ev4debug

ev4debug

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4 Posts 139 Replies 1,272 Reputation

Hi All! I'm near the release of v. 1.1 (a few more days..I'm too busy playing at the moment...) The big thing is the new management of install/uninstall: now only mod related file are deleted, not entire mods directory (the program store info about files installed in a xml file and use it to remove single file). There is something do you think is necessary to insert in before v 1

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Hi! I'm working on a scenario for a personal strange idea (I'm trying to create a roguelike scenario :P) but at the moment I've not worked with triggers :( Today I'll try some triggers, I will tell you :)

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[quote who="Sentinemodo" reply="25" id="3292919"] parrot, tried to play as centaurs in stormworld, it seems that mod manager does not copy the tiledesign folder, resulting in cities being not displayed on strategic map[/quote] uhm...checking now...

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[quote who="jutetrea" reply="222" id="3292430"] Will random 1-off mods break the lists? i.e. I have a few items i throw into my game manually. [/quote] With the new method, file inserted out of the manager will not be deleted

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At the moment dependencies are managed only for module of the same mod; there is no management of any type of dependencies between mod I can insert priority (order of installation) on the TODO list and thinking about it, thanks for suggestion

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So, this is what I'm coding now When installing mods, the program store info about mods/module/files installed At this point, subsequent installations follow this rules: for each mods/module deselected (compared to the previous installation ) the program remove related fi

232 Replies 640,823 Views

[quote who="Sentinemodo" reply="219" id="3292115"]ev3debug, great work [/quote] ehm.. ev4debug ;) LOL 1. No, sorry (well, not at the moment; is a issue not taken into account :P maybe later) 2. I'm working on this feature, but is not so easy (not really true..but is a lie necessary <span class="hp

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[quote who="jutetrea" reply="217" id="3291826"]FYI - the info slightly above that a) we need all fields filled out and it pulls from the zip files themselves was really useful. With that I didn't even have to take advantage of the guide (sorry). [/quote] Guide modified :)

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[quote who="Heavenfall" reply="899" id="3291744"]Uploaded 1.5q http://stormworld.wikidot.com/versions#toc1 Edit: Re-uploading, missed a file.[/quote] Update notified by Mod Manager, so it really works!!! :D :D :D

1,118 Replies 2,452,226 Views

Update 1.0.4 is out Bug fixed: - no check box on root node on start up (found at last!) - error (crash) on mods update check if the program cannot get file stated in releasehttp link Add: + "Info" tab updated with info on new mods update check

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Update! (not yet released) Bug fixed: - no check box on root node on start up (found at last!) - error (crash) on mods update check if the program cannot get file stated in releasehttp link Add: + "Info" tab updated with info on new mods update check

232 Replies 640,823 Views

[quote who="mqpiffle" reply="84" id="3289512"]Ok folks. I just got all of my mod work integrated into the FE mod manager. The next release will include this and will be called simply Aetheria. All future work will come under the the Aetheria heading, and will be handled through the mod manager. [/quote] [e digicons]:beer:[/e]

169 Replies 441,867 Views

[quote who="Heavenfall" reply="880" id="3290680"]1.5p uploaded, a minor release http://stormworld.wikidot.com/versions#toc1 [/quote] .... Added support for Mod Manager 's notifications when new versions of this mod are released. You can now use Mod Manager to notify you when new versions of Stormworld are available. This only works if you first download 1.5p or higher, it will not work retroactively.

1,118 Replies 2,452,226 Views

[quote who="kozanstatue" reply="198" id="3290039"]Thanks for the work on this. It's looking great and furthermore has even greater future potential - I was/am a big fan of using mod manager programs for Oblivion, Skyrim, etc. If it could develop toward a point where the user can browse FE mods from within the mod manager, and grab and install them all within the interface... that would enhance the mod-friendliness of the game and user-friendliness of using mods, which would be

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[quote who="Heavenfall" reply="200" id="3290111"]Very nice, thanks for your hard work on this. Minor details, the "release date" and "download" in the description of the update should have upper cases, "Release date:" and "Download". Also I ticked in "check for updates at start-up" but it doesn't report any updates found until I use check mod updates. I will start using this in the next release, I only have a few minor bug fixes so far so I don't want

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The link to download the mod is a normal http link; at the moment the program only open the link on your predefined browser. No download management.

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For the brave... add this to configuration.femm, in the upper section (near , , ecc) 1 http link to where user can download link (i.e. http:\\mysite\versions.femm) then create a Versions.femm whit this content:

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