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RimWorld => Mods => Tools => Topic started by: KingOfAwesomnia on December 23, 2014, 12:20:19 PM

Title: Mod installer & auto-update tool - would you use it?
Post by: KingOfAwesomnia on December 23, 2014, 12:20:19 PM
Hi all

I'm thinking of making a little program that will list all existing RimWorld mods, downloads the ones you want and updates them when necessary. Would anyone be interested in using it? And, more importantly, would you guys who make the mods be interested in adding your mod to yet another database?

EDIT2: Download the latest version now at http://rwlauncher.woubuc.be/ (http://rwlauncher.woubuc.be/) (v0.1)

EDIT: You can find the ideas and the progress of the tool at the Trello board: https://trello.com/b/DeIEWPC2 (https://trello.com/b/DeIEWPC2)

Current ideas:
- Mod database listing all mods, with screenshot(s) and description
- Upload function for mod makers to add their own mods
- Mod versioning per alpha version, so that people who play earlier alphas can still use the tool (but only mods compatible with your version of the game will be shown, so no sifting through lots of mods for different versions like what happens here on the forums)
- Downloader that automatically downloads the mods to the RW mods folder
- Automatic updater that keeps your mods updated
- Activated mods manager + option to change mod order
- Function to flag incompatibility / clashes between mods

But of course this won't get anywhere if you guys don't think it is a good idea. Especially mod makers, I need your opinions because without your support the database would be empty and useless. So please let me know what you think.
Title: Re: Mod installer & auto-update tool - would you use it?
Post by: kabrok on December 23, 2014, 02:49:47 PM
I think that would be just awesome!
Title: Re: Mod installer & auto-update tool - would you use it?
Post by: letharion on December 26, 2014, 07:46:10 AM
Huge +1 from me. I've thought about starting to write it myself more than once, but it's a) going to be a lot of work and b) should ideally be done in some form of co-operation with Tynan as it would potentially be a big deal in the community and thus for the game as a whole.
Title: Re: Mod installer & auto-update tool - would you use it?
Post by: Evul on December 27, 2014, 07:40:33 AM
I support it could be a good update function. But have some kind of requirement to the mod or have it connect to the database via a dll or simular added to a mod. You could take a look at the Kerbal Space Programs Auto updater :)
Title: Re: Mod installer & auto-update tool - would you use it?
Post by: Igabod on December 27, 2014, 08:45:04 AM
I support this idea. And if it is any help, I maintain the unofficial Alpha 8 mod list thread and would be willing to offer my services to converting the information there into a format that you choose to be read by the program. If there is anything else I can do to help this project along then don't hesitate to ask me.
Title: Re: Mod installer & auto-update tool - would you use it?
Post by: Evul on December 27, 2014, 08:51:33 AM
Also a way to have statistics on downloads and updates :)
Title: Re: Mod installer & auto-update tool - would you use it?
Post by: KingOfAwesomnia on December 27, 2014, 11:07:32 AM
I'm currently working on a prototype that will serve as a basic mod manager with install and uninstall functionality (manual downloads).
From here, if there is enough support from mod makers, the next step will be to add a "mod gallery" part that is linked to an online database where people can upload their own mods.
When this is done, I will make a "launcher" version that will auto-update and then launch the game (this could potentially be a full-fledged launcher to edit the in-game settings as well, but I don't think this would be really necessary).

This all will take a while to be completed, but I expect to have the first version (without mod gallery) ready soon.


Quote from: letharion on December 26, 2014, 07:46:10 AMit's a) going to be a lot of work
It's a fun side project, I enjoy programming these kinds of tools, so I don't mind it being a lot of work. Especially since I don't have a job atm anyways so plenty of time to work on it :)


Quote from: letharion on December 26, 2014, 07:46:10 AMand b) should ideally be done in some form of co-operation with Tynan as it would potentially be a big deal in the community and thus for the game as a whole.
I don't know if cooperation would really give it much of an advantage. With input from the community we can make this little tool great on our own.


Quote from: Evul on December 27, 2014, 07:40:33 AMsome kind of requirement to the mod or have it connect to the database via a dll or simular added to a mod
I'm thinking of using the existing about.xml file to add some data (like mod version) to the mods to use in the gallery system.


Quote from: Igabod on December 27, 2014, 08:45:04 AMI maintain the unofficial Alpha 8 mod list thread and would be willing to offer my services to converting the information there into a format that you choose to be read by the program. If there is anything else I can do to help this project along then don't hesitate to ask me.
The way I see it, individual mod makers should add some information to their mod and then upload it to our database. I've noticed that not all mods are packaged in the same way (.zip, .rar, .7z files, sometimes with the content in subfolders, sometimes without subfolders...) so it would be quite a lot of work if we had to go through all these mods and fix them and format them in the correct way, while the mod makers (who have their mod source available) can just add those few lines of data to their mod, point the program to the directory, and let it do the work of packaging and uploading the file (yes this will be done inside the program, makes it easier for me to manage the file structures and such).


Quote from: Evul on December 27, 2014, 08:51:33 AMAlso a way to have statistics on downloads and updates :)
Good point. I was already planning to add a "rating" box to see how many people like each mod, but statistics like number of downloads and activation rate can be easily tracked as well.


Screenshot of the basic mod management interface as I'm working on it (how it will work: click to enable/disable, drag & drop to reorder). What do you guys think?
(http://i.gyazo.com/71ae132073c499242271f6f9c478ff9d.png)
Note: I know the style of this app doesn't fit with the actual game. I specifically chose not to follow the style of the in-game interface to avoid confusion about development and ownership (so that people don't start bugging RW support for problems with the launcher, for instance)
Title: Re: Mod installer & auto-update tool - would you use it?
Post by: Evul on December 27, 2014, 11:16:41 AM
It looks nice!
How do you plan handeling diffrent directory names? For exsample project armory rename it's main directory to not interfere with precise version.
Should we be forced to make a modmaneger version to have it function properly. (it's not a problem :P ) just a public question on how sensitive it will be.

Also will there be a way of handeling mod version numbers?
Title: Re: Mod installer & auto-update tool - would you use it?
Post by: KingOfAwesomnia on December 27, 2014, 11:38:46 AM
Quote from: Evul on December 27, 2014, 11:16:41 AM
How do you plan handeling diffrent directory names? For exsample project armory rename it's main directory to not interfere with precise version.
Should we be forced to make a modmaneger version to have it function properly. (it's not a problem :P ) just a public question on how sensitive it will be.

Also will there be a way of handeling mod version numbers?
Since the tool will eventually include auto-updating, I'm not going to account for different directory names. I will ask modders to add something like a <modVersion> tag in their About.xml file (I've tested this and RW doesn't seem to mind extra tags in the xml, and this seems a cleaner solution than adding an extra file), and the program will use this version tag to determine the version of the mod and check for updates. The directories will then be managed by the mod manager. I'm thinking of using different directory names for managed mods altogether (e.g. "mod_" in front of the folder name) so I don't interfere with for instance development versions of the same mod or manually installed mods.

The tool will do the packaging and uploading to the database though, so once you've added the exta xml tags you'll simply have to click "upload" inside the program, browse to the mod directory and let the program do the work.
Title: Re: Mod installer & auto-update tool - would you use it?
Post by: Evul on December 27, 2014, 11:55:25 AM
Sweet cool!
Implementing <modVersion></modVersion>  to project armory and other mods I have just because I can!
Title: Re: Mod installer & auto-update tool - would you use it?
Post by: KingOfAwesomnia on December 27, 2014, 12:10:05 PM
Quick question: what's the path you guys put the RimWorld game in?

I always put mine in D:/Program Files (x86)/RimWorld but I know that there's probably a lot of people who put the game in a different folder. You'll be asked to set the path if the program can't find the game files, but I want to add a number of possible and often used paths for the program to check automatically so you don't have to input it manually.
Title: Re: Mod installer & auto-update tool - would you use it?
Post by: Evul on December 27, 2014, 12:51:25 PM
E:/Spel/RimWorld/RimWorldAlpha8
And on the desktop.


EDIT: Spel is Game
And i have the game on the desktop on my girlfriends new laptop.
Title: Re: Mod installer & auto-update tool - would you use it?
Post by: KingOfAwesomnia on December 27, 2014, 05:38:16 PM
Thanks, hadn't thought of desktop. I'm not going to add /Spel/ cause it's very language specific (although in Dutch spel also means game). The program now checks:

Desktop/RimWorld
/username/Downloads/RimWorld
C:/RimWorld/
C:/Games/RimWorld/
C:/Program Files/RimWorld/
C:/Program Files (x86)/RimWorld/
D:/RimWorld/
D:/Games/RimWorld/
D:/Program Files/RimWorld/
D:/Program Files (x86)/RimWorld/

And if the game is not found, the program will ask where your RimWorld folder is.
Title: Re: Mod installer & auto-update tool - would you use it?
Post by: SubZeroBricks on December 27, 2014, 05:59:29 PM
This is super cool!

Out of interest, what are you writing this in or is that a stupid question?

Either way +1 Desecrated Boom Rat
Title: Re: Mod installer & auto-update tool - would you use it?
Post by: Evul on December 27, 2014, 06:17:15 PM
If you need a test mod or something you can use project armory. :) also we are in need of a guy/girl that cab update the kit switcher :) Just putting it out there :P
Title: Re: Mod installer & auto-update tool - would you use it?
Post by: KingOfAwesomnia on December 27, 2014, 06:37:08 PM
Quote from: SubZeroBricks on December 27, 2014, 05:59:29 PMThis is super cool!
Thanks! I love the support so far.


