Slipstream Mod Manager v1.9.1 (2018-01-07)

Discuss and distribute tools and methods for modding. Moderator - Grognak
Vhati
Posts: 792
Joined: Thu Oct 25, 2012 12:01 pm

Re: Slipstream Mod Manager v1.4 (2013-09-20)

Postby Vhati » Fri Mar 14, 2014 5:47 pm

Sleeper Service wrote:How would it affect performance if we would separate the mod into smaller mod packages? SMM would process these one after each other, right?

Right.

Sleeper Service wrote:Could that be a possible workaround? Or does this get problematic if it has to append stuff to a file that is already very big from previously appended packages?

The latter.
rannl
Posts: 335
Joined: Sun Nov 25, 2012 11:13 pm

Re: Slipstream Mod Manager v1.4 (2013-09-20)

Postby rannl » Fri Mar 14, 2014 8:53 pm

Vhati wrote:
Sleeper Service wrote:Can it be done? Would it be worth the hassle?

Ehhh. Not in a practical way. In order to have both random access to ALL parts of a file (for mod tags) and NOT have the entire file in memory (for gigantic files), it'd have to constantly re-read the file from the beginning to 'rewind' the stream for every little change - which is seriously inefficient and slow. Not to mention being a verry ugly total rewrite of the xml handling code.

I can't accomodate the exponential usage that comes from having every possible combination of every variant.



Is it possible to solve this issue by making the random access for mod tags optional? In effect, if no mod tags are used, then .append files are added iteratively to the disk .dat files, instead of being stored in memory (as jdom parsed objects) waiting for mod tag effects which will not occur?
Vhati
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Joined: Thu Oct 25, 2012 12:01 pm

Re: Slipstream Mod Manager v1.4 (2013-09-20)

Postby Vhati » Mon Mar 17, 2014 3:25 pm

rannl wrote:Is it possible to solve this issue by making the random access for mod tags optional? In effect, if no mod tags are used, then .append files are added iteratively to the disk .dat files, instead of being stored in memory (as jdom parsed objects) waiting for mod tag effects which will not occur?

I could make up a new suffix (as opposed to png, xml, append) that gets combined in the old GMM-ish way. It'd load both files' bytes into memory, decode to strings (Trying UTF-8/Windows-1252/etc), do some minor replacements, and write them one-after-another back to disk - without using memory to create jDOM objects.

The tidying that incidentally results from printing the jDOM tree wouldn't happen, but that's only for the benefit of 3rd-party apps that would try to parse the XML (and likely choke anyway), not the game itself.
rannl
Posts: 335
Joined: Sun Nov 25, 2012 11:13 pm

Re: Slipstream Mod Manager v1.4 (2013-09-20)

Postby rannl » Tue Mar 18, 2014 6:53 am

Vhati wrote:
rannl wrote:Is it possible to solve this issue by making the random access for mod tags optional? In effect, if no mod tags are used, then .append files are added iteratively to the disk .dat files, instead of being stored in memory (as jdom parsed objects) waiting for mod tag effects which will not occur?

I could make up a new suffix (as opposed to png, xml, append) that gets combined in the old GMM-ish way. It'd load both files' bytes into memory, decode to strings (Trying UTF-8/Windows-1252/etc), do some minor replacements, and write them one-after-another back to disk - without using memory to create jDOM objects.

The tidying that incidentally results from printing the jDOM tree wouldn't happen, but that's only for the benefit of 3rd-party apps that would try to parse the XML (and likely choke anyway), not the game itself.


Sounds great, thanks!
sign1000
Posts: 19
Joined: Tue Jan 21, 2014 11:42 pm

Re: Slipstream Mod Manager v1.4 (2013-09-20)

Postby sign1000 » Thu Apr 03, 2014 1:43 pm

Help! I am having problems trying to fix FTL to an unmodded state, and I realized that the whenever I patch nothing, CE and the no-CE weapons add-on is still there, and it is frustrating me to no end!
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kartoFlane
Posts: 1488
Joined: Mon Jan 14, 2013 10:20 pm

Re: Slipstream Mod Manager v1.4 (2013-09-20)

Postby kartoFlane » Fri Apr 04, 2014 7:43 am

@sign1000
Follow the intructions here
Superluminal2 - a ship editor for FTL
Draco556
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Joined: Sat Dec 21, 2013 3:32 pm

Re: Slipstream Mod Manager v1.4 (2013-09-20)

Postby Draco556 » Fri Apr 04, 2014 10:52 am

Will the newest version of SMM work with FTL: AE?
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sanmonku
Posts: 46
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Re: Slipstream Mod Manager v1.4 (2013-09-20)

Postby sanmonku » Fri Apr 04, 2014 11:49 am

works, just delete everything in the backup folder and if necessary re-download data.dat and resource.dat
DoryDAs
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Re: Slipstream Mod Manager v1.4 (2013-09-20)

Postby DoryDAs » Mon Apr 07, 2014 3:14 pm

Hi,

Cross posting from Captains Edition thread and /r/ftlgame

I've reinstalled FTL:AE and SMM and still get the xml error.

This is a screen grab during patching: http://i.imgur.com/l7rI9x1.jpg

After running: http://imgur.com/nYCoFIa

Win7
Non Steam humble download
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kartoFlane
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Re: Slipstream Mod Manager v1.4 (2013-09-20)

Postby kartoFlane » Mon Apr 07, 2014 9:04 pm

Have you updated SMM's backups? This error (non-existent innerPath wasn't appended) is displayed when a mod tries to append to a file that is not present in SMM's backups.

Follow the steps below, and all should be well:
  1. Go to SMM/backups, delete data.dat.bak and resource.dat.bak
  2. .
    1. Steam users:
      Steam -> Library -> right-click on FTL -> Properties -> Local Files -> Verify Integrity of Game Cache
    2. DRM-free version users:
      Reinstall FTL (remember to back up your profile!)
  3. Launch SMM and hit Patch to create new backups
Last edited by kartoFlane on Tue Apr 08, 2014 1:38 pm, edited 1 time in total.
Superluminal2 - a ship editor for FTL