Allegiance Modulus

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madpeople
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Post by madpeople »

Orion wrote:QUOTE (Orion @ Jun 28 2010, 11:46 PM) That sounds like a great project for someone (else!), if someone can provide me with the default checksums of all the files included in the installer i could at least implement a warning of some sort into modulus.. unless someone else has a suggestion on how to handle that scenario?
I was meaning to ask you about this, in my idea for the app "Default install" would be a mod which included all standard files, and would have different bits of it selectivly replaced with other mods.

I currently have a completely clean install with the latest installer right now - not even logged in for AU...
fuzzylunkin1

Post by fuzzylunkin1 »

http://alleg.pastebin.com/ugZcEfPJ

Outputs:
http://alleg.pastebin.com/cuiRuw0R

EDIT:
Those are binary sums, not text sums.
Last edited by fuzzylunkin1 on Mon Jun 28, 2010 11:45 pm, edited 1 time in total.
Orion
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Post by Orion »

Something like:
(path from root allegiance directory)Filename{tab}hash\r\n

Example:
Artwork\blah.mdl ffc1b98871c709749f9ce17323b63843
Artwork\diddly.mdl 4aef28ce5082d532d3cac7bacc0e5e21

perhaps
Last edited by Orion on Mon Jun 28, 2010 11:45 pm, edited 1 time in total.
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Raveen
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Post by Raveen »

Neat work Orion, thankyou very much!

For creating new Modulus Mods would it be best to start with a fresh Allegiance install and apply the mod, create Modulus package, repeat? Or will it work fine with an already messy Artwork folder?
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Orion
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Post by Orion »

It depends on whether the modded files you are packaging were modded from the base allegiance install or not; for example, if xyz.mdl is already modified by mod abc, then you modify it and add it to an mdz, that creates a dependency on abc being installed, which would be bad.
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Raveen
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Post by Raveen »

Most of the things I'd be packing are texture mods so there should be no problem then. Thanks Orion.
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badpazzword
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Post by badpazzword »

If your uplink is fast enough, Rav, you can start right away. If it isn't vote this up.
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madpeople
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Post by madpeople »

Orion wrote:QUOTE (Orion @ Jun 29 2010, 12:45 AM) Something like:
(path from root allegiance directory)Filename{tab}hash\r\n

Example:
Artwork\blah.mdl ffc1b98871c709749f9ce17323b63843
Artwork\diddly.mdl 4aef28ce5082d532d3cac7bacc0e5e21

perhaps
From a clean install with the current installer (no mods, or files from AU or asgs update):
http://dl.dropbox.com/u/2207080/FileHashes.txt
Generated with a little program I wrote:
http://dl.dropbox.com/u/2207080/FileHashes.jar
java -jar FileHashes.jar will make file like above for all files in the working folder and its sub directories.

Note the program does also hash its self and its partially completed file and record that in its output - the file above includes the lines:
\FileHashes.jar e057f6d1ed317da6ef5dc07a1d4396a5
\FileHashes.txt 8e6fd67620fc15f4cd4eca2e07296e32
Orion
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Post by Orion »

Okay, I'll probably have some time to integrate that in this weekend. I'm thinking it could go on the server, then the client can download the file (with the repo).. the client will check against this list prior to installing any mod and alert the user (giving them the option to cancel).

I think I'll just do it for the .mdl's though.. maybe we should restrict that list to text (not binary) MDLs even. Thoughts?
Last edited by Orion on Wed Jun 30, 2010 11:36 pm, edited 1 time in total.
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Orion
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Post by Orion »

Okay, I think I need a cleaned up file which excludes:

exe, dll, bmp.mdl, and ogg. So far I've got the client to pull down this list parsed into a dictionary from the server, just have to get the client to use it. It adds about 499 kb to the repository file size though, at least without the unnecessary files cleaned out.

Edit: Okay, hash library is no longer serialized to file, only over network, so it wont save to a 500kb file, but it's still 500kb of data to grab that list every time you start up modulus; I think that can be reduced a lot.
Last edited by Orion on Sat Jul 03, 2010 5:00 pm, edited 1 time in total.
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