Alblaka wrote:It's file-coding. If I tell notepad to save files in UTF-8 formatting, it will cause this bug. Using the (Windows-)default ANSI coding works fine.
I suppose it's something OS-dependant, I occasionally have some interesting issues with that.
Whatever, figuring out I just leave my files on ANSI pretty much solves everything ^^
Thank you, that's very helpful. Added it to the first post.
Alblaka wrote:1. ALWAYS enforce using appendaging instead of replacing files. First of all, modders REALLY shouldn't be replacing whole files in first place. Secondly, if you always take xml files as appendages, modders actually can still keep their previous files, since attaching a 'whole' modded events.xml to the base xml is tedious and eats bytes, but will still work flawless. The third, main reason: I commonly forget to add the .append after altering one of my files (I always open them as XML files for the sake of syntax highlighting) and then are surprised why the game doesn't start up anymore.
The problem is that many files need to be replaced rather than appended to (ships, graphics, music, etc.)
Also, I'm pretty sure appending the whole file on top of the other one would cause the beginning loadup screen some issues.
Alblaka wrote:2. Please as well load zip's from the mods folder. The enforced convention to name them ftl files has a reason somewhere, but it makes 'compiling' mods more tedious, as, f.e. WinZip refuses to open anything but zip files. Even if it actually IS a (renamed) zip.
Which means I need to completely repack & rename the whole mod just to change single files.
I will make this a feature defaulted to off in the next version.
Icehawk78 wrote:A request I'd like to add (and may be able to help with) - rather than requiring either wholesale replacing or appending entire lists, could you include an XML parser, and allow a .merge file, which will read the actual XML of the .merge and insert it into the original tag?
This was actually the original method GMM was planned to use, until I figured out appending overwrote old events and ran with that (the easier solution.) You give a strong use-case scenario though, so I will look into it.
Daichi wrote:This would be a great feature as well. May I also suggest a XML file mod format. Because honestly, as above, dealing with zip files at all is quite a pain when you don't need to even touch the resources.
Would not work well if you wanted to replace graphical resources, and I don't really want to support two ways of doing the same thing.
And as a side note, I will try to replace/repair the Scrap Advantage example for the next patch as well.