Grognak's Mod Manager v1.7 (Updated March 6, 2013!)

Discuss and distribute tools and methods for modding. Moderator - Grognak
Grognak
Posts: 172
Joined: Tue Sep 18, 2012 9:42 pm

Re: Grognak's Mod Manager (v1.3)

Postby Grognak » Sat Oct 13, 2012 5:49 am

GroxGlitch wrote:No offense intended, but I'm not entirely sure that Avast! is picking up a false positive, because it nailed the link to the download site as a virus as well, and flags the .exe file included as well. I'm no internet guru but it seems possible someone infected the download.
Again, not sure, just pointing out. I do sincerely hope this IS a false positive because this is single handedly the most useful piece of modding equipment for this game, and it really drags modding to a crawl without it.
Thank you for your hard work, as well. I cannot, personally, thank you enough for this massive contribution. I've wanted to mod FTL with the various ship editors and such that are out but never had an easy method until I started working with this.
Just wanted to mix the good and the bad :D

If you really want to claim that it's not a false positive, then compile the (freely-available) source code with Pyinstaller, compare the md5 hash sums, and share the results! If somehow someone snuck a virus into it I would want to know too. :P

Edit: Sorry if I focused on the bad here. As you can imagine having my program flagged and not being able to do anything but send reports and pray is particularly frustrating for me. Thanks for your praise though. I appreciate it. :)

@Howzet: Issue is unrelated to GMM. Hope you get it figured out, though!
Grognak
Posts: 172
Joined: Tue Sep 18, 2012 9:42 pm

Re: Grognak's Mod Manager (v1.3)

Postby Grognak » Sat Oct 13, 2012 7:45 am

I've committed the fancy-pants new GUI prototype on Github. It's currently is not completely functional, but will still let you select mods to patch just like before. You're all welcome to check it out if you have a chance. :)
Howzet
Posts: 4
Joined: Fri Oct 12, 2012 7:50 am

Re: Grognak's Mod Manager (v1.3)

Postby Howzet » Sat Oct 13, 2012 12:29 pm

Well, just to let you know, I managed to get the lag sorted out. Quick restart and some maintenance got it all worked out. :) Thanks for a great and simple tool Grognak. It's really helpful and I appreciate it.
ser_aerochorro
Posts: 31
Joined: Fri Sep 21, 2012 6:49 pm

Re: Grognak's Mod Manager (v1.3)

Postby ser_aerochorro » Sat Oct 13, 2012 1:47 pm

mrgstiffler wrote:It looks like the problem was with os.path.split(argv[0])[0]. I changed that to os.getcwd() + '/' and it's working now. Here's the application I made with py2app:

http://www.gregstiffler.com/gmm.zip

Does that actually work? Because when I was editing the main.py to make it work to mac, I recall that os.getcwd() didn't actually work very good. However, I can easily believe that the argv thing didn't work. I see that in his new version Grognak has used os.path.realpath(__file__), so that should be fixed.


Grognak, the new main.py doesn't work on Mac :< I'll fix it.
superfred9
Posts: 1
Joined: Sat Oct 13, 2012 3:16 pm

Re: Grognak's Mod Manager (v1.3)

Postby superfred9 » Sat Oct 13, 2012 3:21 pm

Avast thinks this program is a virus :?: It says it is malaware.
Whale Cancer
Posts: 272
Joined: Fri Sep 21, 2012 3:28 pm
Location: Vancouver, BC

Re: Grognak's Mod Manager (v1.3)

Postby Whale Cancer » Sat Oct 13, 2012 3:53 pm

superfred9 wrote:Avast thinks this program is a virus :?: It says it is malaware.

As stated upthread, this is a false positive.
Contribute to help save the Whales from their various diseases! *DELAYED* Should release the skeleton with the main quests attached by the end of the week (By NOV 9)! *DELAYED* Don't listen to my dates! Things always seem to come up!
mrgstiffler
Posts: 6
Joined: Fri Oct 12, 2012 3:05 am

Re: Grognak's Mod Manager (v1.3)

Postby mrgstiffler » Sat Oct 13, 2012 5:23 pm

ser_aerochorro wrote:
mrgstiffler wrote:It looks like the problem was with os.path.split(argv[0])[0]. I changed that to os.getcwd() + '/' and it's working now. Here's the application I made with py2app:

http://www.gregstiffler.com/gmm.zip

Does that actually work? Because when I was editing the main.py to make it work to mac, I recall that os.getcwd() didn't actually work very good. However, I can easily believe that the argv thing didn't work. I see that in his new version Grognak has used os.path.realpath(__file__), so that should be fixed.


Grognak, the new main.py doesn't work on Mac :< I'll fix it.


It works great for me. Your problem may have been that os.getcwd() doesn't add a trailing slash.
Grognak
Posts: 172
Joined: Tue Sep 18, 2012 9:42 pm

Re: Grognak's Mod Manager (v1.3)

Postby Grognak » Sat Oct 13, 2012 8:29 pm

ser_aerochorro wrote:Grognak, the new main.py doesn't work on Mac :< I'll fix it.

No need, I just forgot to remove a line. It should(?) work now.
carrots_macduff
Posts: 4
Joined: Sat Oct 13, 2012 11:57 pm

Re: Grognak's Mod Manager (v1.3)

Postby carrots_macduff » Sun Oct 14, 2012 12:26 am

ive made a post in the tech support section about this aswell, but for some reason whenever i use your mod manager, it replaces all the text and graphics in my game with yellow exclamation marks, even when i run it without installing any mods at all. help plz
Grognak
Posts: 172
Joined: Tue Sep 18, 2012 9:42 pm

Re: Grognak's Mod Manager (v1.3)

Postby Grognak » Sun Oct 14, 2012 12:29 am

Try deleting your /resources/ folder. After that:
If you have steam:
Verify your game cache
If you use the DRM free version:
Redownload the ZIP file and copy it's fresh /resources/ in.

This is assuming you are using Windows... more details would be very nice in the future. :)

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