Yeah if you confirm that bug, please add a ticket explaining in a bit of detail how to reproduce it.
http://allegiancemodulus.codeplex.com/Work...vancedList.aspx
As for tags, I'd hold off on trying to manually add anything to the mdz file, too much potential to screw things up.
Allegiance Modulus
Modulus version 024 is now live, let me know if you have any issues updating (pm me your output.log if u do)
--022--
Changes:
- Removed dependency of full .NET 4.0 profile, now uses client profile (thanks cort for pointing this out)
- Mod packager window now defaults 'add files' path to allegiance root
- Modulus now handles .mdz files, installer adds .mdz file handler to registry & sets modulus icon to mdz files. (requires reinstall if you want to use this).
--024--
Maintenance release:
- Fixes startup update crash.
- Adds version # to website.
Here are my current ideas for what to add next:
-- FUTURE --
- Add 'Cancel' button to mod downloads
- Make use of 'ArtPath' registry setting (oversight/bug)
- Create modulus:// handler (lets users link directly to mods in modulus ie: modulus://modulus.wivuu.com/blahblah.mdz)
- Add tags/keywords to mods (this needs to be fleshed out a bit more)
Full list: http://allegiancemodulus.codeplex.com/Work...vancedList.aspx
--022--
Changes:
- Removed dependency of full .NET 4.0 profile, now uses client profile (thanks cort for pointing this out)
- Mod packager window now defaults 'add files' path to allegiance root
- Modulus now handles .mdz files, installer adds .mdz file handler to registry & sets modulus icon to mdz files. (requires reinstall if you want to use this).
--024--
Maintenance release:
- Fixes startup update crash.
- Adds version # to website.
Here are my current ideas for what to add next:
-- FUTURE --
- Add 'Cancel' button to mod downloads
- Make use of 'ArtPath' registry setting (oversight/bug)
- Create modulus:// handler (lets users link directly to mods in modulus ie: modulus://modulus.wivuu.com/blahblah.mdz)
- Add tags/keywords to mods (this needs to be fleshed out a bit more)
Full list: http://allegiancemodulus.codeplex.com/Work...vancedList.aspx
Last edited by Orion on Sun Aug 08, 2010 3:09 pm, edited 1 time in total.
Tags:
I'm implementing tags, and I'm thinking we should come up with a standard list of tags so people aren't creating very similar ones. I'm not going to lock anyone out of making up their own tags, just going to have a list of recommended ones: (note: they're going to be case-insensitive)
"Texture"
"Icons"
"GUI"
"Voice"
Let me know if you can think of any more obvious ones.
Anyone wondering what the XML format is (interface should be available today or tomorrow though):
<Tags>
<string>Textures</string>
<string>Icons</string>
</Tags>
this would be an immediate child of the root ModulusFile element.
I'm implementing tags, and I'm thinking we should come up with a standard list of tags so people aren't creating very similar ones. I'm not going to lock anyone out of making up their own tags, just going to have a list of recommended ones: (note: they're going to be case-insensitive)
"Texture"
"Icons"
"GUI"
"Voice"
Let me know if you can think of any more obvious ones.
Anyone wondering what the XML format is (interface should be available today or tomorrow though):
<Tags>
<string>Textures</string>
<string>Icons</string>
</Tags>
this would be an immediate child of the root ModulusFile element.
Last edited by Orion on Sun Aug 08, 2010 9:42 pm, edited 1 time in total.
A rigmarole of tag suggestions:
Reticule (duh)
Lead indicator
Set/multiple/several or something along these lines - for mods which change an entire class of items, like the environments or IC bases.
Voice is ambigous... I suggest VC/voicechat/chat pack.
Sound - Alleg badly needs sound mods... gadawfulsectoroverloadbeeping!
Volume/mute - see above.
HD/Hi-res
Color blind
Sprite - meaning bullets etc.
Faction - I mean literally the word faction as well as faction names/acronyms for faction specific mods.
Fix - for mods which are intended to fix something.
Caution - for mods which work for fine some/many but should be used with caution.
NSFW - j/k
Re: HUD/GUI
We should differentiate between UI mods like CortUI and HUD elements like the reticule. I say should, because we won't, whatever...
