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# 1
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The 19th Hyperspace Core
Join Date: Sep 2004
Location: Oxford
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Corsix's Mod Manager 2.2 [Now v2.2 with Multiplayer!!]
![]() ![]() I give you my mod manager for quick enabling and disabling of DoW Mods. Now finally updated for DoW 1.1 mod support. Also included is a wizard to convert Mod Manager 1.2 mods to the new v2 format. Code:
M$ VB6 SP5 Runtimes (Required) Version 2.2 From DoWFiles.com Old Version: Version 2.1 From Mirror 1 Version 2.0 From DowFiles.com Last edited by Corsix : 29th Apr 05 at 9:11 AM. |
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# 8 |
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Guest
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Exactly how does this work? I tried the same method as the last version, but that didn't work. I tried putting the stuff in the multimod folder, and the multimod\data folder, but that also did not work. The readme assumes that I don't need to ever add new mods, and only tells me how to convert stuff from the old version. Incidentally that tool is broken too.
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# 10 | |
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Guest
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Quote:
How do you even get the mod to show up on the bloody app?! All I have is: ![]() Nothing I do can make the manager work. I then think "Oh, wait! Maybe they have to be converted so I'll just- Well, ****. Last edited by Antonidas : 21st Feb 05 at 8:19 PM. |
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# 13
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Resident AI guy
Join Date: Sep 2004
Location: North Toronto, Canada
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Unzip into your <install DoW folder>/ModManager2 (doesn't really matter where or what name). Run the main exe, it'll ask where yer <install DoW folder> is. I then click on, say, the new DaemonHunters mod to add it, it asks do you wish to do, I say YES. It also moves Warhammer40k: Dawn Of War to the right. Launch the mod with "run Dow with activated mods".. it runs.. In DoW it now says MultiMod 1.2 at the top-left.. then when you go start, say, a skirmish game it shows the faction based on the activate mod..
Now.. strange development.. when I ran DaemonHunters through Corsix's ModManager it shows new units as small pink boxes. Wierd... anyone else? Otherwise it works. |
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# 15
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Resident AI guy
Join Date: Sep 2004
Location: North Toronto, Canada
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Hmm.. try installing one mod the usual way and see what that does. It does work HOWEVER.. for DaemonHunters (latest) it has that issue with the mod's custom models not showing properly. I'm sure Corsix will be on it.
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# 16 | |
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Guest
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Quote:
Perhaps I asn't clear. The old mod manager had more features and was easier to use than the conventional method, so I didn't learn how to install without it. Can you help me with this? |
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# 17
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Resident AI guy
Join Date: Sep 2004
Location: North Toronto, Canada
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You mean Corsix's Mod Manager v1.2? I don't understand: did you uninstall/remove the old Mod Manager completely (look for any resident inis or multimod folders that might cause a conflict) then install this new one? Can't think anything else. Can you run, say, DaemonHunters (latest release) through its installed shortcut that gets installed when the mod is installed? If not.. or any other mod, then you'll need to reinstall all mods the usual way. Don't know how else to assist.
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# 18 | |
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Guest
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Quote:
Basically, I install all my mods by putting the data files in the "Dawn of War\W40k" area with a "_data" at the end, just like it says in the readme. You're telling me that I need to install without the mod manager. Perhaps you don't get it, but I don't know how to do that. |
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# 19
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Resident AI guy
Join Date: Sep 2004
Location: North Toronto, Canada
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Huh? Wait wait.. (noticed yer online right now too - this is almost real-time! heheh)..