Quote from: SubZeroBricks on December 27, 2014, 05:59:29 PMOut of interest, what are you writing this in or is that a stupid question?
There's no such thing as a stupid question :)
I'm writing the program with Javascript and Node.JS within a Node-Webkit app container (https://github.com/rogerwang/node-webkit (https://github.com/rogerwang/node-webkit)). I could write it in .NET or in C# (which are more native to the OS, and I know them both quite well) but there are 4 major things I love about NW that .NET and C# don't give me:
1. The flexibility and consistency in terms of interface design (no crappy Windows-powered buttons that change their appearance across OS'es and never look exactly right)
2. The possibility of cross-platform deployment (I could use virtually the same codebase to make a Mac and a Linux version as well)
3. The fact that error reporting is much more accurate in Javascript and there's no compiling needed for testing (this makes development go a lot faster)
4. It takes exactly one line of code (and no additional libraries or imports) to request data from a server. This is incredibly simple to do compared to the hassle it is in .NET or C#, making it a lot easier to develop things like the mod gallery with online database.

The only real downside (if any) is that the file size of the app will be a bit larger than a native .NET or C# program (60-70MB vs what would be around 30-40MB). The memory usage will also be slightly higher compared to e.g. an optimized C# app, but still not much more than an average google chrome web browser window. Any pc that can run RimWorld should be able to handle it without a problem.


Quote from: Evul on December 27, 2014, 06:17:15 PMIf you need a test mod or something you can use project armory. :)
I'm simply using the mods I already had in my game, switching between various mods to see how well the system works with them all and if it doesn't screw up anything in-game.


Quote from: Evul on December 27, 2014, 06:17:15 PMAlso we are in need of a guy/girl that cab update the kit switcher
I have no idea what the kit switcher is (To be honest I don't use project armory myself) but if my assumption is correct and it's something that allows the player to switch between different versions of the mod, I already have the idea to build something like that into the mod manager itself. Take a look at my Trello board https://trello.com/b/DeIEWPC2 (https://trello.com/b/DeIEWPC2), "mod settings" (in the "possible ideas" list) is something along the lines of what you were thinking of I think?
Title: Re: Mod installer & auto-update tool - would you use it?
Post by: Evul on December 27, 2014, 06:39:26 PM
It is used to turn on and off weapons in the game so you can use only one or two instead if all. :)
Title: Re: Mod installer & auto-update tool - would you use it?
Post by: KingOfAwesomnia on December 27, 2014, 06:42:18 PM
Quote from: Evul on December 27, 2014, 06:39:26 PM
It is used to turn on and off weapons in the game so you can use only one or two instead if all. :)
That's exactly the functionality I'm targeting with the "mod settings" idea :)
Except that instead of just making it for one mod, I would provide the functionality as a settings window built into the launcher, for any mod maker to implement in their mod.
Title: Re: Mod installer & auto-update tool - would you use it?
Post by: Evul on December 27, 2014, 06:45:21 PM
Allright :)
If you whant to take a look on our current it's located in the download directory :)
It add and removes a
.deAct
Tag on the end of the files to make the file unreadable so it deactivates the weapon :) we looking on expanding it so you can save and share a kit.
Title: Re: Mod installer & auto-update tool - would you use it?
Post by: Igabod on December 28, 2014, 01:20:39 AM
Quote from: KingOfAwesomnia on December 27, 2014, 12:10:05 PM
Quick question: what's the path you guys put the RimWorld game in?

I always put mine in D:/Program Files (x86)/RimWorld but I know that there's probably a lot of people who put the game in a different folder. You'll be asked to set the path if the program can't find the game files, but I want to add a number of possible and often used paths for the program to check automatically so you don't have to input it manually.

I have all the various alpha versions installed onto my desktop. So the current alpha version is located at Desktop/RimWorld651Win (I am still using the very first alpha 8 release)
Title: Re: Mod installer & auto-update tool - would you use it?
Post by: KingOfAwesomnia on December 28, 2014, 08:55:00 AM
Quote from: Igabod on December 28, 2014, 01:20:39 AMI have all the various alpha versions installed onto my desktop. So the current alpha version is located at Desktop/RimWorld651Win
Hm, I see. Accounting for all alpha build versions is not really a good idea (this would cause the program to hang upon first start while it's scanning all the possible directory names, possibly causing a program crash) but I can add the alpha 8 build versions to the directory check since that is the latest version.
Title: Re: Mod installer & auto-update tool - would you use it?
Post by: Igabod on December 28, 2014, 09:16:34 AM
Quote from: KingOfAwesomnia on December 28, 2014, 08:55:00 AM
Quote from: Igabod on December 28, 2014, 01:20:39 AMI have all the various alpha versions installed onto my desktop. So the current alpha version is located at Desktop/RimWorld651Win
Hm, I see. Accounting for all alpha build versions is not really a good idea (this would cause the program to hang upon first start while it's scanning all the possible directory names, possibly causing a program crash) but I can add the alpha 8 build versions to the directory check since that is the latest version.

Yeah, don't need the program to do anything with the older versions. They're just there because I never delete anything off of my desktop except things that were only meant to be temporary (like backups of files that I only need while I test changes or reminder notes). Just wanted to be sure it scanned for more than just RimWorld as the directory name so that issue with possible crashing doesn't happen.
Title: Re: Mod installer & auto-update tool - would you use it?
Post by: KingOfAwesomnia on December 28, 2014, 09:40:22 AM
Quote from: Igabod on December 28, 2014, 09:16:34 AMJust wanted to be sure it scanned for more than just RimWorld as the directory name
I'll see how I can best balance things.


Furthermore, I designed a "mod info" screen for the app. For the example, I got  the Project Armory mod data from the forum and checked out the kit switcher, and used that information to design this screen. I think it works pretty well, though it's not really complex - just a bunch of on/off switches. I didn't want to go into too much detail since I don't want to lose focus on the main goal - the auto-updater.

(http://i.gyazo.com/24092b04e41609a861fcbc1acb38d6fa.png)

In the actual app, the mod information for this screen will be retrieved from the About.xml file.

Thoughts / ideas / suggestions?

[offtopic] I never downloaded project armory cause I don't play for the fighting, I play mainly for the building (so pretty much all my mods are tech research, furniture, and loads of plants and animals) but I must admit this mod looks cool.. Might give it a go in a bit :)
Title: Re: Mod installer & auto-update tool - would you use it?
Post by: mrofa on December 28, 2014, 02:19:52 PM
Looks awsome atm :D
I was wondering 2 things , when you get stuff working correctly and all would it be possible to
1. do styles for the window look, mainly only background since its white X_X?
2. Project armory got kit switcher, would it be possible to implement similar funcionality thrugh mod manager ?
Title: Re: Mod installer & auto-update tool - would you use it?
Post by: KingOfAwesomnia on December 28, 2014, 03:18:30 PM
Quote from: mrofa on December 28, 2014, 02:19:52 PM1. do styles for the window look, mainly only background since its white X_X?
I won't add this into the initial app, since it would be quite a lot of work to customize it all, and it would distract from working on the main functionality. But, I've added it to the ideas list on my Trello board (https://trello.com/b/DeIEWPC2), so once the main app is finished I'll evaluate the ideas in that list and one by one add these ideas to future releases.


Quote from: mrofa on December 28, 2014, 02:19:52 PM2. Project armory got kit switcher, would it be possible to implement similar funcionality thrugh mod manager ?
Already working on something like this, that's what the on/off switches on the lower part of the screenshot in my previous post are for. It will allow mod makers to easily turn on or off parts of their mod, using a simple list structure inside the about.xml file (that's where I put all the additional mod settings that my launcher will support).
Title: Re: Mod installer & auto-update tool - would you use it?
Post by: mrofa on December 28, 2014, 03:31:35 PM
Quote
2. Project armory got kit switcher, would it be possible to implement similar funcionality thrugh mod manager ?
Already working on something like this, that's what the on/off switches on the lower part of the screenshot in my previous post are for. It will allow mod makers to easily turn on or off parts of their mod, using a simple list structure inside the about.xml file (that's where I put all the additional mod settings that my launcher will support).

Yes i think im blind :D

About.xml is a part of the game and it will make errors if you put them there, even thrugh this will be yellow errors that dont do anything it would be better just for mod creators do another xml in mod folder or atleast it would be cleaner :)
Title: Re: Mod installer & auto-update tool - would you use it?
Post by: Igabod on December 28, 2014, 03:44:15 PM
Quote from: mrofa on December 28, 2014, 03:31:35 PM
About.xml is a part of the game and it will make errors if you put them there, even thrugh this will be yellow errors that dont do anything it would be better just for mod creators do another xml in mod folder or atleast it would be cleaner :)

I wouldn't mind putting an extra .xml file in my mods specifically for this. And as long as the format is simple and it doesn't require too many lines I'm sure new modders wouldn't find it too difficult to pick up.
Title: Re: Mod installer & auto-update tool - would you use it?
Post by: KingOfAwesomnia on December 28, 2014, 04:09:03 PM
Quote from: mrofa on December 28, 2014, 03:31:35 PMit would be better just for mod creators do another xml in mod folder
Quote from: Igabod on December 28, 2014, 03:44:15 PMI wouldn't mind putting an extra .xml file in my mods specifically for this.

