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Old 21st Feb 05, 10:02 AM Forum Rules   # 1
Corsix
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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:
=============================== =Corsix's DoW Mod Manager V2.2= = Built on SvK's Research = =============================== ==Installation== Make sure your Dawn of War is patched to version 1.1 or above. Make sure you have M$ VB6 SP5 runtimes: http://www.microsoft.com/downloads/details.aspx?FamilyID=BF9A24F9-B5C5-48F4-8EDD-CDF2D29A79D5 Just extract ModManager22.exe and ModManager2Assist.dll to a folder and run ModManager22.exe. ==Usage== =First Run= Confirm the Dawn of War path and press OK to continue. A file called ModManager2.ini will be created along with two folders in your DoW folder (Multimod and Multimod\Data) =Setting up new mods= Dawn of War v1.1+ mods will be automatically detected (use installer that comes with the mod / unzip to <Dawn of War> folder - Usually C:\Program Files\THQ\Dawn of War) To convert mods installed into Mod Manager 1.2, copy/unzip ModManager2Migration.exe to the folder you installed Mod Manager 1.2 and run it from there. Or if the wizard fails you can read MigrationGuide.txt and convert your mods by hand. =Enabling and Disabling mods= Select the mod in the manager and press the [>] or [<] button. To enable or disable all mods press the [>>] or [<<] button. =Removing mods= First disable it. Then use the uninstaller that came with the mod (or delete the mods .module file and its folder) ==Problems?== Email me or post on the RelicNews.com forums. ==Version History== =2.2= Fixed multiplayer play bug Added mod / mod manager update system Added advanced options window =2.1= Fixed non 'data' data folders bug Hopefully fixed bug with ModManager2Migration.exe Added tooltips to buttons Buttons automatically grey themselves if they will have no effect Slightly modified the readme =2.0= Rewritten from the ground up No longer allows for more than one DoW installation Colours removed (people disliked them) Automatic detection of mods Uses DoW 1.1 mod system (thus needs DoW 1.1 or higher) Added buttons to launch the game (with or without activated mods) =1.2 Added compatability for DoW 1.1 patch Allows for more than one DoW installation More colourful! =1.0= Fixed online play bug. (Couldn't play online even with no mods enabled) =0.1= Inital Release ==Legal Bit== You run this program at your own risk. I cannot be held responsible for anything that happens to your computer / dawn of war installation as a result of installing/running this program. If anything does happen then email me/post on the RelicNews.com forums however I may not assist. (I know it sounds kinda harsh but it has to go in) ==Contact== Corsix@GMail.com CorsixTools.tk
Download:
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
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Last edited by Corsix : 29th Apr 05 at 9:11 AM.
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Old 21st Feb 05, 11:27 AM   # 2
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mirrored at DOWfiles
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Old 21st Feb 05, 11:37 AM Forum Rules   # 3
Corsix
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Thanks for that
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Old 21st Feb 05, 2:32 PM   # 4
Sven
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The link to the VB6 runtime files is dead, and searching the M$ site turns up only the VB5 runtime files.
 
Old 21st Feb 05, 2:38 PM   # 5
LarkinVB
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Google ?

I did it for you HERE
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Old 21st Feb 05, 2:49 PM Forum Rules   # 6
Corsix
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Fixed it. (Jamie - could you update the info on your site please?)
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Old 21st Feb 05, 3:03 PM   # 7
blood_lord
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great idea man works like a charm
 
Old 21st Feb 05, 6:04 PM   # 8
Antonidas
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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.
 
Old 21st Feb 05, 6:34 PM   # 9
Xorn
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Yeah... This is not working well with the Daemonhunters Mod v0.6... too bad... Hopefully you can fix it...
 
Old 21st Feb 05, 6:54 PM   # 10
Antonidas
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Quote:
Yeah... This is not working well with the Daemonhunters Mod v0.6... too bad... Hopefully you can fix it...

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.
 
Old 21st Feb 05, 7:36 PM Forum Rules   # 11
thudmeizer
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Works fine here.. Corsix is code-god!
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Old 21st Feb 05, 8:14 PM   # 12
Antonidas
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Quote:
Works fine here.. Corsix is code-god!

Please then, explain in elaborate detail how you installed the mods so that they worked.
 
Old 21st Feb 05, 10:04 PM Forum Rules   # 13
thudmeizer
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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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Old 21st Feb 05, 10:14 PM   # 14
Antonidas
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So... You just unzip it and it works? It doesn't auto-add for me. Perhaps it's because I need to install the mods the conventional way. I've only used the mod manager before, so I don't exactly know what that is. Help?
 
Old 21st Feb 05, 10:24 PM Forum Rules   # 15
thudmeizer
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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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Old 21st Feb 05, 10:42 PM   # 16
Antonidas
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Quote:
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.


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?
 
Old 21st Feb 05, 10:54 PM Forum Rules   # 17
thudmeizer
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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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Old 21st Feb 05, 11:03 PM   # 18
Antonidas
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Quote:
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


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.
 
Old 21st Feb 05, 11:12 PM Forum Rules   # 19
thudmeizer
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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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Old 21st Feb 05, 11:33 PM Forum Rules   # 20
Corsix
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Maybe I didn't make it clear - you install mods the conventional way now - no messing around with folders.
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Old 22nd Feb 05, 12:32 AM Forum Rules   # 21
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It's about time you updated this! Your old version was so popular I feared no one would convert to the new mod format. Thumbs up.
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Old 22nd Feb 05, 7:44 AM Forum Rules   # 22
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Fixed the problem with models - now to look at the migrator...
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Old 22nd Feb 05, 8:02 AM Forum Rules   # 23
thudmeizer
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Major thanks Corsix! Was wondering if it was just me - seeing all these shiny little pink boxes in my life could eventually get... dainty! Whaaaaaaaaaaa?!?!?
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Old 22nd Feb 05, 9:00 AM Forum Rules   # 24
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Version 2.1 released - see first post for details.
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Old 22nd Feb 05, 3:27 PM   # 25
Antonidas
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The new mod works for me now. Rock on, Corsix! ROCK ON!!!!!
 
