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Re: McLauncher 0.3.3 (Mod Manager and Downloader)

Posted: Sun Aug 31, 2014 10:24 am
by Gemoron
finally, a good mod launcher. I was thinking of building something like this myself, but I haven't got enough experience.

if you want a good git-tool, try tortoiseGit or sourcetree. If you want a short introduction on how git works, codeschool offers an interactive course.
TortoiseGit (GUI): http://download.tortoisegit.org/tgit/
Sourcetree (GUI): http://www.sourcetreeapp.com/
Codeschool Git (Command Line): https://www.codeschool.com/courses/try-git

Have you thought of asking Mod Authors for permission to make their mods available from your tool? I'm missing everyone's favourites Dytech and treefarm.

May I make some suggestions for your "Download Mods" area?

Search area:
-You have "Filter Test" entered already, but it stays even if you lick in there. Maybe you should make it possible that the text disappears after clicking in there.
-Your Filter only filters by the Mod name. I think it should be worth it, if you let it also search Mod Authors (Show all mods made by "OBAMA MCLAMA") and Tags ("get me all Machine mods")

Re: McLauncher 0.3.3 (Mod Manager and Downloader)

Posted: Sun Aug 31, 2014 5:53 pm
by OBAMA MCLAMA
Thank you! i'll look into the git tools.

And currently, I'm not adding mods to the download mods area unless i have permission from the author.
I would love to add dytech and treefarm to the list. I always see people asking for help in DyTech.

I have tried a few times to get the filter to work with mod author also. But i can only figure out how to get it to work with the 1st column.
I need to create a practice with the filtering to understand it more.

Edit: Both of your suggestions will be in the next version :)

Re: McLauncher 0.3.3 (Mod Manager and Downloader)

Posted: Tue Sep 02, 2014 4:12 am
by OBAMA MCLAMA
Version 0.4.0 released, Changelog
Now revealing the source code!
You can view the source code at https://github.com/Fireblade/McLauncher (yes, I'm fireblade)

Re: McLauncher 0.4.0 (Mod Manager and Downloader)

Posted: Tue Sep 02, 2014 7:00 am
by Vitduo
Any ways for localization the launcher?

Re: McLauncher 0.4.0 (Mod Manager and Downloader)

Posted: Thu Sep 04, 2014 6:25 pm
by OBAMA MCLAMA
Vitduo wrote:Any ways for localization the launcher?
I have absolutely no idea how i would go about that. Translating.. making descriptions of mods know the translation, I'm sorry.

Re: McLauncher 0.4.0 (Mod Manager and Downloader)

Posted: Sun Sep 07, 2014 7:16 am
by StoneLegion
OBAMA MCLAMA wrote:
Vitduo wrote:Any ways for localization the launcher?
I have absolutely no idea how i would go about that. Translating.. making descriptions of mods know the translation, I'm sorry.
The way I would do that is string everything in the current client. So I have not touched your Launcher but for example I saw the buttons in the screen shot Rename, New, Delete, and then some text like Available Mods: 20 and Enabled Mods: 11. What you would do is string them like Available Mods = Available Mods and grab it some where else in the code that would look for a trigger like EN = English or EL = Greek etc. Then when it looks for them you have something simple like a text file EN.txt with all the strings listed like:
Available_Mods = Available Mods or if it was the EL = Greek one it be like:
Available_Mods = Διαθέσιμο Τροποποιήσεις

I did not know the direct translate of Mods in greek since its more slang so I said Modifications instead :P

All said and done you just do the English portion then others will contribute the rest :)

Re: McLauncher 0.4.1 (Mod Manager and Downloader)

Posted: Wed Sep 10, 2014 5:21 am
by OBAMA MCLAMA
I've released update 0.4.1 which has some small things released inside the code.

The biggest reason this was updated now, instead of before i work more on dependency and update features....
Is because a friend of mine has shown me that it did not work for users that used the installer instead of .zip for factorio.

He still appears to have a problem after this has been fixed with 0.4.1 (something with uac) , So if anyone else has a problem, please reply to this thread so i can fix the problem!
I have created a .bat file here for you to use to open the console, so you can read me any errors that may pop up or etc.
Download the .bat file here : https://dl.dropboxusercontent.com/u/143 ... uncher.bat and save it it with your .jar file, And use that to launch it instead.
screenshot/copy paste the whole thing into http://www.pastebin.com and send it to me!
If you rather create the bat file yourself, just use this: "cmd /k java -jar McLauncher.jar"
If you come across the UAC problem, try this
If you don't have a McLauncher.json file, the debug.bat will always throw a fail to access .json file at the very top.


If you want to help with the source code, you can see it here> https://github.com/Fireblade/McLauncher

tl:dr >> Come across a problem? Please tell me and what you did when it happened.

Re: McLauncher 0.4.2 (Mod Manager and Downloader)

Posted: Sun Sep 14, 2014 5:25 am
by OBAMA MCLAMA
v0.4.2 fix release.
+Added a console to view any debug situations.
+Added togglable option to allow users to be notified when their mods have updates.
+Fixed issue where new users could not launch McLauncher without the McLauncher.json file.


Console is something I've been wanting to make since the the first release. So i have made it!
With the console you can basically see what i use to debug through the program, give me a guide if things are working correctly and etc.
Not everything is displayed here, Like stack traces, If you want stack trace's then load it up with a .bat file to see the console there.


Something a lot of people have been asking me is, Why isn't dytech on the downloadable mods list? Well the answer to that was because i didn't have permission at the time.
Now dytech is added, along with momods by ludsoe. 47 downloadable mods in total.