I guess the concensus is that I'll use an additional xml file for the launcher data :)
Title: Re: Mod installer & auto-update tool - would you use it?
Post by: Evul on December 29, 2014, 12:49:13 PM
This look so amazing! (This also saves me mayor of time on making my own switcher. O.O )
How the manager work with that do you have a auto detect system or do you have a XML desising what contains in the mod deactivation and activation. Cause I like to have a way for the author to decide what can be activated and not :)
Unless you've already done that :)


EDIT:
I'm also blind.
How is it defined in the about.xml?
Title: Re: Mod installer & auto-update tool - would you use it?
Post by: KingOfAwesomnia on December 29, 2014, 05:02:40 PM
Quote from: Evul on December 29, 2014, 12:49:13 PMThis also saves me mayor of time on making my own switcher
That's the idea, to make this one tool that will make it easier for everyone else :)

Quote from: Evul on December 29, 2014, 12:49:13 PMHow is it defined in the about.xml?
I won't put it in about.xml since the game throws notices / errors when I do. The extra data will go in /About/Launcher.xml and I'll tell you how that file will be structured as soon as I finish with the settings function.
Title: Re: Mod installer & auto-update tool - would you use it?
Post by: Hayhorse on December 29, 2014, 06:14:03 PM
I would love to have a launcher to add mods to the game, :D and to unpack-age them without winrar..... You might be able to sneak some code from Slipstream mod manager for FTL as it has the stack settings worked out pretty well :D
Title: Re: Mod installer & auto-update tool - would you use it?
Post by: KingOfAwesomnia on December 29, 2014, 06:19:27 PM
Quote from: Hayhorse on December 29, 2014, 06:14:03 PM
I would love to have a launcher to add mods to the game, :D and to unpack-age them without winrar
Unpacking won't be in this mod, because it's not my aim to support loading various kinds of archives into it (this would take a lot of work since every mod is packaged slightly differently). The main goal for this launcher is to offer a mod gallery which will let you download and install mods with a single click, eliminating the need to manually download files altogether.
Title: Re: Mod installer & auto-update tool - would you use it?
Post by: Hayhorse on December 29, 2014, 06:22:52 PM
Quote from: KingOfAwesomnia on December 29, 2014, 06:19:27 PM
Unpacking won't be in this mod, because it's not my aim to support loading various kinds of archives into it (this would take a lot of work since every mod is packaged slightly differently). The main goal for this launcher is to offer a mod gallery which will let you download and install mods with a single click, eliminating the need to manually download files altogether.

So when it pulls the mod from the database it would already be in a form windows/Rimworld can read?
Title: Re: Mod installer & auto-update tool - would you use it?
Post by: KingOfAwesomnia on December 29, 2014, 06:26:14 PM
Quote from: Hayhorse on December 29, 2014, 06:22:52 PM
So when it pulls the mod from the database it would already be in a form windows/Rimworld can read?
Exactly. The launcher will download the mods from the database, and install them into the RimWorld mods folder right away, ready to play :)
Title: Re: Mod installer & auto-update tool - would you use it?
Post by: Hayhorse on December 29, 2014, 06:32:36 PM
Quote from: KingOfAwesomnia on December 29, 2014, 06:26:14 PM
Exactly. The launcher will download the mods from the database, and install them into the RimWorld mods folder right away, ready to play :)

Then when its finished I can uninstall winrar! :D
Title: Re: Mod installer & auto-update tool - would you use it?
Post by: KingOfAwesomnia on December 29, 2014, 06:39:31 PM
Quote from: Hayhorse on December 29, 2014, 06:32:36 PMThen when its finished I can uninstall winrar! :D
Sounds like a plan, haha :D

..I don't even have winrar, I use 7zip for everything
Title: Re: Mod installer & auto-update tool - would you use it?
Post by: Hayhorse on December 29, 2014, 06:40:49 PM
Quote from: KingOfAwesomnia on December 29, 2014, 06:39:31 PM
Sounds like a plan, haha :D

..I don't even have winrar, I use 7zip for everything
It changes some file images to be a stack of books so it looks ugly.
Title: Re: Mod installer & auto-update tool - would you use it?
Post by: KingOfAwesomnia on December 30, 2014, 03:32:10 AM
So I got some news: First release v0.1 alpha is out, and I called the program.. RW Launcher! (I know, very original) :)

Check it at http://rwlauncher.woubuc.be/ (http://rwlauncher.woubuc.be/)

It's just the mod manager and the settings menu right now, not much fancy new stuff yet, but it should work. Be alert when you try it out though, chances are I've still overlooked some bugs, so let me know if anything doesn't seem to work the way it's supposed to.

Documentation on the extra launcher data is also available on the site, check the "documentation" link on the top of the page.

All thoughts and feedback are welcome, as always :)

PS: If you add RW Launcher support to your mod, do let me know.
Title: Re: Mod installer & auto-update tool - would you use it?
Post by: Evul on December 30, 2014, 06:48:31 AM
Quote from: KingOfAwesomnia on December 29, 2014, 05:02:40 PM
Quote from: Evul on December 29, 2014, 12:49:13 PMHow is it defined in the about.xml?
I won't put it in about.xml since the game throws notices / errors when I do. The extra data will go in /About/Launcher.xml and I'll tell you how that file will be structured as soon as I finish with the settings function.

Do you have a format exsample or is it still in WIP :)
Title: Re: Mod installer & auto-update tool - would you use it?
Post by: KingOfAwesomnia on December 30, 2014, 06:50:53 AM
Quote from: Evul on December 30, 2014, 06:48:31 AM
Do you have a format exsample or is it still in WIP :)

See my last post for everything about the 0.1a release :)
Here's the link to the documentation page: http://rwlauncher.woubuc.be/docs.html (http://rwlauncher.woubuc.be/docs.html)
Title: Re: Mod installer & auto-update tool - would you use it?
Post by: Evul on December 30, 2014, 06:52:12 AM
*evul doing facepawn du to obvious miss*
Title: Re: Mod installer & auto-update tool - would you use it?
Post by: KingOfAwesomnia on December 30, 2014, 07:17:13 AM
Quote from: Evul on December 30, 2014, 06:52:12 AM
*evul doing facepawn du to obvious miss*
That's why I'm here to point you in the right direction ;)

When you get a chance to try it out, let me know if it all works with the launcher, and if the documentation is correct?
Title: Re: Mod installer & auto-update tool - would you use it?
Post by: Ded1 on December 30, 2014, 09:55:46 AM
Sounds great.  My mods are all tiny (i mean 2kb tiny or so) so it sounds like an easy way to keep them organized for players.
Title: Re: Mod installer & auto-update tool - would you use it?
Post by: Shinzy on December 30, 2014, 10:14:23 AM
Oooh a question! (Notice: I didn't read all the pages at all and only know of how this entire thing works from Iggybud so the following can be shrugged off as blabber from an ignorant bum!)

How would this work with releases that are not compatible with your current colony?
like the kinds that need a restart?
Title: Re: Mod installer & auto-update tool - would you use it?
Post by: KingOfAwesomnia on December 30, 2014, 10:20:01 AM
Quote from: Shinzy on December 30, 2014, 10:14:23 AM
How would this work with releases that are not compatible with your current colony?
like the kinds that need a restart?
Ingame requirements (like mods that require you to start a new colony or generate a new world) won't change, I cannot do anything about this as it depends on the mod. I will provide a way for mod makers to add a warning to their mod, that you get to see when you activate the mod.
Also you talk about "mods that need a restart" but RW Launcher runs separate from the game, so it will always first apply your mods and your mod settings, and only then will it actually launch the game.
Title: Re: Mod installer & auto-update tool - would you use it?
Post by: Shinzy on December 30, 2014, 10:28:46 AM
Quote from: KingOfAwesomnia on December 30, 2014, 10:20:01 AM
Quote from: Shinzy on December 30, 2014, 10:14:23 AM
How would this work with releases that are not compatible with your current colony?
like the kinds that need a restart?
Ingame requirements (like mods that require you to start a new colony or generate a new world) won't change, I cannot do anything about this as it depends on the mod. I will provide a way for mod makers to add a warning to their mod, that you get to see when you activate the mod.
Also you talk about "mods that need a restart" but RW Launcher runs separate from the game, so it will always first apply your mods and your mod settings, and only then will it actually launch the game.

I meant colony restart :-[
But yes I guess a proper warning could suffice if it's visible enough!
would you still be able to roll back to previous version though? like if you'd leave the modder the option to leave the thing up there or something like this

just incase! AS SOMEONE WHO DOES NOT READ, EVER *ahem*
Title: Re: Mod installer & auto-update tool - would you use it?
Post by: KingOfAwesomnia on December 30, 2014, 10:38:44 AM
Quote from: Shinzy on December 30, 2014, 10:28:46 AM
I meant colony restart :-[
But yes I guess a proper warning could suffice if it's visible enough!
would you still be able to roll back to previous version though? like if you'd leave the modder the option to leave the thing up there or something like this

This is a good idea to add to the launcher, later on. I could make it so that, if you've enabled new mods that will not let you continue with your existing colony, the launcher will give you a choice between playing with the new mods (and then you'll have to start a new game) or playing without those mods so that you can continue with your old game.
I've also been thinking of the idea of being able to save different mod configurations, so that you can easily switch between different lists of mods.

Unfortunately I cannot do everything all at once, and I will focus on the main functions of the launcher now (the mod gallery and the auto-updater), but I've added these points to the ideas list on my Trello board (https://trello.com/b/DeIEWPC2) so I'll get to them once the main features are done.
Title: Re: Mod installer & auto-update tool - would you use it?
Post by: ItchyFlea on December 30, 2014, 03:58:44 PM
I've got a question. Will you be able to add functionality that allows for compatibility patch mods? The way I make those patches work is by requiring the player to activate them after activating the prerequisite mods. Would this program be capable of placing the mods in the correct load order if the player doesn't do that themselves?

And to answer the question you've placed in the thread title: Yes. I would use this.

Bug report:
v0.1 doesn't run on 32bit systems.
Title: Re: Mod installer & auto-update tool - would you use it?
Post by: KingOfAwesomnia on December 30, 2014, 05:00:37 PM
Quote from: ItchyFlea on December 30, 2014, 03:58:44 PM
Will you be able to add functionality that allows for compatibility patch mods? The way I make those patches work is by requiring the player to activate them after activating the prerequisite mods. Would this program be capable of placing the mods in the correct load order if the player doesn't do that themselves?
Would you be able to use the mod settings for this, combining the different parts into one mod and providing on/off switches for each part?

