Allegiance Modulus

Catch-all for all development not having a specific forum.
Post Reply
Cortex
Posts: 2578
Joined: Sun Nov 28, 2004 8:00 am
Location: Germany
Contact:

Post by Cortex »

Spinoza wrote:QUOTE (Spinoza @ Jul 21 2010, 04:46 AM) I suppose I could cheat by putting a frame or some other HTML thingie inside the description, pointing somewhere else... muahahaha!
In a way, I already did, by linking to an image.
The CortUI package cheats even more by embedding the logo into the description. ;) (See CortUI's description.xml and the Wikipedia entry on the data URI scheme.)

That reminds me: does it really make sense that the description.xml in the .mdz contains both <Version> and <LatestVersion>, Orion? Isn't one just needed on the client side to track differences between what's installed and what's available on the server?
Image
This is Sparta. Not spa. — Wurf
Image
Orion
Posts: 1733
Joined: Tue Jul 01, 2003 7:00 am
Location: Planet Min·ne·so·ta
Contact:

Post by Orion »

FYI - Modulus is currently offline. Aarm is having issues with the RAID on his server.
The server has been running pretty slowly because of this for the past week or so.

UPDATE: It's back up, but still suffering from some performance issues, I will talk with aarm when I get a chance and see if he's got an update on his server issues.



It should have both the LatestVersion and Version in the XML, if LatestVersion is greater than Version, then it means there is an update available for the mod.

And the description is integrated because you can manually package and distribute mods without my server! More freedom :)
Last edited by Orion on Wed Jul 21, 2010 3:19 pm, edited 1 time in total.
Image
fuzzylunkin1

Post by fuzzylunkin1 »

QUOTE <Fuh-zz|Work> Modulus should have some kind of CLI i can use
<Fuh-zz|Work> create a .desc file in each folder package and do a batch job to create mods quickly
<Fuh-zz|Work> like creating .deb files[/quote]
Spinoza
Posts: 799
Joined: Tue Nov 27, 2007 6:25 pm
Location: Israel

Post by Spinoza »

Just uploaded two newer versions and I noticed that while the new versions have not yet been approved, the old versions are no longer listed, I assume they have already been superseded.
Obviously a minor problem now, but it would be good to plan towards a way to avoid this situation.
Image Image Image
Orion
Posts: 1733
Joined: Tue Jul 01, 2003 7:00 am
Location: Planet Min·ne·so·ta
Contact:

Post by Orion »

Yeah, once you override/update an existing mod, it is no longer approved.. Anyone who has this mod installed will still see it in their list though.
Last edited by Orion on Fri Jul 23, 2010 1:47 pm, edited 1 time in total.
Image
Orion
Posts: 1733
Joined: Tue Jul 01, 2003 7:00 am
Location: Planet Min·ne·so·ta
Contact:

Post by Orion »

FYI - Modulus is offline while aarm does some server maintenance. Hopefully this will resolve some speed issues.
Last edited by Orion on Fri Jul 23, 2010 10:47 pm, edited 1 time in total.
Image
Orion
Posts: 1733
Joined: Tue Jul 01, 2003 7:00 am
Location: Planet Min·ne·so·ta
Contact:

Post by Orion »

Modulus is back online. Sorry for the delay.
Image
Spinoza
Posts: 799
Joined: Tue Nov 27, 2007 6:25 pm
Location: Israel

Post by Spinoza »

Orion wrote:QUOTE (Orion @ Jul 27 2010, 12:51 AM) Modulus is back online. Sorry for the delay.
Yipeee!

Question:
Can I force Modulus to ignore the "exclusive" protection?

Seems like an odd thing to do, it's for development purposes.
Example: I'm working on a modification of Jelloshot HUD and I'm having to manually replace files as I work and later revert...
Don't sweat it if there's no way for me to force it. No need to change anything.

Suggestion:
Making a custom action DLL is beyond me and I suspect many others.

It would be great if we had a customizable generic custom action DLL for example for mods which contain several variants of the same basic item. Good for things like a collection of reticules or anything which people may want to pick and choose parts of.

OFC, if I could use a compiled AHK script in my it would solve my problem :P
I know just enough about programming to see why that's not a good idea... :doh:
Image Image Image
Orion
Posts: 1733
Joined: Tue Jul 01, 2003 7:00 am
Location: Planet Min·ne·so·ta
Contact:

Post by Orion »

Anyone is free to make a custom action which could be reusable, if it somehow enhances the installation procedure.

As for whether or not you can ignore the exclusive protection, I'm not sure what you mean.. you check 'exclusive' to protect your own mod, or dont if you don't mind some of the files in your own mod from being overwritten by other mods.
Image
Spinoza
Posts: 799
Joined: Tue Nov 27, 2007 6:25 pm
Location: Israel

Post by Spinoza »

Orion wrote:QUOTE (Orion @ Jul 27 2010, 07:42 PM) Anyone is free to make a custom action which could be reusable, if it somehow enhances the installation procedure.
I'll twist Badp's arm or something... it's for a good cause! :P

The only question is what will happen when you'll need to check and approve a mod which contains 30 different aiming reticules. Muahahahaha!!!
Orion wrote:QUOTE (Orion @ Jul 27 2010, 07:42 PM) As for whether or not you can ignore the exclusive protection, I'm not sure what you mean.. you check 'exclusive' to protect your own mod, or dont if you don't mind some of the files in your own mod from being overwritten by other mods.
I meant I want to overwrite stuff protected by other people's mods, namely CortUI.
Forget it, I only asked on the off chance there might be a global switch.
Image Image Image
Post Reply