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Re: Grognak's Mod Manager v1.6 (Updated Feb 23, 2013!)

Posted: Thu Feb 28, 2013 8:45 pm
by Vhati
fudz wrote:ahhh yes mate, I was hacking main.py to account for the name changes, which was going ok until I go to this syntax error:

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raise FTLDatPacker, "Index is full"
SyntaxError: invalid syntax
Article: Python 3 Porting Guide

Looks like that should become:

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raise FTLDatError("Index is full")
fudz wrote:didnt realize youre the author—so lol I have 2.6 installed anyway, so I should revert back to that then?
That'd be the easy and reliable route.
But since you've already started porting, we can both learn a bit before you revert. ;)
fudz wrote:PS. I know nothing about python, but dont mind getting my hands dirty ;)
Ambitious.
The most helpful and dangerous kind of user. :)

Re: Grognak's Mod Manager v1.6 (Updated Feb 23, 2013!)

Posted: Thu Feb 28, 2013 10:47 pm
by fudz
ok Ive done a lot of editing and Ive got it asking me to locate data.dat or FTL.app if on osx.

I cant seem to select FTL.app, its ghosted out
Screen shot 2013-02-28 at 22.46.54.png

Re: Grognak's Mod Manager v1.6 (Updated Feb 23, 2013!)

Posted: Thu Feb 28, 2013 10:58 pm
by fudz
ok I managed to get it to run, by hard editing the path to the resources, and moving the app to applications

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candidates.append(os.path.join("/", *["Applications","FTL","FTL.app","Contents","Resources"]))
Screen shot 2013-02-28 at 22.56.57.png
not ideal but it seems to work, be nice to be able to leave the game in my games folder and select FTL.app when prompted.

:)

have a look at the screen shot (scroll down) - let me know if that looks right to you, cheers

Re: Grognak's Mod Manager v1.6 (Updated Feb 23, 2013!)

Posted: Fri Mar 01, 2013 12:05 am
by Vhati
fudz wrote:not ideal but it seems to work, be nice to be able to leave the game in my games folder and select FTL.app when prompted.
That's due to be fixed in 1.7.

I typoed the filetypes arg. This oughtta make the FTL.app choosable.

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    result = tkFileDialog.askopenfilename(title="Find data.dat or FTL.app",
        filetypes=[("data.dat or OSX Bundle", ("*.dat","*.app")), ("All Files", "*.*")])
The resource folder's path ultimately gets saved to modman.ini where it can be set with a text editor.
Delete the ini or give the setting an empty value, and GMM will ask again.

fudz wrote:have a look at the screen shot (scroll down) - let me know if that looks right to you, cheers
Yep. That's what it should look like (the toggle button could stand to be wider, but otherwise...).
Congratulations! I initially taught myself PHP that way once.

I'm nearly done myself, adjusting the beleeding-edge code to work in both 2.x and 3.x (no promises that it'll stay that way). It's not committed yet. I'm still wrestling with one of the new features.
If I don't get that working in time, you should revert to 2.x if you haven't already.


Edit: The 3.x-friendliness changes have been submitted to Grognak for GMM 1.7.

Re: Grognak's Mod Manager v1.6 (Updated Feb 23, 2013!)

Posted: Fri Mar 01, 2013 1:15 pm
by vavakx
I have downloaded GMM with Github and it has no modman.exe!!! :evil:
What shall I do???

Re: Grognak's Mod Manager v1.6 (Updated Feb 23, 2013!)

Posted: Fri Mar 01, 2013 1:27 pm
by kartoFlane
Why the hell would you download it from GitHub... Just use the mediafire links.

Re: Grognak's Mod Manager v1.6 (Updated Feb 23, 2013!)

Posted: Fri Mar 01, 2013 1:59 pm
by Vhati
vavakx wrote:I have downloaded GMM with Github and it has no modman.exe!!! :evil:
What shall I do???
Since you're on Windows...
  • Open a dos prompt (run as administrator, if necessary).
  • cd to GMM's directory.
  • Run: "main.py"
If you've got python installed, the exe's just a fancy launcher.
kartoFlane wrote:Why the hell would you download it from GitHub... Just use the mediafire links.
Downloading from github lets you play with not-yet-released features.
The downside is it's not packaged up for distribution to end-users.

When the app's in a language that doesn't need compiling, it's not so tough for users to get a snapshot running.

Re: Grognak's Mod Manager v1.6 (Updated Feb 23, 2013!)

Posted: Fri Mar 01, 2013 3:39 pm
by vavakx
Vhati wrote:
vavakx wrote:I have downloaded GMM with Github and it has no modman.exe!!! :evil:
What shall I do???
Since you're on Windows...
  • Open a dos prompt (run as administrator, if necessary).
  • cd to GMM's directory.
  • Run: "main.py"
If you've got python installed, the exe's just a fancy launcher.
kartoFlane wrote:Why the hell would you download it from GitHub... Just use the mediafire links.
Downloading from github lets you play with not-yet-released features.
The downside is it's not packaged up for distribution to end-users.

When the app's in a language that doesn't need compiling, it's not so tough for users to get a snapshot running.
Thanks

Re: Grognak's Mod Manager v1.6 (Updated Feb 23, 2013!)

Posted: Fri Mar 01, 2013 4:42 pm
by kartoFlane
I've found a bug - GMM crashes whenever the mods folder contains more .ftl files than can fit on the manager's list - namely, 7 is max, at 8 and more it starts crashing.

Log:

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2013-03-01 17:39:29 INFO: Grognak's Mod Manager v1.6 (on Windows-7-6.1.7601-SP1)
2013-03-01 17:39:29 INFO: Rooting at: C:\Program Files (x86)\Steam\steamapps\common\FTL Faster Than Light\GMM

2013-03-01 17:39:29 INFO: Using FTL dats path from config: C:\Program Files (x86)\Steam\steamapps\common\FTL Faster Than Light\resources
2013-03-01 17:39:29 DEBUG: Failed to find mod file by name: PLAYER_SHIP_CIRCLE
2013-03-01 17:39:29 INFO: Added Scarab.ftl
2013-03-01 17:39:29 INFO: Added Shard.ftl
2013-03-01 17:39:30 ERROR: <class '_tkinter.TclError'>
Traceback (most recent call last):
  File "D:\My Documents\projects\Grognaks-Mod-Manager - dist\build\pyi.win32\main\out00-PYZ.pyz\Tkinter", line 1410, in __call__
  File "D:\My Documents\projects\Grognaks-Mod-Manager - dist\build\pyi.win32\main\out00-PYZ.pyz\Tkinter", line 2798, in set
TclError: expected floating-point number but got "0,875"

Re: Grognak's Mod Manager v1.6 (Updated Feb 23, 2013!)

Posted: Fri Mar 01, 2013 6:30 pm
by Vhati
kartoFlane wrote:I've found a bug

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TclError: expected floating-point number but got "0,875"
Fixed in GMM 1.7. That was a subtle one.

The bug surfaces in non-US locales that have commas for decimal points in their numbers.
The gui library lets a comma sneak in somewhere when it does math, and it panics.

If you're impatient, you can get your copy working thusly:
Find this line in main.py, near the top.

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locale.setlocale(locale.LC_ALL, "")
Add this below it.

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locale.setlocale(locale.LC_NUMERIC, "C")  # Use period for numbers.
You'll need to run main.py directly, as modman.exe has a broken copy of its own, bundled inside.


* Technically the locale poisoning wasn't truely fixed until Python 3.2, but this workaround is good for all versions.