Quote from: ItchyFlea on December 30, 2014, 03:58:44 PM
Bug report:
v0.1 doesn't run on 32bit systems.
Okay that's a pretty important one.. To be honest, I've completely overlooked the 32 bit thing since I work on 64 bit by default. I will have to repackage the app, a 32 bit version should be available by tomorrow.

Edit: The hosting company where I host my websites seems to be having issues, right now I can't access any of my websites, so I won't be able to upload the new version to the site until it gets fixed. No idea how long that will take, still waiting for the company to actually acknowledge that there's something wrong...
Of course if I cannot upload it to my site I'll put it here on the forums.

Edit 2: Because of the site not being available for some people (not everyone has this problem, it seems to be bound to certain geographical locations), the update checker in the launcher doesn't work. Either it will fail silently and the launcher will do nothing, or it will produce an ugly error. It's getting pretty late right now, but I'll try to get an updated version done by tomorrow.
Title: Re: Mod installer & auto-update tool - would you use it?
Post by: ItchyFlea on December 30, 2014, 06:46:48 PM
Quote from: KingOfAwesomnia on December 30, 2014, 05:00:37 PM
Would you be able to use the mod settings for this, combining the different parts into one mod and providing on/off switches for each part?
Possibly. Will have a look when your provider sorts out your website's issues so you can upload the new version. :)
Title: Re: Mod installer & auto-update tool - would you use it?
Post by: KingOfAwesomnia on December 31, 2014, 08:35:16 AM
Update time!
- The site is back online
- I made both a 32-bit and a 64-bit version
- I added an icon to the program to make it prettier :)
- I added an "offline" command line switch and an "offline mode" batch file to launch into offline mode (this means it will skip the check for a new version upon starting the launcher, this can be useful if loading takes too long or if the site is down again).

http://rwlauncher.woubuc.be/ (http://rwlauncher.woubuc.be/)

As always, let me know if you find any more bugs / problems.
Title: Re: Mod installer & auto-update tool - would you use it?
Post by: Evul on December 31, 2014, 10:37:33 AM
It is really impressive! :D
Title: Re: Mod installer & auto-update tool - would you use it?
Post by: Evul on December 31, 2014, 12:18:59 PM
I started the process of making a launcher.xml :)
Title: Re: Mod installer & auto-update tool - would you use it?
Post by: ItchyFlea on December 31, 2014, 03:47:29 PM
Bug Report:
When running the 32bit version, I get this:

Uncaught node.js Error.
TypeError: Cannot read property 'substr' of undefined

I've attached a screenshot of the complete error message to this post.

[attachment deleted due to age]
Title: Re: Mod installer & auto-update tool - would you use it?
Post by: Evul on December 31, 2014, 07:15:44 PM
I've been experimenting with the part selection thingy.
I've tested added the files to the switcher and it looks great! :)
I also tested doing categorization (that look grate as long as its a small window like in the screen) and that's a feature i would like to have, not a priority but defensively a usable thingy for people that have allot of features :)

<?xml version="1.0" encoding="utf-8"?>
<LauncherData>
<launcherVersion>0.1</launcherVersion>
<modVersion>2.18</modVersion>
<modSettings>
<option>
<label>Vanilla Replacements</label>
<files>
<li>Defs/ThingDefs/PA_VanillaWeapon_Lee-Enfield.xml</li>
<li>Defs/ThingDefs/PA_VanillaWeapon_M-16Rifle.xml</li>
<li>Defs/ThingDefs/PA_VanillaWeapon_M-24Rifle.xml</li>
<li>Defs/ThingDefs/PA_VanillaWeapon_Pistol.xml</li>
<li>Defs/ThingDefs/PA_VanillaWeapon_Shotgun.xml</li>
</files>
</option>
<option>
<label></label>
</option>
<option>
<label>Modern Launchers</label>
<files>
<li>Defs/ThingDefs/PA_ModernLauncher_RPG7.xml</li>
<li>Defs/ThingDefs/PA_ModernLauncher_M79.xml</li>
</files>
</option>
<option>
<label>Modern Firearms</label>
<files>
<li>Defs/ThingDefs/PA_ModernWeapon_AA-12.xml</li>
<li>Defs/ThingDefs/PA_ModernWeapon_AccuracyInternationalAWM.xml</li>
<li>Defs/ThingDefs/PA_ModernWeapon_AK47.xml</li>
<li>Defs/ThingDefs/PA_ModernWeapon_AK74M.xml</li>
<li>Defs/ThingDefs/PA_ModernWeapon_AKs47U.xml</li>
<li>Defs/ThingDefs/PA_ModernWeapon_ASval.xml</li>
<li>Defs/ThingDefs/PA_ModernWeapon_BarrettM82.xml</li>
<li>Defs/ThingDefs/PA_ModernWeapon_BarrettM107.xml</li>
<li>Defs/ThingDefs/PA_ModernWeapon_CM901.xml</li>
<li>Defs/ThingDefs/PA_ModernWeapon_ColtPolicePositive.xml</li>
<li>Defs/ThingDefs/PA_ModernWeapon_DesertEagleMarkI.xml</li>
<li>Defs/ThingDefs/PA_ModernWeapon_DragunovSVD.xml</li>
<li>Defs/ThingDefs/PA_ModernWeapon_FAMASG2.xml</li>
<li>Defs/ThingDefs/PA_ModernWeapon_FNFAL.xml</li>
<li>Defs/ThingDefs/PA_ModernWeapon_FNP90.xml</li>
<li>Defs/ThingDefs/PA_ModernWeapon_FranchiSPAS-12.xml</li>
<li>Defs/ThingDefs/PA_ModernWeapon_Glock18.xml</li>
<li>Defs/ThingDefs/PA_ModernWeapon_HoKG11.xml</li>
<li>Defs/ThingDefs/PA_ModernWeapon_HoKG36C.xml</li>
<li>Defs/ThingDefs/PA_ModernWeapon_HoKMP5A1.xml</li>
<li>Defs/ThingDefs/PA_ModernWeapon_HoKMP5A2.xml</li>
<li>Defs/ThingDefs/PA_ModernWeapon_HoKMP5K.xml</li>
<li>Defs/ThingDefs/PA_ModernWeapon_HoKUMP45.xml</li>
<li>Defs/ThingDefs/PA_ModernWeapon_Jackhammer.xml</li>
<li>Defs/ThingDefs/PA_ModernWeapon_KRISSVector.xml</li>
<li>Defs/ThingDefs/PA_ModernWeapon_L85.xml</li>
<li>Defs/ThingDefs/PA_ModernWeapon_L85A1.xml</li>
<li>Defs/ThingDefs/PA_ModernWeapon_Lupara.xml</li>
<li>Defs/ThingDefs/PA_ModernWeapon_M4A1.xml</li>
<li>Defs/ThingDefs/PA_ModernWeapon_M14.xml</li>
<li>Defs/ThingDefs/PA_ModernWeapon_M14_EBR.xml</li>
<li>Defs/ThingDefs/PA_ModernWeapon_M25.xml</li>
<li>Defs/ThingDefs/PA_ModernWeapon_M30Luftwaffedrilling.xml</li>
<li>Defs/ThingDefs/PA_ModernWeapon_M60machinegun.xml</li>
<li>Defs/ThingDefs/PA_ModernWeapon_M249.xml</li>
<li>Defs/ThingDefs/PA_ModernWeapon_M1911.xml</li>
<li>Defs/ThingDefs/PA_ModernWeapon_Mac10.xml</li>
<li>Defs/ThingDefs/PA_ModernWeapon_Mateba-Autorevolver.xml</li>
<li>Defs/ThingDefs/PA_ModernWeapon_Mateba-Grifone.xml</li>
<li>Defs/ThingDefs/PA_ModernWeapon_McMillan-Tac-50.xml</li>
<li>Defs/ThingDefs/PA_ModernWeapon_Mossberg500.xml</li>
<li>Defs/ThingDefs/PA_ModernWeapon_PKM.xml</li>
<li>Defs/ThingDefs/PA_ModernWeapon_RPD.xml</li>
<li>Defs/ThingDefs/PA_ModernWeapon_SA58Tactical.xml</li>
<li>Defs/ThingDefs/PA_ModernWeapon_Saiga-12.xml</li>
<li>Defs/ThingDefs/PA_ModernWeapon_SCAR-L-Mk16-Standard.xml</li>
<li>Defs/ThingDefs/PA_ModernWeapon_SG552Commando.xml</li>
<li>Defs/ThingDefs/PA_ModernWeapon_SmithAndWesson-Model_29.xml</li>
<li>Defs/ThingDefs/PA_ModernWeapon_SteyrAUGA1.xml</li>
<li>Defs/ThingDefs/PA_ModernWeapon_USAS-12.xml</li>
<li>Defs/ThingDefs/PA_ModernWeapon_WaltherPPK.xml</li>
<li>Defs/ThingDefs/PA_ModernWeapon_WaltherPPK_Supressed.xml</li>
<li>Defs/ThingDefs/PA_ModernWeapon_Walther-WA2000.xml</li>
<li>Defs/ThingDefs/PA_ModernWeapon_WinchesterModel70.xml</li>
<li>Defs/ThingDefs/PA_ModernWeapon_VSSVintorez.xml</li>
<li>Defs/ThingDefs/PA_ModernWeapon_vz58P.xml</li>
<li>Defs/ThingDefs/PA_ModernWeapon_vz58V.xml</li>
</files>
</option>

