harpo99999

{Utilityrelease v1.2.0} entrenchment/diplomacy manifest maker (now trinity friendly)

{Utilityrelease v1.2.0} entrenchment/diplomacy manifest maker (now trinity friendly)

a vb6 program to make manifests for mods

I have decided to start the design of a vb6 program to create manifest files for mods, would this help any modders?

I have  the program at testing stage 3.

the program now will build a set of manifests that load and run in entrenchment for a copy of an existing mod.

on a athlonx2 5200 system it creates a full set of manifests within 2 minutes, and I have tested the speed on my slowest sins machine my laptop, and timed the manifest make time to be about 2 minutes

the next test stage is to merge several mods together and create a set of manifests that run in entrenchment

the program has passed the stage 3 tests and also the windows compatability tests so it is now moving to beta status

pm me with an email address that can receive a 100kb email if you would like to help me do final testing/debugging on this utility for modders

I have actually timed the find all the relevent files and create the 6 manifests for distant stars mod and the time taken was 9 seconds. the big question is how many entries can you make in a manifest in 10 seconds????????

it can now be downloaded from my three file areas

and is also in my modding utility pack in the mod updater thread

filefront http://www.filefront.com/15597241/sins-manifest-maker1.2.rar/

filefactory http://www.filefactory.com/file/b01e8h8/n/sins_manifest_maker1.2.rar

and the latest exe all of 100kb that replaces earlier versions(still uses the same ocx files)

from my dropbox

 and filefactory

harpo

 

130,758 views 47 replies
Reply #26 Top

the manifest maker has now been released see the OP for links

harpo

 

Reply #27 Top

i just used this man and i have to say it is one of the best help items iv ever used great job

Reply #28 Top

cursedspirit if you think that this one is good then the sins stringer will BLOW you away.

I will be anouncing the stringer after I release the text binner.

harpo

 

Reply #29 Top

Hey, uh. I think this just went insane.

Having just installed Entrenchment, I converted my current mod files over to the new format (Relatively painless; thank goodness I've only got a dozen files changed so far). Specified the desired files (entities only), things to include (Mod only), and the mod directory to reference, and hit the go button.

It then appeared to recurse through my entire C: (at least, the 'target folder' window seemed to search through the whole thing) for over a minute, then finished without any errors.

When I checked the mod path, the manifest file it provided was thus:

TXT
entityNameCount 1
entityName ""

About the only thing I can think of as an issue could be that I have Sins installed on my G: instead of my C: ... any ideas?

Reply #30 Top

reiverta, which drive is you window installed on?

the utility looks in the sins folders pointed to by the registry key for sins, and the local apps\ironclad games\sins of a solar empire.

I have tested it on a win7  32 bit installed on f with default install of sins ie on the windows drive, and no problems.

I am actually re-testing the program againt the bsg mod. for a standard entrenchment mod you SHould have all three ie the mods,sins & entrenchment ticked otherwise you will have problems.

harpo

 

Reply #31 Top

Ah, that could be it. I'd hit only 'entrenchment'.

Reply #32 Top

yes the manifests would have missed the base sins files that would have been needed.

you should leave all the 'types to include ticked' UNLESS you only want manifests for base sins or a mod for base sins.

I had included the base sins and mods for base sins incase the manifest system was added to base sins.

I will re-word the instructions on screen for the next version of the program

harpo

 

Reply #33 Top

media fire has deleted all of my files so I WILL NOT be uploading anything to them again

harpo

 

Reply #34 Top

due to several pms with questions I am releaseing the 1.1 version if the manifest maker that unless you select diplomacy will NOT look in diplomacy

I have two locations now

 filefront

and  dropbox

Reply #35 Top

Harpo;

Does the above link go to a utility that replaces your previous work?  Should I delete the previous mod updater for this one?

Post a PM about "Z" axis on maps.

