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

Discuss and distribute tools and methods for modding. Moderator - Grognak
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FluffyWhale
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Joined: Tue Nov 18, 2014 9:10 pm

Re: Slipstream Mod Manager v1.6 (2014-10-25)

Post by FluffyWhale »

I tried to run as admin but it didn't work here is the error in the log that i got. :(


16:06:38.236 [AWT-EventQueue-0] DEBUG net.vhati.modmanager.FTLModManager - Slipstream Mod Manager v1.6
16:06:38.239 [AWT-EventQueue-0] DEBUG net.vhati.modmanager.FTLModManager - Windows 7 6.1
16:06:38.240 [AWT-EventQueue-0] DEBUG net.vhati.modmanager.FTLModManager - Java HotSpot(TM) 64-Bit Server VM, 1.7.0_25, amd64
16:06:38.319 [AWT-EventQueue-0] INFO net.vhati.modmanager.FTLModManager - Using FTL dats path from config: C:\Users\Phil\Desktop\FTL - Copy\resources
16:06:39.283 [Thread-4] DEBUG net.vhati.modmanager.ui.ManagerInitThread - Catalog isn't stale yet.
16:06:39.320 [Thread-4] DEBUG net.vhati.modmanager.ui.ManagerInitThread - App update info isn't stale yet.
16:06:39.566 [Thread-5] INFO net.vhati.modmanager.core.ModsScanThread - Background hashing finished.
16:06:39.567 [Thread-5] INFO net.vhati.modmanager.core.ModsScanThread - Background metadata caching finished.
16:06:43.838 [AWT-EventQueue-0] INFO net.vhati.modmanager.ui.ManagerFrame -
16:06:43.839 [AWT-EventQueue-0] INFO net.vhati.modmanager.ui.ManagerFrame - Patching...
16:06:43.839 [AWT-EventQueue-0] INFO net.vhati.modmanager.ui.ManagerFrame -
16:06:43.853 [Thread-6] INFO net.vhati.modmanager.core.ModPatchThread - Restoring vanilla "data.dat"...
16:06:43.919 [Thread-6] INFO net.vhati.modmanager.core.ModPatchThread - Restoring vanilla "resource.dat"...
16:06:45.013 [Thread-6] ERROR net.vhati.modmanager.core.ModPatchThread - Patching failed. java.io.EOFException
at java.io.RandomAccessFile.readFully(Unknown Source)
at net.vhati.ftldat.FTLDat$FTLPack.readLittleUInt(FTLDat.java:513)
at net.vhati.ftldat.FTLDat$FTLPack.readIndex(FTLDat.java:610)
at net.vhati.ftldat.FTLDat$FTLPack.<init>(FTLDat.java:490)
at net.vhati.ftldat.FTLDat$FTLPack.<init>(FTLDat.java:460)
at net.vhati.modmanager.core.ModPatchThread.patch(ModPatchThread.java:160)
at net.vhati.modmanager.core.ModPatchThread.run(ModPatchThread.java:88)
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kartoFlane
Posts: 1488
Joined: Mon Jan 14, 2013 10:20 pm

Re: Slipstream Mod Manager v1.6 (2014-10-25)

Post by kartoFlane »

Seems like the error originated in a different part of code, but the core problem should still be the same... Read this post: http://www.ftlgame.com/forum/viewtopic. ... 885#p59620
Superluminal2 - a ship editor for FTL
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Gencool
Posts: 409
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Re: Slipstream Mod Manager v1.6 (2014-10-25)

Post by Gencool »

Ok, slightly more complicated followup question to my original one;

I want to find ship <escape></escape> events that contain a <ship hostile="true"/> tag, so that I can add an additional hidden choice - appending a choice to every time a ship attemps to sincerely escape.

Ideally the code would go from
<ship><escape><ship hostile="true"/></escape></ship>
to
<ship><escape><ship hostile="true"/><choice></choice></escape></ship>

i.e. Is it possible to select an event (or in this case an <escape>) to modify by looking at the attributes and tags nested within it, rather than the values it contains itself?