<option>
<label>World War 2 Firearms</label>
<files>
<li>Defs/ThingDefs/PA_WorldWar2Weapon_Boys-AT-Rifle.xml</li>
<li>Defs/ThingDefs/PA_WorldWar2Weapon_Bren.xml</li>
<li>Defs/ThingDefs/PA_WorldWar2Weapon_British-Apache.xml</li>
<li>Defs/ThingDefs/PA_WorldWar2Weapon_Luger-P08.xml</li>
<li>Defs/ThingDefs/PA_WorldWar2Weapon_M2Browning.xml</li>
<li>Defs/ThingDefs/PA_WorldWar2Weapon_MauserC96.xml</li>
<li>Defs/ThingDefs/PA_WorldWar2Weapon_MP40.xml</li>
<li>Defs/ThingDefs/PA_WorldWar2Weapon_Nambu.xml</li>
<li>Defs/ThingDefs/PA_WorldWar2Weapon_Thompson1920.xml</li>
<li>Defs/ThingDefs/PA_WorldWar2Weapon_Thompson-M1928A1.xml</li>
</files>
</option>
<option>
<label>World War 1 Firearms</label>
<files>
<li>Defs/ThingDefs/PA_WorldWar1Weapon_Carcano-M91.xml</li>
<li>Defs/ThingDefs/PA_WorldWar1Weapon_Chauchat.xml</li>
<li>Defs/ThingDefs/PA_WorldWar1Weapon_Huot.xml</li>
<li>Defs/ThingDefs/PA_WorldWar1Weapon_LebelModel1886.xml</li>
<li>Defs/ThingDefs/PA_WorldWar1Weapon_M1918-BAR.xml</li>
<li>Defs/ThingDefs/PA_WorldWar1Weapon_MP-18.xml</li>
<li>Defs/ThingDefs/PA_WorldWar1Weapon_Ross_Rifle.xml</li>
<li>Defs/ThingDefs/PA_WorldWar1Weapon_Roth-Steyr-M1907.xml</li>
<li>Defs/ThingDefs/PA_WorldWar1Weapon_Star-M1914.xml</li>
<li>Defs/ThingDefs/PA_WorldWar1Weapon_Steyr-M1912.xml</li>
<li>Defs/ThingDefs/PA_WorldWar1Weapon_Steyr-M1912-MP.xml</li>
<li>Defs/ThingDefs/PA_WorldWar1Weapon_Steyr-Maanlicher-M1895.xml</li>
<li>Defs/ThingDefs/PA_WorldWar1Weapon_Webley.xml</li>
</files>
</option>

<option>
<label>American Civil War Firearms</label>
<files>
<li>Defs/ThingDefs/PA_AmericanCivilWarWeapon_LeMat-Carbine.xml</li>
<li>Defs/ThingDefs/PA_AmericanCivilWarWeapon_LeMat-Revolver.xml</li>
</files>
</option>
<option>
<label>Prewar World War Firearms</label>
<files>
<li>Defs/ThingDefs/PA_PrewarWeapon_Apache.xml</li>
<li>Defs/ThingDefs/PA_PrewarWeapon_British-Bulldog.xml</li>
<li>Defs/ThingDefs/PA_PrewarWeapon_Gabbett-Fairfax-Mars.xml</li>
<li>Defs/ThingDefs/PA_PrewarWeapon_Madsen-Rasmussen-M1896.xml</li>
<li>Defs/ThingDefs/PA_PrewarWeapon_Sjorgen-Rifle.xml</li>
<li>Defs/ThingDefs/PA_PrewarWeapon_Sjorgen-Shotgun.xml</li>
<li>Defs/ThingDefs/PA_PrewarWeapon_Steyr-Mannlicher-M1894.xml</li>
<li>Defs/ThingDefs/PA_PrewarWeapon_Steyr-Mannlicher-M1901.xml</li>
<li>Defs/ThingDefs/PA_PrewarWeapon_Webley-Fosbery.xml</li>
<li>Defs/ThingDefs/PA_PrewarWeapon_Winchester-M1907.xml</li>
</files>
</option>

<option>
<label>Prohibition Firearms (1920 to 1933)</label>
<files>
<li>Defs/ThingDefs/PA_ProhibitionWeapon_Browning-Auto5.xml</li>
<li>Defs/ThingDefs/PA_ProhibitionWeapon_Colt-Monitor.xml</li>
<li>Defs/ThingDefs/PA_ProhibitionWeapon_Lebman-M1907.xml</li>
<li>Defs/ThingDefs/PA_PrewarWeapon_Madsen-Rasmussen-M1896.xml</li>
<li>Defs/ThingDefs/PA_ProhibitionWeapon_Lebman-M1911.xml</li>
<li>Defs/ThingDefs/PA_ProhibitionWeapon_Sawed-Off-Browning-Auto5.xml</li>
</files>
</option>
<option>
<label></label>
</option>

<option>
<label>Renaissance Launchers</label>
<files>
<li>Defs/ThingDefs/PA_RenaissanceLauncher_HandMortar.xml</li>
</files>
</option>
<option>
<label>Renaissance Firearms</label>
<files>
<li>Defs/ThingDefs/PA_RenaissanceWeapon_Dragon.xml</li>
</files>
</option>

<option>
<label>Flintlock Weapons</label>
<files>
<li>Defs/ThingDefs/PA_FlintlockWeapon_Fowler-Ball.xml</li>
<li>Defs/ThingDefs/PA_FlintlockWeapon_Fowler-Shot.xml</li>
<li>Defs/ThingDefs/PA_FlintlockWeapon_Kentucky_Long_Rifle.xml</li>
</files>
</option>
<option>
<label></label>
</option>

<option>
<label>SciFi Weapons</label>
<files>
<li>Defs/ThingDefs/PA_SciFi-007_Goldeneye-N64-Moonraker-Laser.xml</li>
<li>Defs/ThingDefs/PA_SciFi-007_Moonraker-Pistol.xml</li>
<li>Defs/ThingDefs/PA_SciFi-Alien2_Weapon-M41APulseRifle.xml</li>
<li>Defs/ThingDefs/PA_SciFi-Doom3_PlasmaGun.xml</li>
<li>Defs/ThingDefs/PA_SciFi-Firefly_Weapon-Vera.xml</li>
<li>Defs/ThingDefs/PA_SciFi-Halo_Weapon-MA5DICWS.xml</li>
<li>Defs/ThingDefs/PA_SciFi-MassEffect_Weapon-M8Avenger.xml</li>
<li>Defs/ThingDefs/PA_SciFi-MassEffect_Weapon-M-15Vindicator.xml</li>
<li>Defs/ThingDefs/PA_SciFi-OutwarsWeapon_M-81_Pulse_Rifle.xml</li>
<li>Defs/ThingDefs/PA_SciFi-ProjectArmory_Weapon-BRX-A1.xml</li>
<li>Defs/ThingDefs/PA_SciFi-ProjectArmory_Weapon-BRX-A2.xml</li>
<li>Defs/ThingDefs/PA_SciFi-ProjectArmory_Weapon-CS18.xml</li>
<li>Defs/ThingDefs/PA_SciFi-ProjectArmory_Weapon-ImprovisedPulseVenter.xml</li>
<li>Defs/ThingDefs/PA_SciFi-ProjectArmory_Weapon-ImprovisedVenter.xml</li>
<li>Defs/ThingDefs/PA_SciFi-StarshipTroopers_Weapon-MoritaMKIAssaultRifle.xml</li>
<li>Defs/ThingDefs/PA_SciFi-StarshipTroopers_Weapon-MoritaMKICarbine.xml</li>
<li>Defs/ThingDefs/PA_SciFi-StarWars_Grenade-ThermalDetonators.xml</li>
<li>Defs/ThingDefs/PA_SciFi-StarWars_Weapon-DH-17BlasterPistol.xml</li>
<li>Defs/ThingDefs/PA_SciFi-StarWars_Weapon-DL-44Blaster.xml</li>
<li>Defs/ThingDefs/PA_SciFi-StarWars_Weapon-E11Blaster.xml</li>
<li>Defs/ThingDefs/PA_SciFi-StarWars_Weapon-EE-3CarbineRifle.xml</li>
<li>Defs/ThingDefs/PA_SciFi-StarWars_Weapon-Sacros_K-11.xml</li>
<li>Defs/ThingDefs/PA_SciFi-Turok_RageWarsWeapon_PlasmaSniper.xml</li>
<li>Defs/ThingDefs/PA_SciFi-Turok_Turok2Weapon_PlasmaRifle.xml</li>
<li>Defs/ThingDefs/PA_SciFi-Turok_Turok2Weapon-RazorWind.xml</li>
<li>Defs/ThingDefs/PA_SciFi-Warhammer40K_Weapon-Bolter.xml</li>
<li>Defs/ThingDefs/PA_SciFi-Warhammer40K_Weapon-BoltPistol.xml</li>
<li>Defs/ThingDefs/PA_SciFi-Warhammer40K_Weapon-Heavy-Bolter.xml</li>
<li>Defs/ThingDefs/PA_SciFi-Warhammer40K_Weapon-Lasgun.xml</li>
<li>Defs/ThingDefs/PA_SciFi-Warhammer40K_Weapon-Laspistol.xml</li>
</files>
</option>
<option>
<label>Medieval Weapons</label>
<files>
<li>Defs/ThingDefs/PA_MedievalWeapon_Crossbow.xml</li>
<li>Defs/ThingDefs/PA_MedievalWeapon_YewLongbow.xml</li>
</files>
</option>
<option>
<label>Tribal Weapons</label>
<files>
<li>Defs/ThingDefs/PA_TribalWeapon_Atlatl.xml</li>
<li>Defs/ThingDefs/PA_TribalWeapon_Bolas.xml</li>
<li>Defs/ThingDefs/PA_TribalWeapon_Boomerang.xml</li>
<li>Defs/ThingDefs/PA_TribalWeapon_Chakram.xml</li>
<li>Defs/ThingDefs/PA_TribalWeapon_Falarica.xml</li>
<li>Defs/ThingDefs/PA_TribalWeapon_Kpinga.xml</li>
<li>Defs/ThingDefs/PA_TribalWeapon_Woomera.xml</li>
</files>
</option>
</modSettings>
</LauncherData>


[attachment deleted due to age]
Title: Re: Mod installer & auto-update tool - would you use it?
Post by: KingOfAwesomnia on December 31, 2014, 11:02:45 PM
Quote from: ItchyFlea on December 31, 2014, 03:47:29 PM
Bug Report:
When running the 32bit version, I get this:

Uncaught node.js Error.
TypeError: Cannot read property 'substr' of undefined

EDIT: Looking at your screenshot again, I see that you're on Windows XP, correct? XP has a different appData folder structure than later version of the operating system so this is probably what causes the error. I can fix this but it will take some figuring out since I don't immediately have access to a Windows XP system to test on.

