in compressed mod inspector was not ignored (files obviously don't exist locally yet)
  • Compressed mods description panel scrolls to top when selecting a mod now rather than being at the bottom
  • Most windows (not dialogs) should now show up in the taskbar. They could sometimes get lost and cause issues. This should alleviate some of that. The standard dialogs will not show up still and a few custom dialogs I made will also not (like .NET missing dialog)
  • Add license text for libraries
  • Add zlib to About Window
  • About Window is no longer resizable
  • GUI Compatibility generator now simply promotes files that are blacklisted - This should finally fix BioD_CitCas.pcc issues from CEM. Don't know how this was not fixed, I remember testing it...
  • Mod Manager Command Line v5 now required - fixes some transplanter issues
  • GUI Compat mods now include the version they were built with
  • Log uploader capped at 512000 bytes, which is pastebin's limit. Used to calculate it wrong.
  • Serverside Change: Bad pastebin post will now have a bit better message formatting. This affects all versions of Mod Manager, not just MM5.
  • MEM is now a tool on demand and has a built in updater
  • Logging has been changed in some areas
  • Removed logging for starter kit TLKs as it slowed it down
  • Highlighting a mod in the modlist on reload (e.g. a new mod was imported) now makes sure the list scrolls into visibility
  • PCC Data Dumper header was improved to reflect faster dump times.
  • ModMaker accept mixins dialog now details why the dialog is shown and that you should accept mixins.
  • Starter Kit window updated to teach users on mod deployment
  • ModMaker Coalesced Compiler has a more accurate progressbar now
  • Minor text changes in various UIs
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Beta 7 milestone

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Mgamerz commented on d5f2643 Jul 8, 2017

Beta 7 milestone

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Beta 8 milestone

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Mgamerz commented on 5dfc71d Jul 8, 2017

Beta 8 milestone

Mgamerz added some commits Jul 8, 2017

Fix 7z mod compressorn ot working due to syntax of start command. Opt…
…imize coalesced compiler in modmaker a bit more for lower-end systems.
Fixed GUI Compatibilty compression option. Split ModManagerCommandLine
into x64 and x86. Batch install X click will now stop (but will finish the
current installation). Added tips service. Made repair DB window taller on
windows L&F.
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Changes in this (312dc3e) commit

  • File drop now shows if batch operation had an error. This also applies to starter kit and gui compat libraries. GUI compat won't show the error though, but it is now logged.
  • Batch installs now stop if X is clicked
  • Compress output was fixed
  • Add tips service
  • Removed upgrade cleanup from Mod Manager 3/3.1 - should improve startup times
  • Mod Manager Command line is now x64/x86 specific
  • Removed GUI transplanter updater. It will now update with command line tools. If issues show up I may reintroduce this.
  • Changed compress mod for deployment to Deploy Mod
  • Fixed previous beta issues where check all mods for updates did nothing
  • Fixed starter kit button disappearing when it should have just disabled it
  • ModMaker Compiler is now visible in aero peek
  • ModMaker Entry Window is now visible in aero peek
  • Derby.log has been moved to data/databases

TODO:

  • Upgrade testing. Take a copy of your 4.5.5 install and overwrite the EXE with the new build.
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Mgamerz commented on 312dc3e Jul 11, 2017

Changes in this (312dc3e) commit

  • File drop now shows if batch operation had an error. This also applies to starter kit and gui compat libraries. GUI compat won't show the error though, but it is now logged.
  • Batch installs now stop if X is clicked
  • Compress output was fixed
  • Add tips service
  • Removed upgrade cleanup from Mod Manager 3/3.1 - should improve startup times
  • Mod Manager Command line is now x64/x86 specific
  • Removed GUI transplanter updater. It will now update with command line tools. If issues show up I may reintroduce this.
  • Changed compress mod for deployment to Deploy Mod
  • Fixed previous beta issues where check all mods for updates did nothing
  • Fixed starter kit button disappearing when it should have just disabled it
  • ModMaker Compiler is now visible in aero peek
  • ModMaker Entry Window is now visible in aero peek
  • Derby.log has been moved to data/databases

TODO:

  • Upgrade testing. Take a copy of your 4.5.5 install and overwrite the EXE with the new build.
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Mgamerz Jul 11, 2017

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RC1 Milestone

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Mgamerz commented Jul 11, 2017

RC1 Milestone

Mgamerz added some commits Jul 11, 2017

Fixed batch installer not stopping if BGDB is not created. Fixed a bu…
…g where the Basegame DB would be required even though it really wasn't (for DLC mods). Added open mod folder to mod utils menu.
Revert to (mostly) full file dumps for mapmeshviewer. It seems the ou…
…tput from --dumppathfindingfile is not accurate for some reason.
RC3 - 7z is now located in the x86/x64 folder as the version download…
…ed is architecture specific (for performance reasons). Add shadohz to credits, fix UI a bit. This should hopefully be the final RC.
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Mgamerz Jul 13, 2017

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Soaktesting Milestone

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Mgamerz commented on 9ecc941 Jul 13, 2017

Soaktesting Milestone

@Mgamerz Mgamerz merged commit 1e7d3a2 into master Jul 14, 2017

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