When you download, say, the DaemonHunters v0.6 (latest release) you manually create the folders for it? Why not use the installers these "faction modders" use as they automate the process for you? No sense doing extra work. Plus.. its obvious yer having issues with seeing mods in Corsix's Mod Manager v2.0 if yer fiddling with the community's mods the way yer going at it. Remember... Corsix's v2.0 Mod Manager is looking for those .module files + for DaemonHunters' mod there are a /Data, /Data_Shared_Textures, /Data_Sound, and /Data_WHM in there so watch the folder structure. It does work but yer missing something.. Check the presence of the .module files. |
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# 30
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The 19th Hyperspace Core
Join Date: Sep 2004
Location: Oxford
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When you start up DoW (with activated mods or with "-modname multi"), look in the top right hand corner. You will see "Multimod (NUMBER) 1" Check that you both have the same number. If you don't then you do not have the same mods enabled. If you do and it still doens't work then I do not know what the problem is...
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# 31 |
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Guest
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I've tried balance/fluff and daemon hunters with two different people.
Both 1.20 and running mod manager 2.1 (which I sent them, so I KNOW it's the same version.). Sometimes the numbers on the menu screen are the same, sometimes not, but we have never gotten a game to work with mod manager. Everytime we try to connect to one another it states that whoever is hosting is running a different version of the game. If we run either mod via the bat without the mod manager we can connect just fine, just not if mod manager is involved. Any ideas? I would like to point out that occaisionally ourversion numbers for multimod match, and we have the exact same order of mods (warhammer 40k, mod; or, warhammer 40k, mod1, mod2.). And still we get a different version error.... Last edited by Wodan[BoW] : 2nd Mar 05 at 10:48 PM. Reason: Added info |
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# 32 |
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Guest
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error messages with modmanager 2.0 and 2.1
I think this cool tool works, problem is when I exist my log file has error stuff in it.
11:11:39.4 MOVIE -- Closing movie 'movies:dow_intro.lua' 11:11:39.5 MOD -- (mod manager) multi, 1 11:11:39.5 MOD -- (mod manager) Warning, failed to load archive 'Full_scale\W40kData.sga' 11:11:39.5 MOD -- (mod manager) Warning, failed to load archive 'Full_scale\Locale\english\W40kDataLoc.sga' 11:11:39.5 MOD -- (mod manager) Warning, failed to open folder 'Multimod\Data_Shared_Textures\%TEXTURE-LEVEL%' 11:11:39.5 MOD -- (mod manager) Warning, failed to open folder 'Multimod\Data_Sound\%SOUND-LEVEL%' 11:11:39.5 MOD -- (mod manager) Warning, failed to open folder 'Multimod\Data_Whm\%MODEL-LEVEL%' 11:11:39.5 MOD -- (mod manager) Warning, failed to open folder 'Full_scale\Data_Shared_Textures\%TEXTURE-LEVEL%' 11:11:39.5 MOD -- (mod manager) Warning, failed to open folder 'Full_scale\Data_Sound\%SOUND-LEVEL%' 11:11:39.5 MOD -- (mod manager) Warning, failed to open folder 'Full_scale\Data_Whm\%MODEL-LEVEL%' 11:11:39.5 MOD -- (mod manager) Warning, failed to open folder 'W40k\Data_Shared_Textures\%TEXTURE-LEVEL%' 11:11:39.5 MOD -- (mod manager) Warning, failed to open folder 'W40k\Data_Sound\%SOUND-LEVEL%' 11:11:39.5 MOD -- (mod manager) Warning, failed to open folder 'W40k\Data_Whm\%MODEL-LEVEL%' 11:11:49.3 GAME -- Using player profile Simon is this a problem, is it actually failing to load something or is it just making loads of dummy folders and files just in case they need to be used. Cheers. |
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# 34 |
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Guest
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How's this for odd. I'm one of the guys with the pink cubes in Daemonhunters. Whar's strange is that on the intro screen I can see the GK Justicar just fine, but in Army Painter and Skirmish mode he's a pink block. That dosen't make any sense.