Quote from: Evul on December 31, 2014, 07:15:44 PM
I've been experimenting with the part selection thingy.
I've tested added the files to the switcher and it looks great! :)
I also tested doing categorization (that look grate as long as its a small window like in the screen) and that's a feature i would like to have, not a priority but defensively a usable thingy for people that have allot of features :)

This is something I've thought about as well. I'll probably add simple breaks into the next version to make the next switch start on a new line (pretty simple to implement) but I'm also thinking about something like "master switches" that control a bunch of these settings at once so you can make actual categories and name them and let people enable/disable entire categories at once. This'll be a bit further down the road though, but I'll definitely add it to the ideas list.
Title: Re: Mod installer & auto-update tool - would you use it?
Post by: ItchyFlea on January 01, 2015, 03:28:19 PM
Quote from: KingOfAwesomnia on December 31, 2014, 11:02:45 PM
EDIT: Looking at your screenshot again, I see that you're on Windows XP, correct?
Yes, I am on Win XP.
Title: Re: Mod installer & auto-update tool - would you use it?
Post by: KingOfAwesomnia on January 03, 2015, 06:27:11 AM
Quote from: ItchyFlea on January 01, 2015, 03:28:19 PM
Yes, I am on Win XP.
I made some changes that I think will fix the problem. I don't have XP myself so I can't actually test it but I uploaded a test build at http://rwlauncher.woubuc.be/rwlauncher32_test.zip (http://rwlauncher.woubuc.be/rwlauncher32_test.zip) so could you try it out and let me know if it works now or if you still get the error?
Title: Re: Mod installer & auto-update tool - would you use it?
Post by: ItchyFlea on January 03, 2015, 06:10:31 PM
The first error has been fixed, however after selecting the RimWorld folder, I now get this error:

It's looking in the wrong spot for the ModsConfig.xml file.
It should be looking here: C:\Documents and Settings\Michael\Local Settings\Application Data\Ludeon Studios\RimWorld\Config\ModsConfig.xml

[attachment deleted due to age]
Title: Re: Mod installer & auto-update tool - would you use it?
Post by: KingOfAwesomnia on January 03, 2015, 06:42:58 PM
Quote from: ItchyFlea on January 03, 2015, 06:10:31 PM
It's looking in the wrong spot for the ModsConfig.xml file.
It seems win XP has a completely different file structure than vista and later. I will have to get a virtualbox running with xp to be able to test this well, so unfortunately for right now XP can't be supported. I hope to add XP support soon, but I can't make any promise as to when. XP will definitely be supported by the time version 1.0 is done though (the full one with the mod gallery and all).
Title: Re: Mod installer & auto-update tool - would you use it?
Post by: StorymasterQ on January 05, 2015, 12:30:52 AM
Can't you just use the environment variable %APPDATA%? I bet that's the cause for these folder structure problems.
Title: Re: Mod installer & auto-update tool - would you use it?
Post by: ItchyFlea on January 05, 2015, 04:50:37 AM
Quote from: StorymasterQ on January 05, 2015, 12:30:52 AM
Can't you just use the environment variable %APPDATA%? I bet that's the cause for these folder structure problems.
That's the problem. In Windows XP the game content isn't stored there.

@KingOfAwesomnia:
Google tells me that you'd want to use this to get there in WinXP: %USERPROFILE%\Local Settings\Application Data
Title: Re: Mod installer & auto-update tool - would you use it?
Post by: KingOfAwesomnia on January 05, 2015, 07:41:41 AM
Quote from: StorymasterQ on January 05, 2015, 12:30:52 AM
Can't you just use the environment variable %APPDATA%? I bet that's the cause for these folder structure problems.
Quote from: ItchyFlea on January 05, 2015, 04:50:37 AM
Google tells me that you'd want to use this to get there in WinXP: %USERPROFILE%\Local Settings\Application Data
The problem is that I cannot simply use %USERPROFILE% or %APPDATA% since I work in Node.JS. I have to see which process.env property responds to the correct directory (or closest to it), and once I figure that out it will be very simple to implement, but to find that out and to be able to test the full program on XP I need to set up a virtual machine. I don't just want to "keep guessing until I get it right" :)
Title: Re: Mod installer & auto-update tool - would you use it?
Post by: mipen on January 08, 2015, 02:48:05 AM
This looks absolutely amazing! I will definitely be adding compatibility with this launcher when I get around to updating it. I'll also be touting it's awesome-ness on my mod page to try get everyone using it. The mod options part will be a godsend for modular mods, for the user and modder alike. All in all, an absolutely amazing programme! :D that's a lot for this!
Title: Re: Mod installer & auto-update tool - would you use it?
Post by: KingOfAwesomnia on January 08, 2015, 10:45:07 AM
Quote from: mipen on January 08, 2015, 02:48:05 AM
This looks absolutely amazing! I will definitely be adding compatibility with this launcher when I get around to updating it. I'll also be touting it's awesome-ness on my mod page to try get everyone using it. The mod options part will be a godsend for modular mods, for the user and modder alike. All in all, an absolutely amazing programme! :D that's a lot for this!
It's comments like this that motivate me to continue working on it all day. Well, that and the fact that installing and managing mods in RimWorld as it is currently can be a bit of a pain. But, mostly the awesome comments thing :D

While I'm at it, here's a small update on the progress made for v0.2 (you can also check out the Trello board (https://trello.com/b/DeIEWPC2) for the latest dev status):
Main new feature for v0.2: mod uploading and downloading. And here's how it will (or should) work:
The launcher will package your mod and upload it to the RW Launcher server. You will get an identifier of some sort (probably a URL but I'm still looking over the options), which you can share with anyone. When someone wants to install your mod, they copy the identifier into the launcher. Then the launcher will download and install this mod. It will not yet auto-update, and there's no mod gallery of any kind yet, but this way you guys can already start distributing your mods via the launcher. And for me this will be a test to see how much resources the actual hosting of these mods will take (I'm specifically worried about the bandwidth limits on my server, since I also host a bunch of other websites on it).
Title: Re: Mod installer & auto-update tool - would you use it?
Post by: Idlemind79 on January 11, 2015, 07:02:42 AM
If people started putting all the mods on nexus in earnest, wouldn't the sites mod manager be enough?
Title: Re: Mod installer & auto-update tool - would you use it?
Post by: Coenmcj on January 11, 2015, 08:45:14 AM
wouldn't you rather a tool made by the community for the community, Idlemind?
Eliminates alot of the need for any of those 3rd party sites

I'd use this for sure, I'll see if I can nudge some people in your direction. :)
Title: Re: Mod installer & auto-update tool - would you use it?
Post by: KingOfAwesomnia on January 11, 2015, 10:41:42 AM
Quote from: Idlemind79 on January 11, 2015, 07:02:42 AM
If people started putting all the mods on nexus in earnest, wouldn't the sites mod manager be enough?
That would be true, but fact is that few modders actually put their mod on there. Besides, I aim to add specific functionality that is tied in with the mods and the game itself, something that a general mod manager like the Nexus one doesn't offer. And I don't know what the process is to upload mods to Nexus, but I doubt it will be as simple and efficient as what I'm making.
Title: Re: Mod installer & auto-update tool - would you use it?
Post by: Neurotoxin on January 11, 2015, 12:43:24 PM
Quote from: KingOfAwesomnia on January 05, 2015, 07:41:41 AM
Quote from: StorymasterQ on January 05, 2015, 12:30:52 AM
Can't you just use the environment variable %APPDATA%? I bet that's the cause for these folder structure problems.
Quote from: ItchyFlea on January 05, 2015, 04:50:37 AM
Google tells me that you'd want to use this to get there in WinXP: %USERPROFILE%\Local Settings\Application Data
The problem is that I cannot simply use %USERPROFILE% or %APPDATA% since I work in Node.JS. I have to see which process.env property responds to the correct directory (or closest to it), and once I figure that out it will be very simple to implement, but to find that out and to be able to test the full program on XP I need to set up a virtual machine. I don't just want to "keep guessing until I get it right" :)

I assume you've already figured out what you intend to do but an idea for you:

public string GetOSPath()
{
    if (Environment.OSVersion.Version.Major == 5)
    {
        if (Envoironment.OSVersion.Version.Minor < 6)
        {
            //This is Win XP, 2000 or Server 2003
            return %USERPROFILE% + "RestOfPath"; //pseduocode line :D
        }
        //This is win 7, win vista
        return Directory.GetParent(Environment.GetFolderPath(Environment.SpecialFolder.ApplicationData)) + "/LocalLow";
    }
    if (Environment.OSVersion.Version.Major == 6)
    {
        //this is win 8
        return Directory.GetParent(Environment.GetFolderPath(Environment.SpecialFolder.ApplicationData)) + "/LocalLow";
    }
    return null;
    //Returning null because everything else is less than win 2000 and likely won't run anyway
}


On quick note, I haven't been able to test it, since I'm not at my dev environment so it may need tweaking but it should work.
Title: Re: Mod installer & auto-update tool - would you use it?
Post by: KingOfAwesomnia on January 11, 2015, 01:11:15 PM
Quote from: Neurotoxin on January 11, 2015, 12:43:24 PM
I assume you've already figured out what you intend to do but an idea for you
Unfortunately in NodeJS/Node-Webkit there's no env.OSVersion property. I do have an env.OS property, but it shows "Windows_NT" for me (Win 7) and since Win2K and up are all based on Windows NT I don't know if this would be any different on XP. When the core development is done I'll set up a couple of virtual machines (for Windows XP, Vista and 8 - I don't think anyone out there is still using 2K?) so that I can figure out the platform differences and how to fix them.
Title: Re: Mod installer & auto-update tool - would you use it?
Post by: Neurotoxin on January 11, 2015, 01:18:32 PM
Quote from: KingOfAwesomnia on January 11, 2015, 01:11:15 PM
Unfortunately in NodeJS...