Re: McLauncher 0.4.2 (Mod Manager and Downloader)

Posted: Thu Sep 18, 2014 8:26 pm
by Malaras
When i click download it does nothing, This in console.

Code: Select all

Log]-ROW AT : 25
[Log]-376

Re: McLauncher 0.4.3 (Mod Manager and Downloader)

Posted: Thu Sep 18, 2014 10:12 pm
by OBAMA MCLAMA
Unfortunately i need to know more to be able to help you with this.
I see you were attempting to download resource monitor mod. And the 376 was a debug for me so i could see the length of the mod's description. That's removed in 0.4.3.

I've gone ahead and released v0.4.3, This won't help your problem as it mainly introduces modifications relating towards the console.
Some questions that could help.
Have you set the game path in the launcher tab?
Does it download, but fail to extract?
When you downloaded factorio, did you download the installer, or Zip?

try using v0.4.3 and sending me the whole console log. That way i can see if it actually starts downloading, or if it has failed at the start. (maybe UAC if windows?)

Re: McLauncher 0.4.3 (Mod Manager and Downloader)

Posted: Thu Sep 25, 2014 12:27 am
by Arano-kai
So, I launch manager on my Linux and got this, when click on base in "Enabled mods" section
ErrLog
It seems slash/backslash mess in paths

Also some errors from "Download mod" tab
Selecting any mod error
Additional, downloading not work at all.

And finally, buttons in "Options" is too small for their text (maybe resize need to implementing?)
GUI issue
Here is some OS info for get some hints
OS info
log

Re: McLauncher 0.4.3 (Mod Manager and Downloader)

Posted: Thu Sep 25, 2014 5:59 am
by OBAMA MCLAMA
Thank you (so much) for the reply regarding the linux Arano-kai.

I only have windows, The backslash has tended to work for me. I will run through and change the backslashes to forward. And hopefully that fixes that problem.
The mod selecting is most likely the same problem-backslashes.
About the gui though, I'm not sure if linux is resizing anything, But all of those buttons are pixel perfect on windows for the text. I am assuming linux is making them bigger or just handles it slightly different to the point it needs resized.
I will take your screenshot and make the text 1 smaller on linux OS, maybe this will fix the problem.

I'll run this through tomorrow as I'm just going to bed right now, Thought i would leave you a message so people are not left hanging.

Re: McLauncher 0.4.3 (Mod Manager and Downloader)

Posted: Thu Sep 25, 2014 11:25 am
by Arano-kai
Wow, quick response :)
Here useful topic about [back]slashes and reading files, hope it helps.

GUI mess may caused by OpenJDK that is not (but tries) native Java.

Re: McLauncher 0.4.4 (Mod Manager and Downloader)

Posted: Fri Sep 26, 2014 12:02 am
by OBAMA MCLAMA
Thank you for waiting :)


McLauncher v0.4.4 download
v0.4.4 changelog
Tell me how that works out for you, The text size in options was changed from 12 to 11 for linux users.

Re: McLauncher 0.4.4 (Mod Manager and Downloader)

Posted: Fri Sep 26, 2014 3:40 am
by Arano-kai
Just do quick test before sleep...
  • Start from terminal create config in current folder, but not in jar location (i.m. stay in home and execute "java -jar ~/Games/factorio/McLauncher.jar" places config in home).
  • Can launch multiple game and self instances.
  • Game path commits to config after mod list modifications. Leads to exceptions, if You select path and try to configure without reopening. Workaround is select path->click enable/disable (exception raises here)->reopen launcher. Also, need properly validate selected path (and inform, if wrong).
  • Available mods not updated after path selection, need to reopen.
  • Installed zip-ed mods not properly picked up (err in version field). Maybe, need some interaction with that kind of mods (prompt unpack/leave as is...)
    exc of zip mods
  • Game ignores generated mod-list.json, loads all downloaded mods and stuck at loading process. Generated mod-list.json by launcher and game has major difference.
    mod-list.json difference
    mod loading mismatch
  • Some strange fail :mrgreen: Caused by DyTech Modules, Dynamic, Automation and other with "Mod Requires" statment
    dependency fail
  • Multiple mod selection available, but action performed only for 1st selected in row.
    multiple selection result
  • Add dbl click to enable/disable mod (most intuitive action)
  • Add download size and cancel... and, maybe, auto-download (or with prompt) requires?
Hope it helps :)

Re: McLauncher 0.4.4 (Mod Manager and Downloader)

Posted: Fri Sep 26, 2014 3:55 am
by Arano-kai
And GUI almost perfect :P
gui

Re: McLauncher 0.4.4 (Mod Manager and Downloader)

Posted: Fri Sep 26, 2014 10:26 am
by Arano-kai
Scrapmod updated to 0.2.1, launcher downloads 0.2.0.
DyTech-Genetics is missing.

Re: McLauncher 0.4.5 (Mod Manager and Downloader)

Posted: Fri Sep 26, 2014 8:14 pm
by OBAMA MCLAMA
Thank you for the help :)

v0.4.5 release and download.
changelog
My response to Arano-Kai

Re: McLauncher 0.4.5 (Mod Manager and Downloader)

Posted: Fri Sep 26, 2014 8:31 pm
by jeroon
Works like a charm :D

Re: McLauncher 0.4.5 (Mod Manager and Downloader)

Posted: Sat Sep 27, 2014 12:19 am
by Arano-kai
Well, my eng is too bad for explaining such tech things, but I'll try my best :)
McLauncher.json position
multiple instances of launcher and game
game path selection and gui update
game ignoring selected modes and stuck on load
zip-ed mods handling
Load process sequence
some GUI tweak
Best regards and good luck :D