Once tags are implemented and we start using them, I'll gladly write concise definitions to use in a pop up window. In fact, I suggest not a popup window but a side pane with a list of suggested tags, just to make sure the package maker sees it.
PS
Can you tell I like brainstorming?
Reticule (duh)
Lead indicator
Set/multiple/several or something along these lines - for mods which change an entire class of items, like the environments or IC bases.
Voice is ambigous... I suggest VC/voicechat/chat pack.
Sound - Alleg badly needs sound mods... gadawfulsectoroverloadbeeping!
Volume/mute - see above.
HD/Hi-res
Color blind
Sprite - meaning bullets etc.
Faction - I mean literally the word faction as well as faction names/acronyms for faction specific mods.
Fix - for mods which are intended to fix something.
Caution - for mods which work for fine some/many but should be used with caution.
NSFW - j/k
Re: HUD/GUI
We should differentiate between UI mods like CortUI and HUD elements like the reticule. I say should, because we won't, whatever...
Once tags are implemented and we start using them, I'll gladly write concise definitions to use in a pop up window. In fact, I suggest not a popup window but a side pane with a list of suggested tags, just to make sure the package maker sees it.
PS
Can you tell I like brainstorming?
Actually, they're supposed to be ambiguous, it's supposed to predict what a user might search for; for instance if a user types "voice chat" they will find mods tagged with "voice". "VC" is a good synonym. We should differentiate between "HUD" and "CortUI", but that's up to the author. They're still both generally UI enhancement mods.
Modulus version 025 is now live, the biggest changes are tags and the modulus:// handler. The tags allow the author to ensure their mod shows up when a user searches specific keywords. The handler allows you to link directly to modulus mods with the modulus://{url of mod}. Modulus will either open the mod you selected if it exists in your repository, or will download and add the file to your repository if it is not in there. Note that in order to get this functionality, you will have to run the new installer which sets up the registry to point to Modulus.exe.
--025--
Changes:
- Created modulus:// handler.
- Add tags/keywords to mods.
- Added ignore for currently installed mods to commandline handling.
(Web changes)
- Modified 'Download Now' link on homepage to use modulus:// scheme.
- Added 'tag' information to about guide.
- Restyled download button.
-- FUTURE --
- Allow one running instance
- Add 'Cancel' button to mod downloads
- Make use of 'ArtPath' registry setting (oversight/bug)
- Disable form while Allegiance.exe is running
Full list: http://allegiancemodulus.codeplex.com/Work...vancedList.aspx
Download: http://modulus.wivuu.com/Files/Modulus.Install.msi
--025--
Changes:
- Created modulus:// handler.
- Add tags/keywords to mods.
- Added ignore for currently installed mods to commandline handling.
(Web changes)
- Modified 'Download Now' link on homepage to use modulus:// scheme.
- Added 'tag' information to about guide.
- Restyled download button.
-- FUTURE --
- Allow one running instance
- Add 'Cancel' button to mod downloads
- Make use of 'ArtPath' registry setting (oversight/bug)
- Disable form while Allegiance.exe is running
Full list: http://allegiancemodulus.codeplex.com/Work...vancedList.aspx
Download: http://modulus.wivuu.com/Files/Modulus.Install.msi
Last edited by Orion on Fri Aug 13, 2010 8:05 pm, edited 1 time in total.
Very useful, two base64 encoders for putting images inside the mod description:
From a web image
From a local file
From a web image
From a local file
Have you tried that? I'm doubtful it would work
Or do you want me to implement that..
Or do you want me to implement that..
Last edited by Orion on Sat Aug 14, 2010 12:33 am, edited 1 time in total.
I should have given the credit to Cort, he's done it already in the description for CortUI.Orion wrote:QUOTE (Orion @ Aug 14 2010, 03:32 AM) Have you tried that? I'm doubtful it would work
Or do you want me to implement that..
I was barely aware of the fact HTML can do this before...
EDIT:
Why isn't CortUI a featured mod?
Surely it's the most important mod in Alleg...
Last edited by Spinoza on Sat Aug 14, 2010 12:56 am, edited 1 time in total.