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

Posted: Fri Mar 14, 2014 5:47 pm
by Vhati
Sleeper Service wrote:How would it affect performance if we would separate the mod into smaller mod packages? SMM would process these one after each other, right?
Right.
Sleeper Service wrote:Could that be a possible workaround? Or does this get problematic if it has to append stuff to a file that is already very big from previously appended packages?
The latter.

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

Posted: Fri Mar 14, 2014 8:53 pm
by rannl
Vhati wrote:
Sleeper Service wrote:Can it be done? Would it be worth the hassle?
Ehhh. Not in a practical way. In order to have both random access to ALL parts of a file (for mod tags) and NOT have the entire file in memory (for gigantic files), it'd have to constantly re-read the file from the beginning to 'rewind' the stream for every little change - which is seriously inefficient and slow. Not to mention being a verry ugly total rewrite of the xml handling code.

I can't accomodate the exponential usage that comes from having every possible combination of every variant.
Is it possible to solve this issue by making the random access for mod tags optional? In effect, if no mod tags are used, then .append files are added iteratively to the disk .dat files, instead of being stored in memory (as jdom parsed objects) waiting for mod tag effects which will not occur?

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

Posted: Mon Mar 17, 2014 3:25 pm
by Vhati
rannl wrote:Is it possible to solve this issue by making the random access for mod tags optional? In effect, if no mod tags are used, then .append files are added iteratively to the disk .dat files, instead of being stored in memory (as jdom parsed objects) waiting for mod tag effects which will not occur?
I could make up a new suffix (as opposed to png, xml, append) that gets combined in the old GMM-ish way. It'd load both files' bytes into memory, decode to strings (Trying UTF-8/Windows-1252/etc), do some minor replacements, and write them one-after-another back to disk - without using memory to create jDOM objects.

The tidying that incidentally results from printing the jDOM tree wouldn't happen, but that's only for the benefit of 3rd-party apps that would try to parse the XML (and likely choke anyway), not the game itself.

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

Posted: Tue Mar 18, 2014 6:53 am
by rannl
Vhati wrote:
rannl wrote:Is it possible to solve this issue by making the random access for mod tags optional? In effect, if no mod tags are used, then .append files are added iteratively to the disk .dat files, instead of being stored in memory (as jdom parsed objects) waiting for mod tag effects which will not occur?
I could make up a new suffix (as opposed to png, xml, append) that gets combined in the old GMM-ish way. It'd load both files' bytes into memory, decode to strings (Trying UTF-8/Windows-1252/etc), do some minor replacements, and write them one-after-another back to disk - without using memory to create jDOM objects.

The tidying that incidentally results from printing the jDOM tree wouldn't happen, but that's only for the benefit of 3rd-party apps that would try to parse the XML (and likely choke anyway), not the game itself.
Sounds great, thanks!

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

Posted: Thu Apr 03, 2014 1:43 pm
by sign1000
Help! I am having problems trying to fix FTL to an unmodded state, and I realized that the whenever I patch nothing, CE and the no-CE weapons add-on is still there, and it is frustrating me to no end!

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

Posted: Fri Apr 04, 2014 7:43 am
by kartoFlane
@sign1000
Follow the intructions here

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

Posted: Fri Apr 04, 2014 10:52 am
by Draco556
Will the newest version of SMM work with FTL: AE?

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

Posted: Fri Apr 04, 2014 11:49 am
by sanmonku
works, just delete everything in the backup folder and if necessary re-download data.dat and resource.dat

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

Posted: Mon Apr 07, 2014 3:14 pm
by DoryDAs
Hi,

Cross posting from Captains Edition thread and /r/ftlgame

I've reinstalled FTL:AE and SMM and still get the xml error.

This is a screen grab during patching: http://i.imgur.com/l7rI9x1.jpg

After running: http://imgur.com/nYCoFIa

Win7
Non Steam humble download

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

Posted: Mon Apr 07, 2014 9:04 pm
by kartoFlane
Have you updated SMM's backups? This error (non-existent innerPath wasn't appended) is displayed when a mod tries to append to a file that is not present in SMM's backups.

Follow the steps below, and all should be well:
  1. Go to SMM/backups, delete data.dat.bak and resource.dat.bak
  2. .
    1. Steam users:
      Steam -> Library -> right-click on FTL -> Properties -> Local Files -> Verify Integrity of Game Cache
    2. DRM-free version users:
      Reinstall FTL (remember to back up your profile!)
  3. Launch SMM and hit Patch to create new backups