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

Discuss and distribute tools and methods for modding. Moderator - Grognak
Post Reply
hagabaka
Posts: 3
Joined: Thu Nov 14, 2013 4:52 am

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

Post by hagabaka »

Vhati wrote:This may be a silly question, but... was the prompt hiding behind the console window?

Otherwise, I'm at a loss as to what could prevent the prompt from appearing altogether.
But you can at least bypass the prompt by writing "modman.cfg" yourself...
Thanks, writing the modman.cfg helped. But I tried minimizing all my windows before running modman.command, and there wasn't a prompt hiding behind them.
Vhati
Posts: 792
Joined: Thu Oct 25, 2012 12:01 pm

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

Post by Vhati »

hagabaka wrote:When I run modman.command, doesn't show an user interface and doesn't print anything in console.
hagabaka wrote:I tried minimizing all my windows before running modman.command, and there wasn't a prompt hiding behind them.
Since you could get into the main GUI by writing that config file...

If you click "Extract Dats..." in the File menu, do you see a dialog to choose the destination folder?

( Just checking if that sort of prompt works. You can cancel it without actually extracting anything. )
hagabaka
Posts: 3
Joined: Thu Nov 14, 2013 4:52 am

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

Post by hagabaka »

Vhati wrote:
hagabaka wrote:When I run modman.command, doesn't show an user interface and doesn't print anything in console.
hagabaka wrote:I tried minimizing all my windows before running modman.command, and there wasn't a prompt hiding behind them.
Since you could get into the main GUI by writing that config file...

If you click "Extract Dats..." in the File menu, do you see a dialog to choose the destination folder?

( Just checking if that sort of prompt works. You can cancel it without actually extracting anything. )
I removed the config file and tried again, and it turns out that you were right. The prompt was hiding behind my console window. I'm not sure why I missed it when I checked last time. :oops: The Extract Dats menu works too. Thanks!
dancingrex
Posts: 2
Joined: Fri Nov 15, 2013 3:25 am

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

Post by dancingrex »

mine is saying access denied when ever i try to patch it. what should i do?
UltraMantis
Posts: 2141
Joined: Thu Sep 20, 2012 3:17 pm

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

Post by UltraMantis »

Where did you place the .ftl files? And where did you unpack SMM?
Report spam using the handy Report Button Mod.
User avatar
kartoFlane
Posts: 1488
Joined: Mon Jan 14, 2013 10:20 pm

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

Post by kartoFlane »

dancingrex wrote:mine is saying access denied when ever i try to patch it. what should i do?
You need to run SMM as admin. Right-click on the exe and select "Run as admin..."
Superluminal2 - a ship editor for FTL
BlackParagon
Posts: 3
Joined: Mon Nov 25, 2013 10:20 pm

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

Post by BlackParagon »

Hi everyone, I am new to the forum and have specially registered to post this bug report *holds up a sign with the slogan "I know I'm an idiot" *

So, there seems to be serious issue with SMM regarding patching. I collected a good aount of mods I wanted to use.
As I then had doubts egarding compatibillity, I began to manually merge them and select what I would want and what not. Included in this one big mod is also CaptainsEdition: People Modified with set of skins I liked the most (like a black dude in a white space suit and the spec ops girl).

So, I packed it with rar, renamed it to .ftl and patched. No errors. I started the game. No errors.
I clicked on "New Game" and bam, no black dude in a white space suite or the spec ops girl...other skins werent there as well. basically ALL the contents of the img folder were not present, as I should have had another main menu screen and so on...I just didn't recognize it at first.

So I thought, ok, maybe try as Administrator. Didn't work, patched successfully but nothing changed. Then I checked logs. Everything fine there. Then I thought, ok, lets install _just_ the black dude, i mean, hes gonna spring into my face if I ope a new game, I can immeadiately see if it works or not.
So I load up _only_ him. And it worked, for whatever reason.

Then i tried loading up _only_ the people folder, ofc retaining the original filestructure (/img/people/"files").
That didn't work. So, whatever is going on, when I try to patch multiple images it fails without throwing an error.

- EDIT -

After some more tests, I kan clearly see that SMM seems to cancel around 95% of the patching. The command line window shows the number of affected bytes after repacking. The mod collection I use is roughly 170 mb, so that should be a handful... but instead, if I try to patch all of it in one try, it only patches about 800kb in data and 8.2kb in ressources...

When I now try to patch a single image i get I get around 4mb into ressources and it works. So apparently, SMM refuses to handle that filesize. Is that expected behavior? Can i prevent/exploit that o and/or use any other means to force patching?

Thanks in advance,
BlackParagon
User avatar
kartoFlane
Posts: 1488
Joined: Mon Jan 14, 2013 10:20 pm

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

Post by kartoFlane »

BlackParagon wrote:So, I packed it with rar, renamed it to .ftl and patched. No errors. I started the game. No errors.
It's not exactly clear what you did given your wording, but a renamed .rar won't work. You have to pack the files into a .zip format.
Although IIRC, SMM would yell at you for feeding it a non-zip file, so I guess that's taken care of.
BlackParagon wrote:Then i tried loading up _only_ the people folder, ofc retaining the original filestructure (/img/people/"files").
That didn't work. So, whatever is going on, when I try to patch multiple images it fails without throwing an error.
If you've compiled the mod itself, it's quite possible you've made some sort of mistake somewhere. Could you upload the file you tried to patch in?

This is the most likely cause, given that you've checked logs and there were no errors there, and that the standalone sprite mods (taken from CE, I suppose) are working fine.
BlackParagon wrote:The mod collection I use is roughly 170 mb, so that should be a handful... but instead, if I try to patch all of it in one try, it only patches about 800kb in data and 8.2kb in ressources...
It's could be possible that the mods you're installing are overriding the same files, hence they consecutively replace one another, and the total size of the archive doesn't inflate too much.

It could also be possible, and perhaps more likely, that one of the mods you're installing causes an error to occur during patching, stopping SMM from completing the task (but returning success for whatever reason).
But if there are no error messages in modman-log.txt, then we'd be effectively operating blindly.
Superluminal2 - a ship editor for FTL
DavidCG
Posts: 3
Joined: Tue Nov 26, 2013 6:41 pm

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

Post by DavidCG »

So I've come across a bit of an issue with this. I just got SMM and wanted to try out some mods, so I tried installing Captain's Edition and the Player Ships addon. It ran fine, no access issues (once I ran it as admin), no hiccups with installation, nothing. Then I started the game up, and nothing was changed, it was the plain vanilla game. Then I tried a different tactic, patching with no mods selected, then patching in the High Res Backgrounds mod. Same thing: nothing changed from the vanilla. What did I do wrong, and how do I fix it so I can mod my game again?
EvilJell0
Posts: 1
Joined: Wed Nov 27, 2013 1:39 am

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

Post by EvilJell0 »

Hi, I love this mod stuff but I can't really use it. I am on a mac and whevener I patch and run, FTL crashes right away even if I don't load any mods (not checked). Please help!!!
Post Reply