 

Thanks in advance

 

Reply #36 Top

the archive ONLY contains the manifest maker, and it does replace the old manifest maker which had a bug in it which would add diplomacy files to the manifest is diplomacy was installed, but not selected. and the z axis question  regarding the gws fading during zoom to my limited knowledge is due to no current scouting/view from one or more of your ships/abilities.

harpo

 

Reply #37 Top

found and fixed an issue for TC mods with the previous version adding vanilla sins files when vanilla WAS NOT ticked

this version is to replace any and all previous versions(overwrite)

filefront http://www.filefront.com/15597241/sins-manifest-maker1.2.rar/

filefactory http://www.filefactory.com/file/b01e8h8/n/sins_manifest_maker1.2.rar

harpo

 

Reply #40 Top

when i tried to use it the file navigation scroll thing appeared to go through various directories unrelated to sins

this worried me and i exited it

did it put files in those directories?

Reply #41 Top

the only time it creates files is AFTER you click on the button labeled '5. rename old manifests & create new manifests for the mod' with one exception, it creates a small file in the folder that the program is run from named info.txt that has particular information regarding the paths to the sins program folder and the sins data(maps,mods,settings) area.

and as all files that my utilities process are in plain text they can easily be inspected to see what is done

the rest of the time my utilities ONLY work in memory(ram) and do NOT alter ANYTHING on the drives.

I understand you caution, and as I often have to fix customers computers from virus/trojan/rootkit and spyware infections I have the simple policy of NOT changing anything without either explicit permission or discussion with the customer/user

the button labeled 'show sins mods location' should move the folderview back to the '/ironclad games/sins of a solar empire' folder that holds the mods- folders that hold the individual mods.

harpo

Reply #42 Top

yeah i meant that it happened after i hit the button you mentioned, but thanks for understanding and explaining

Reply #43 Top

and I forgot to mention that they all use the folderview and filelist box below the folderview to actually get the filenames, so it does skim through the directories  with the folderview, but only to read the file names, so no data risk is involved.

harpo

 

Reply #44 Top

First off great utility idea harpo. Now does this work with diplomacy 1.011. Im in the process of combining two seperate modes into one and both run on diplomacy 1.011. And another question, how would i cmbine the two seperate Window folders. Im quite unfamiluar with the brush system and how it links to everything else. Im trying to combine a mod with a few new factions with another mob simular to sins plus, both have different research tech trees. How would i combine these?

Reply #45 Top

daltonhostetler, ALL of my utilities will work with diplomacy, entrenchment, and when rebellion is relased they will work with rebellion.

and as I had stated in the op this utility is for creating the correct manifest for a single mod folder, diplomacy,entrenchment and vanilla sins files while excluding the four entity files that have caused minidumps when included in the manifests.

for mergeing two mods, the only area that will require major text file editing is in the entity files in particular the playerRACE.entity files so that you can research the differing researches from the two mods.

in general the window folders in mods are the SAME so just use one, the main areas of change are gameinfo, mesh and textures, and some mods also change textureanims

also it might help to look through the sins weebly by myfist0

hope this helps

harpo

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Reply #47 Top

As i said in my PM it still don't work even with your latest version you linked to me. Maybe i'm doing something wrong so i'm going to detail a bit.

- I have Windows 7 x64

- Here a my registry entries per folder

sinstrinity

Registry

 

sins

sins

 

sinsentrench & sinsdiplo

- In my user folder i have 3 folders for mods named "Mods-Diplomacy v1.21", "Mods-Entrenchment v1.051", "Mods-v1.191"

 

- I have tried adding game path to sinsentrench & sinsdiplo without sucess

- I have tried to add "J:\Install\Sins of a Solar Empire\Entrenchment\" path to sinsentrench and "J:\Install\Sins of a Solar Empire\Diplomacy\" to sinsdiplo, no sucess too.

- I have no problem to create a manifest if all files are in my mod folder ( i copy sins, entrench and diplo files in it before launching )

- If sins is checked i have error 76

- If entrenchment is checked i have no error but only files in my mod are added, the entrenchment files are not added to manifest

- If diplomacy is checked it's the same, no error, only my mod is added, no diplomacy added to manifest.

 

As i asked in my PM, isn't it possible to manually add game pathes in your utilities and save them, instead of using registries that seems to be different from different OS and game versions ?

 

Thanks for your utilities, i remember a few years ago at first sins release, everything had to be made manually, really boring :)