Edit: I'm running DoW 1.2, Mod Manager 2.1, Daemonhunters 0.7, and Dawn of Skirmish 1.0. The missing/corrupted models thing only happens when using Dawn of Skirmish AND Daemonhunters. The Justicar shows up regardless. Last edited by Raverrn : 2nd Apr 05 at 6:36 PM. |
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# 35
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Resident AI guy
Join Date: Sep 2004
Location: North Toronto, Canada
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Err.. Dawn of Skirmish with Mod Manager? Uhmm.. How the heck is it sharing the the AI scripts when DaemonHunters 0.7 uses its own? Maybe with 0.65 (as it didn't have any AI) but if yer running 0.7 and our DoS v1.0 then esshh! Ya have to wait til the Great DoW AI Repository is built so all DoW faction mods can use it. Right now, the only factions that could use it are DaemonHunters, His Righteous, Cadians, Harlequins, and DeathGuard but even then we need to wait a little long for these mods to mature more.
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# 36
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The 19th Hyperspace Core
Join Date: Sep 2004
Location: Oxford
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@leonpoi : no, thats a bug in relic's code (i think) - the result of fixing the pink box problem
What I really need is another copy of DoW so that I can test the mod manager in multi-player. Unfortunatley I can't afford another copy. As such, who would be willing to make a small donation to the "Help Corsix improve the mod manager" fund? |
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# 39
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Resident AI guy
Join Date: Sep 2004
Location: North Toronto, Canada
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I'd donate to ya buddy! Yer one of the primo DoW coders and have submitted excellent work (both in related apps and your still-amazing random turret/LP upgrade scripts currently and proudly in-use in the latest v1.1 build)!
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# 41 |
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Guest
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I have a few problems actually
My first problem (sorry but this may not be in right forum) I downloaded the Demonhunters, His Rightious Mod, and Cadian Inquisitor mods. I ran the mods by double clicking on the .Bat files that are located outside the mod folder and it works for all mods but all of them but for some reason the Cadian Inqu. mod it cuts off right after the intro movie please help me with this.
But also I tried running it theroguh Mod Manager2.1 and it dose the same thing. Sorry but one last question guys not all of my mods show up on Mod Manager 2.2 Thanks for your time I know I'm really annoying asking these questions but hopefully you will put up with it. azeral7677 |
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# 42
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The 19th Hyperspace Core
Join Date: Sep 2004
Location: Oxford
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The intro movie thing is called a crash to desktop - contact the mod team
Only mods with .module files show up Edit: On a side note, version 2.2 (with working multiplayer) is going through final testing Last edited by Corsix : 9th Apr 05 at 12:13 AM. |
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# 44
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The 19th Hyperspace Core
Join Date: Sep 2004
Location: Oxford
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In 2.2, I'm going to implement an AutoUpdate feature for both the mod manager and the mods installed. If you would like your mod to be able to automatically update through the mod manager then you must:
A) Inlcude a file with your zip/installer thats ends up in your mods' base directory (eg. Dawn of War\My_Mod) with a name of AutoUpdate.ini with the following structure: Code:
B) Put on a webpage somewhere a minumum of this Code:
If Beta is "true" in the ini file it will check for BETA versions (LATEST_BETA , GOT_BETA, NEED_BETA), if it is "false" it will check for stable versions (LATEST_STABLE_VERSION, GOT_LATEST, NEED_LATEST). |
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# 49
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Retired modder
Join Date: Dec 2004
Location: Nougat land
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Not making the biggest mods here, but I sure would use such a feature (provided you are just a little more explicit on what is required from modders to post and where : not everyone is as skilled a programmer as you are...)
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# 50
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The 19th Hyperspace Core
Join Date: Sep 2004
Location: Oxford
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OK, better guide:
Step 1 Make a webpage (eg. on geocities.com / expage.com) Into the "HTML Source" of that webpage insert text like similar to this: Code:
Step 2 Add to your mod a file called AutoUpdate.ini Put it in your mods' base directory (eg. Dawn of War\Rhinoz_mod\AutoUpdate.ini ) Open the file you created in notepad and put in text like this: Code:
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