Old 22nd Feb 05, 8:11 PM   # 26
Wodan[BoW]
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Anyone had trouble with mod manager and Balance/Fluff mod?

When a friend and I try that mod and the mod manager it says we are not running the same version, however if we run the .bat for balance/fluff we have no issues.

Any ideas? Is it something we're doing wrong?
 
Old 22nd Feb 05, 11:46 PM Forum Rules   # 27
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You both have to use v2 or v2.1 with the same version of all the mods setup in the same order.
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Old 23rd Feb 05, 1:06 PM Forum Rules   # 28
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Jamie, are you going to add 2.1 to DoWFiles.com ?
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Old 23rd Feb 05, 8:09 PM   # 29
Wodan[BoW]
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We were both using 2.1....
 
Old 24th Feb 05, 12:02 AM Forum Rules   # 30
Corsix
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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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Old 2nd Mar 05, 8:59 PM   # 31
Wodan[BoW]
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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
 
Old 3rd Mar 05, 4:49 AM   # 32
leonpoi
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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.
 
Old 2nd Apr 05, 12:28 AM   # 33
Archaon08
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ok this might sound a little annoying but i have practically no knowledge of computer mumbo-jumbo talk. so can anyone help me to get the demon hunter mod working in terms i understand?
 
Old 2nd Apr 05, 4:34 PM   # 34
Raverrn
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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.
 
Old 2nd Apr 05, 7:14 PM Forum Rules   # 35
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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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Old 7th Apr 05, 1:27 PM Forum Rules   # 36
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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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Old 8th Apr 05, 10:29 AM   # 37
Sven
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Just use a no-cd patch. You already own a copy of the game, so it's not like you're pirating it.
 
Old 8th Apr 05, 12:25 PM Forum Rules   # 38
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True...
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Old 8th Apr 05, 12:31 PM Forum Rules   # 39
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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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Old 8th Apr 05, 2:42 PM Forum Rules   # 40
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For now I'll use a no-cd crack as its easier than setting up a PayPal account (I'm sure Relic won't burn me at the stake)
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Old 8th Apr 05, 6:34 PM   # 41
azeral7677
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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
 
Old 8th Apr 05, 11:51 PM Forum Rules   # 42
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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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Old 9th Apr 05, 7:33 AM   # 43
azeral7677
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alright thanks for your help I figured out how to get the daemonhutners mod working but His Rightious still dose that so I will take your advice. Thats good news that 2.2 is coming out thank you for your help

azeral7677
 
Old 11th Apr 05, 3:17 AM Forum Rules   # 44
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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:
[AutoUpdate] Version = 0.96b Beta = false URL = http://the.URL.of.the.page.you.create.in.part.b.com/updates.html

B) Put on a webpage somewhere a minumum of this
Code:
<!-- LATEST_STABLE_VERSION -->0.95<!-- X --> <!-- GOT_LATEST -->No updates are available at this time<!-- X --> <!-- NEED_LATEST -->Version 0.95 is available, please go to http://forums.relicnews.com/showthread.php?t=57060 to download it<!-- X --> <!-- LATEST_BETA -->0.96b<!-- X --> <!-- GOT_BETA -->You have the latest BETA<!-- X --> <!-- NEED_BETA -->A new BETA version is available - please contact Fred to get it<!-- X -->

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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Old 11th Apr 05, 4:38 AM Forum Rules   # 45
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So to implement an open beta you could have people set beta to true and then check for updates, and for a closed beta have a different URL.

Any questions?
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Old 11th Apr 05, 9:00 AM   # 46
DBN
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auto update option, that is a great idea.
 
Old 11th Apr 05, 9:05 AM Forum Rules   # 47
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Its success really depends on if mod teams are happy to utilise it
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Old 11th Apr 05, 9:10 AM   # 48
DBN
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well i am sure the Daemonhunters will be, ill see if it can be added in the next release
 
Old 11th Apr 05, 10:33 AM Forum Rules   # 49
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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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Old 11th Apr 05, 11:04 AM Forum Rules   # 50
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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:
<!-- LATEST_STABLE_VERSION -->Latest stable version - eg. "Rhinoz 0.7"<!-- X --> <!-- GOT_LATEST -->Message if user has the latest version - eg. "No updates are available at this time"<!-- X --> <!-- NEED_LATEST -->Message if user hasn't got the latest version - eg. "Version 0.7 is available, please go to http://forums.relicnews.com/showthread.php?t=58001 to download it<!-- X --> <!-- LATEST_BETA -->Latest 'BETA' release - eg. "Rhinoz 0.7453b"<!-- X --> <!-- GOT_BETA -->Message if user has the latest BETA version - eg. "You have the latest BETA"<!-- X --> <!-- NEED_BETA -->Message if user hasn't got the latest BETA version - eg."A new BETA version is available - please contact compiler (compiler@god.fr) to get it"<!-- X -->


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:
[AutoUpdate] Version = EXACTLY the same as you put in above - eg. "Rhinoz 0.7" Beta = Either "true" or "false" - to determine wether to check for Stable or BETA version URL = The URL of the page you just created - eg. "http://geocities.com/compiler/rhinozmodupdator.html"
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