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Re: Grognak's Mod Manager v1.7 (Updated March 6, 2013!)
Posted: Wed Jul 31, 2013 11:15 pm
by Vhati
Vas wrote:I have just updated to Python 2.7.5 and it still doesn't work.
Ignore modman.exe for now (it's broken), and run main.py directly.
- Windows XP: Double-click main.py.
- Windows Vista/7/8: may have to
do this.
Or you can use the
replacement exe I made.
Vas wrote:I would like the author to release an official fix for this error
I normally don't trust non-official files.
I
am one of the authors. Here's a
link to Grognak's GMM 1.6 announcement when I started contributing.
I've been doing tech support on this thread for 40 pages.
The source code for that replacement exe is provided.
And speaking of non-official files, you do realize you're in the
mod forum, right?
Re: Grognak's Mod Manager v1.7 (Updated March 6, 2013!)
Posted: Fri Aug 02, 2013 3:43 am
by Ora_unit_SR388
Just installed ftl on a mac for one of my freinds. For those of you who have python on there mac's, run main.py, instead of modman.exe.
Re: Grognak's Mod Manager v1.7 (Updated March 6, 2013!)
Posted: Sat Aug 03, 2013 7:01 pm
by Vhati
Ora_unit_SR388 wrote:For those of you who have python on there mac's, run main.py, instead of modman.exe.
"modman.command" is the counterpart to the exe.
That one is not broken.
It guarantees a that terminal window will appear for showing log messages.
Re: Grognak's Mod Manager v1.7 (Updated March 6, 2013!)
Posted: Sat Aug 03, 2013 9:20 pm
by Vas
Vhati wrote:I
am one of the authors. Here's a
link to Grognak's GMM 1.6 announcement when I started contributing.
I've been doing tech support on this thread for 40 pages.
The source code for that replacement exe is provided.
And speaking of non-official files, you do realize you're in the
mod forum, right?
Ah, well I didn't think there were multi authors. Usually mods for games like this just have one person making the mod. If the topic start post mentioned all author names and contained the fixed exe, then that would have what made me more comfortable. I mean non-official files as in files not from the mod author. Someone else can create a 'fix' for an issue in a mod and it turn out to be a trap. I already tried the fixed exe as I expected it would be unlikely to be a virus, and had my virus program scan over it anyway just in case.
Re: Grognak's Mod Manager v1.7 (Updated March 6, 2013!)
Posted: Mon Aug 05, 2013 7:37 am
by Tomatow
I've been having some problems with the main python file. Anyway i looked in the log and It said this
ImportError: DLL load failed: %1 is not a valid Win32 application.
I'm no computer genius so what does this mean. I also have python installed on my computer.
thanks
* never mind i just looked up.
Re: Grognak's Mod Manager v1.7 (Updated March 6, 2013!)
Posted: Tue Aug 06, 2013 11:09 am
by AssKickerson
Is there some way to install new mods without having to reinstall your other mods? Because some bullshit happened so I completely lost a mod I was making, that mod is already patched on the game but if I install new mods that means I lose that mod I made. Is there some way to get around that?
Re: Grognak's Mod Manager v1.7 (Updated March 6, 2013!)
Posted: Tue Aug 06, 2013 12:07 pm
by kartoFlane
You'd have to unpack the game's files to get the modded content. You can use either ftldat, KuroSaru's DatManager, or my editor to extract the archives.
KuroSaru's manager would be best I think, because it allows you to extract individual files instead of the entire archive, so if you remember which files you modified, you can get them back quickly.
Re: Grognak's Mod Manager v1.7 (Updated March 6, 2013!)
Posted: Tue Aug 06, 2013 12:31 pm
by UltraMantis
Backups man, backups. Shame you lost your work. I modded by keeping all moded files separately in a file structure GMM would be happy with, then zipping them up to make an ftl file, or just patching individual files with the DAT manager. I also used a separate copy of FTL to molest with WIP mods, and kept backups of the original resources. My folder got very messy, but backups saved me a few times.
If you know what the modded files are named, you can unpack the data.dat and resources.dat (or open them with the DAT manager) and copy your files before GMM overwrites the database the next time you patch. Some versions of GMM also never properly deleted files and kept patching old files in. There's a good chance your work is still there and can be rescued.
Re: Grognak's Mod Manager v1.7 (Updated March 6, 2013!)
Posted: Tue Aug 06, 2013 12:37 pm
by AssKickerson
Well, I have a backup its just kinda old. Guess I'll try to just redo the stuff I lost, thanks dude~
Re: Grognak's Mod Manager v1.7 (Updated March 6, 2013!)
Posted: Thu Aug 08, 2013 5:57 pm
by NineZeroZeroOne
Absolutely superb mod. Thank you, good sir!