I completely glazed over this and defaulted to c# sorry about that. I'm not familiar with JS so I can't really help there :/

Quote from: KingOfAwesomnia on January 11, 2015, 01:11:15 PM
I don't think anyone out there is still using 2K?

Probably just some computer challenged elderly folks and (severely) behind the times schools haha.
Title: Re: Mod installer & auto-update tool - would you use it?
Post by: KingOfAwesomnia on January 11, 2015, 01:43:14 PM
Quote from: Neurotoxin on January 11, 2015, 01:18:32 PM
I completely glazed over this and defaulted to c# sorry about that. I'm not familiar with JS so I can't really help there :/
No problem, the idea was good. Perhaps I can find a npm module for proper platform detection when I get around to it.
Title: Re: Mod installer & auto-update tool - would you use it?
Post by: Haplo on January 11, 2015, 02:33:55 PM
I'm also not familiar with JS, but maybe this helps?
http://stackoverflow.com/questions/8683895/variable-to-detect-operating-system-in-node-scripts
Title: Re: Mod installer & auto-update tool - would you use it?
Post by: KingOfAwesomnia on January 11, 2015, 02:52:20 PM
Quote from: Haplo on January 11, 2015, 02:33:55 PM
I'm also not familiar with JS, but maybe this helps?
http://stackoverflow.com/questions/8683895/variable-to-detect-operating-system-in-node-scripts
I've already read that discussion, and a bunch of others, but it appears Node doesn't give a good way to correctly determine the operating system by default. I'll have to either design my own detection function, or look for a platform detection module on npm.
Title: Re: Mod installer & auto-update tool - would you use it?
Post by: Jaxxa on January 11, 2015, 06:15:00 PM
Quote from: KingOfAwesomnia on January 08, 2015, 10:45:07 AM
Quote from: mipen on January 08, 2015, 02:48:05 AM
This looks absolutely amazing! I will definitely be adding compatibility with this launcher when I get around to updating it. I'll also be touting it's awesome-ness on my mod page to try get everyone using it. The mod options part will be a godsend for modular mods, for the user and modder alike. All in all, an absolutely amazing programme! :D that's a lot for this!
It's comments like this that motivate me to continue working on it all day. Well, that and the fact that installing and managing mods in RimWorld as it is currently can be a bit of a pain. But, mostly the awesome comments thing :D
...

Just noticed this and haven't yet had time to read the entire thread yet, but I have to echo mipen's statements that this look really helpful and promising. I will definitely be looking at adding support for my Enhanced Defense mod and plugging it on my mod thread.

Thanks.
Title: Re: Mod installer & auto-update tool - would you use it?
Post by: ItchyFlea on January 11, 2015, 08:07:13 PM
Since I now have access to a Win 8 machine, I was able to make my modpack use the launcher so players could enable/disable any mods in the pack they don't want to use.

I'm definitely looking forward to future updates to this tool.
Title: Re: Mod installer & auto-update tool - would you use it?
Post by: mipen on January 13, 2015, 05:30:11 AM
After finally returning home, I got to open your launcher, and boy is it beautiful! :D I feels so nice and I love how the ui looks. Just letting you know, you might want to update the original post with the download link :)
Title: Re: Mod installer & auto-update tool - would you use it?
Post by: KingOfAwesomnia on January 13, 2015, 06:45:57 AM
Quote from: Jaxxa on January 11, 2015, 06:15:00 PMJust noticed this and haven't yet had time to read the entire thread yet, but I have to echo mipen's statements that this look really helpful and promising. I will definitely be looking at adding support for my Enhanced Defense mod and plugging it on my mod thread.

Quote from: ItchyFlea on January 11, 2015, 08:07:13 PMSince I now have access to a Win 8 machine, I was able to make my modpack use the launcher so players could enable/disable any mods in the pack they don't want to use.

I'm definitely looking forward to future updates to this tool.

Quote from: mipen on January 13, 2015, 05:30:11 AMAfter finally returning home, I got to open your launcher, and boy is it beautiful! :D I feels so nice and I love how the ui looks.

I'm so glad you all like it :D
Title: Re: Mod installer & auto-update tool - would you use it?
Post by: Evul on January 14, 2015, 09:36:30 AM
Project Armory will be 100% compatible with the Launcher :)
Title: Re: Mod installer & auto-update tool - would you use it?
Post by: Hayhorse on January 14, 2015, 05:19:39 PM
If people want to be on the mod launcher then we might be able to get a few people working on modifying the mods that either (due to popular demand) are changed to work with the launcher or if someone asks to have it worked on if they are too busy to update it. (Sorry if its confusing, listening to a confusing video that is confusing me as I type!)
Title: Re: Mod installer & auto-update tool - would you use it?
Post by: mipen on January 14, 2015, 06:22:10 PM
I've just updated my mod and included full compatibility with this launcher :) it works like a charm, so so good. The modular option thing is so useful and well done,  you should be very pleased with yourself! :D
Title: Re: Mod installer & auto-update tool - would you use it?
Post by: Igabod on January 14, 2015, 06:32:56 PM
I'm wondering, will this have a download counter for each mod so mod makers can see how many people are using their mod? I'd like a download count total for all versions as well as a download count for each individual version if possible. It might be interesting to see a statistic for how many people roll back to a previous version of the mod too.

And an unrelated suggestion, maybe add a feature in so that users can rate a mod with a simple 1 to 5 stars system. This would also be nice to have for each individual version as well as an average rating for all versions.
Title: Re: Mod installer & auto-update tool - would you use it?
Post by: denu on January 15, 2015, 05:02:33 AM
Wow your modistaller is just awsom but give it a Chance that you add somthing like a Crashwarnig or collisionwarnig maby seperatet in parts like Texturcolision, id colission and AI collision??.

Nice work Denu
Title: Re: Mod installer & auto-update tool - would you use it?
Post by: Hayhorse on January 15, 2015, 08:23:03 PM
With ID collision the launcher would just have to change a few ID's to fix it, when a trader has to have a certain ID weapon from a mod that got changed, modify the id of the item it has requested to ask for the right one.
Title: Re: Mod installer & auto-update tool - would you use it?
Post by: KingOfAwesomnia on January 16, 2015, 06:29:48 PM
Quote from: Evul on January 14, 2015, 09:36:30 AM
Project Armory will be 100% compatible with the Launcher :)
Quote from: mipen on January 14, 2015, 06:22:10 PM
I've just updated my mod and included full compatibility with this launcher :) it works like a charm, so so good. The modular option thing is so useful and well done,  you should be very pleased with yourself! :D

Awesome to hear that you guys already like it so much :D The mod options thingy was more of an afterthought, it wasn't in the original plans, but it seems to be a very welcome feature so I'll be sure to prioritise my future plans for the options window accordingly.


Quote from: Hayhorse on January 14, 2015, 05:19:39 PM
If people want to be on the mod launcher then we might be able to get a few people working on modifying the mods that either (due to popular demand) are changed to work with the launcher or if someone asks to have it worked on if they are too busy to update it. (Sorry if its confusing, listening to a confusing video that is confusing me as I type!)

The process of adding launcher support to a mod is rather simple, although it may take some time if you have a large mod. If a mod maker doesn't want to do it himself, he can of course ask for it on the forum or something, and there may be someone else willing to do it for him. But, I don't want people adding launcher support to a mod that isn't theirs when they're not asked to by the creator. The main reason for this is simply that I don't want to pressure mod makers into adding launcher support if they don't want to, and by having a version that does have launcher support, this may be the case. But, if a mod maker asks someone else to add launcher support, that is of course completely up to them :)


Quote from: Igabod on January 14, 2015, 06:32:56 PM
I'm wondering, will this have a download counter for each mod so mod makers can see how many people are using their mod? I'd like a download count total for all versions as well as a download count for each individual version if possible. It might be interesting to see a statistic for how many people roll back to a previous version of the mod too.

And an unrelated suggestion, maybe add a feature in so that users can rate a mod with a simple 1 to 5 stars system. This would also be nice to have for each individual version as well as an average rating for all versions.

I'm still working on the download system, but yes when this is done it will have a download counter. More stats like number of views in the mod gallery, and a rating system (still undecided whether to use 5 stars or thumbs up/down) are also planned for a later release, together with the full mod gallery.


Quote from: denu on January 15, 2015, 05:02:33 AM
Wow your modistaller is just awsom but give it a Chance that you add somthing like a Crashwarnig or collisionwarnig maby seperatet in parts like Texturcolision, id colission and AI collision??.
Quote from: Hayhorse on January 15, 2015, 08:23:03 PM
With ID collision the launcher would just have to change a few ID's to fix it, when a trader has to have a certain ID weapon from a mod that got changed, modify the id of the item it has requested to ask for the right one.