((also, quick thought; if is it possible to search if the ship /dosn't/ have an escape tag?))
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- Gencool (aka Puppetsquid) -- I make weird stuff
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RAD-82
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Re: Slipstream Mod Manager v1.6 (2014-10-25)

Post by RAD-82 »

Gencool wrote:Is it possible to select an event (or in this case an <escape>) to modify by looking at the attributes and tags nested within it, rather than the values it contains itself?
It sounds like you want the mod:findWithChildLike tag. I think it would look something like this, but I could be wrong with the selector:

<mod:findName type="ship" name="{ship name}"> or <mod:findLike type="ship"> which I assume you are actually going to use, because otherwise, you wouldn't need the findWithChildLike tag
<mod:findWithChildLike type="escape" child-type="ship"> <mod:selector hostile="true"/>
<mod-append:choice>{blah...blah..blah}</mod-append:choice>
</mod:findWithChildLike>
</mod:findName> or </mod:findLike>

Of course, this doesn't make any sense to me. Why would there be a <ship hostile="true"/> in an <escape> tag? A ship has to already be hostile in order to trigger that event. :roll:

I'm not quite sure why you would need this tag for this situation. If you are just looking for <escape> tags that just don't load events outside of the <ship> tag, then the <mod:selector> tag probably isn't necessary. I noticed in the vanilla files that ship PIRATE_BRIBER is the only ship in events_ships.xml that doesn't load an outside event that lacks this <ship hostile="true"> tag. Perhaps in order to catch ships like that, you should use child-type="text" instead since all of these escapes would have text.
Gencool wrote:((also, quick thought; if is it possible to search if the ship /dosn't/ have an escape tag?))
I don't think that is possible, although I do recall someone trying to make something like that possible. I don't know what became of that.
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Junkyard has FTL mods, mostly ships and a few other things.
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Gencool
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Re: Slipstream Mod Manager v1.6 (2014-10-25)

Post by Gencool »

Hmmm, well I was looking for tags that didn't load external events, as I was worried it might cause some issues if it found and attempted to append a a single tag rather than an open-close pair. I've already grabbed the external pirate escape event.

I noticed that all the open-close escape events had that Hostile tag. I figured that there was a reason for it (like maybe the event loading in the middle of the fight affects the AI? I don't have much experience in this yet) and that it would be the most effective choice (since I think some custom events use the escape tag to do other cool stuff that I don't want to interfere with).


-Edit- Ok, I found the list of tags. Sorry, was being stupid.

-Edit- double never mind. Blonde moment.
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- Gencool (aka Puppetsquid) -- I make weird stuff
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Gencool
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Re: Slipstream Mod Manager v1.6 (2014-10-25)

Post by Gencool »

Bwaha, after a bit of a struggle I got it working. I originally had the events in the events.xml and tried to load them that way, but it didn't seem too happy and crashed every time. Having the whole thing in the event_ships.xml seems to work.

You were right on using the <text> as a child. A lot more flexible. Not sure how it will affect CE, but we'll see.

Thank you for the help!
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- Gencool (aka Puppetsquid) -- I make weird stuff
cynic_torgon
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Joined: Sun Nov 23, 2014 3:38 am

Re: Slipstream Mod Manager v1.6 (2014-10-25)

Post by cynic_torgon »

I seem to have some problem, when ever i try to open the modman.exe, i just get some kind of flash of the windows command prompt for a fraction of a second then nothing, I have 64-Bit Java 7, and 64-bit windows 7. I have tried both the Modman_administrator and Modman.exe, and get the same result. Fixes?
Epic Sam
Posts: 1
Joined: Sat Aug 09, 2014 3:03 am

Re: Slipstream Mod Manager v1.6 (2014-10-25)

Post by Epic Sam »

cynic_torgon wrote:I seem to have some problem, when ever i try to open the modman.exe, i just get some kind of flash of the windows command prompt for a fraction of a second then nothing, I have 64-Bit Java 7, and 64-bit windows 7. I have tried both the Modman_administrator and Modman.exe, and get the same result. Fixes?
Having the same problem here. Very frustrating.
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kartoFlane
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Re: Slipstream Mod Manager v1.6 (2014-10-25)

Post by kartoFlane »

@cynic_torgon & Epic Sam
Find modman-log.txt in SMM's directory and paste its contents here between [ code ][ /code ] tags.
Superluminal2 - a ship editor for FTL
cynic_torgon
Posts: 4
Joined: Sun Nov 23, 2014 3:38 am

Re: Slipstream Mod Manager v1.6 (2014-10-25)

Post by cynic_torgon »

kartoFlane wrote:@cynic_torgon & Epic Sam
Find modman-log.txt in SMM's directory and paste its contents here between [ code ][ /code ] tags.
There isn't a modman-log.txt in the folder just the base files that are in the folder when it's created.
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