Incompatibility warning with other mods are in the roadmap yes, also planned for release along with the full gallery. However, this will work with a 'flag incompatibility' button where users have to flag two mods as incompatible, and the warning will then appear when the mod creator confirms it. The launcher will not automatically check for incompatibilty, since this would mean it'd have to check all files of all mods continuously, and this would make for a very resource-heavy program. And it will definitely not change any mod files, not even to fix conflicts. Fixing it will be up to the creator.

Now I don't know much about making mods in itself, so I don't know what kind of incompatibilities there could be, but I imagine (as mentioned) that conflicting IDs are the main problem, so I am thinking now I may have the launcher analyse a mod before uploading it, and then storing a list of all the used object IDs in a database on the server, so mod makers can easily check their mods against the other uploaded ones, to see if there are any conflicts. But, for now this is just a thought and not an actual plan, I've added it to the ideas list but I'll revisit it once I'm ready with the main program.



So, now all that's out of the way.. Let's move on to some progress updates! I have a bit of good news, and also some bad. But then there's a good bit again. And I end it all with a question so be sure to keep reading :)

I'll start with where I am right now.

So the good news is, the mod uploading and downloading is almost done. The bad news, however, is that Steam decided to do a Civilization: Beyond Earth free weekend. And I'm a big Civ fan, but I haven't bought BE yet. So I'll be taking some time away from my code editor this weekend, in order to conquer the entire known (and unknown) universe. Or at least attempt to. *screams and runs away from siege worm*

But here's the other good bit: our all time favourite awesome person here on the forums, Evul, sent me a message telling me he has a server running that I could use to store the mods. This means that there will be enough disk space to store a big amount of mods and data, and that it won't cost me a fortune to pay for hosting it all in an actual commercial data center.

So, to recap: I have made a lot of progress but I'm a bit limited by the fact that I can only make a PHP server (because while PHP is my main area of expertise, it doesn't work too well together with desktop tools). I could have made more progress, but I've had to go out for some interviews and stuff over the last couple of days, because I just got a job (signed the contract yesterday)! I'm now no longer "that unemployed dude living with his parents", you're now talking to the new "Software engineer Sharepoint" at KBC, one of Belgium's largest banks. Oh and don't worry, I'm only working 3 days a week so I'll still have time to work on other projects like this one :)

That's all the news for now, but I promised you a question earlier, and here it is. If you have added launcher support to your mod, I would like it if you make a screenshot or two of your mod in the launcher, and link to the screenshot here so I can see how it looks inside the launcher. I'll also add the supporting mods on the site when I get around to updating it (probably right before the next release), and I'll use some of the screenshots I'll hopefully get to replace the two I have up there now (which are just the mod I used for testing).
Hint: If you don't know how to make screenshots (or you find it too much work), try this (https://gyazo.com/). I use it all the time and it's super easy.

So.. I think that was it. Well it should be, the post sure has gotten long enough :P
Title: Re: Mod installer & auto-update tool - would you use it?
Post by: ItchyFlea on January 16, 2015, 08:58:59 PM
For the checking for mod conflicts, all you need to do is check for duplicate definition names (<defName>Something</defName>) for each section. (RecipeDefs, ThingDefs, etc)
Title: Re: Mod installer & auto-update tool - would you use it?
Post by: mipen on January 17, 2015, 04:35:04 AM
Congratulations on the job! :D sounds really fancy :P
I'm really excited for the mod uploading / downloading, it will be so great for me because I'm always making little fixes and uploading them and then doing something else heh. That is going to be such an amazing feature!
Have I said before that I really like to look and feel of the ui? Probably, but there it is again :P
Just a question about the mod options thingy, would it be possible to be able to add an option to define a folder path to be disabled? I remember reading somewhere in the forums that you can have subfolders in each Defs folder. If that is still a thing then we could put each part of the mod into sunflowers. For instance if we have twenty xml files in the ThingDefs folder, we could put ten in a sub folder called eg "junk", five in another called "stuff" and the last five in "feet". Then in the mod options, we could say disabled all the files in the folder "junk" instead of adding each file separately. I'll have to check that using sub folders still works, maybe someone else reading this thread knows more about it, but it would be much quicker and easier to add a large number of files into the mod options.
Anyways, hopefully I managed to explain my thoughts at least somewhat coherently :P amazing work on this! It is so so good
Title: Re: Mod installer & auto-update tool - would you use it?
Post by: KingOfAwesomnia on January 21, 2015, 04:31:06 AM
Quote from: mipen on January 17, 2015, 04:35:04 AMCongratulations on the job! :D sounds really fancy :P
It is quite fancy haha, and apparently I'm really good at it. First thing on monday they gave me a small project "to get started those first couple of weeks". So we're two days later now and it's pretty much finished. I showed them what I made already. Everyone was shocked. I was awesome. As usual :P
But, today's my day off, so now instead of going to work and programming all day developing various highly sensitive top secret undisclosed projects (oh who am I kidding, I'm working on a signup page XD), I can now just stay at home and program all day making the next great version of RW Launcher.

Quote from: mipen on January 17, 2015, 04:35:04 AMI'm really excited for the mod uploading / downloading, it will be so great for me because I'm always making little fixes and uploading them and then doing something else heh. That is going to be such an amazing feature!
In the next version the mods won't actually update automatically yet, so the user would still have to download the new files manually. But once the auto-update function is finished this will go a lot easier.

Quote from: mipen on January 17, 2015, 04:35:04 AMHave I said before that I really like to look and feel of the ui? Probably, but there it is again :P
Well what can I say, I'm an interface designer and a perfectionist. So I have a very good reason to make awesome interfaces since I would pretty much hate myself if the ui I made wasn't good :P

Quote from: mipen on January 17, 2015, 04:35:04 AMJust a question about the mod options thingy, would it be possible to be able to add an option to define a folder path to be disabled?
I hadn't thought of this, but it's definitely a good idea. I've added it to the ideas list.

Also,
Quote from: mipen on January 17, 2015, 04:35:04 AMwe could put each part of the mod into sunflowers
Autocorrect or you just reeeally like sunflowers? xd
Title: Re: Mod installer & auto-update tool - would you use it?
Post by: mipen on January 21, 2015, 05:38:07 AM
Erm, I meant subfolders xD although sunflowers are pretty cool....
Title: Re: Mod installer & auto-update tool - would you use it?
Post by: akiceabear on January 21, 2015, 07:37:11 AM
+1 - will be a great tool once it has the auto-update feature. If there was a good mod browser (e.g. sort by popularity) I'd enjoy that too, I find the forums list overwhelming.
Title: Re: Mod installer & auto-update tool - would you use it?
Post by: Igabod on January 21, 2015, 09:34:38 AM
Quote from: mipen on January 21, 2015, 05:38:07 AM
Erm, I meant subfolders xD although sunflowers are pretty cool....

I too like sunflowers. That's why they were the first flower I made for Xtra Plants.

[attachment deleted due to age]
Title: Re: Mod installer & auto-update tool - would you use it?
Post by: kutch on January 26, 2015, 08:00:02 PM
Quote from: KingOfAwesomnia on January 16, 2015, 06:29:48 PM

  • I'm busy developing the rest of the server system, this is quite a bit of work because I also have to develop a complete user and log-in system so that people can have accounts to manage their mods. Yes I know, yet another account you need, I'm very sorry but this is the best way to do things. I also could tie them to the launcher, but then if you change devices or your pc crashes or something, your mods would be... *pause for dramatic effect* lost forever!

Not sure how feasible this is, and how far along you are, but there are different ways to authenticate other than you having to store user id's/pswd's on the server.  One such thing would be authentication via google (assuming they have a google account), openID, and/or maybe authentication via ludeon.com, if that's available.

My general understanding of them is that you include some stuff into the web page which calls, or redirects, them to login using google, openID, etc, and then you're passed back a status, or token, saying they authenticated properly.
Title: Re: Mod installer & auto-update tool - would you use it?
Post by: joshwoo69 on January 26, 2015, 08:28:16 PM
This feel like ksp ckan... but better :)
Title: Re: Mod installer & auto-update tool - would you use it?
Post by: RemingtonRyder on January 26, 2015, 11:10:47 PM
So I've got a little feature request. :)

In the mod options, could there a way to choose one file from two or three?

So that for example, you can switch between different FactionDef files in that mod, but you may only have one active (because more than one is not terribly useful).
Title: Re: Mod installer & auto-update tool - would you use it?
Post by: Iwillbenicetou on January 27, 2015, 11:02:00 AM
So this works now? Just wondering...
Title: Re: Mod installer & auto-update tool - would you use it?
Post by: KingOfAwesomnia on January 27, 2015, 01:04:43 PM
Quote from: akiceabear on January 21, 2015, 07:37:11 AMIf there was a good mod browser (e.g. sort by popularity)
That's what I'm going for, but it will probably still be a while before I get to the point where it has a fully featured mod browser like that. The next couple of versions will still be pretty basic, and I will gradually build it up.

Quote from: kutch on January 26, 2015, 08:00:02 PMNot sure how feasible this is, and how far along you are, but there are different ways to authenticate other than you having to store user id's/pswd's on the server.  One such thing would be authentication via google (assuming they have a google account), openID, and/or maybe authentication via ludeon.com, if that's available.
Auth via Ludeon isn't available as far as I know. The others would be an option, and it would actually make development easier (I'm still working on making the upload process easy, haven't gotten to the accounts part yet), but I don't want the fact that people 'have to use their Google or Facebook account' to stand in the way of them using the launcher, as I've noticed that there generally are quite a large number of people who don't like to grant an app like this access to their profiles. This is why I decided to implement a full accounts system.

Unless perhaps (question time!) if everyone here wouldn't mind using their Facebook account to log in? I say Facebook because it is by far the easiest to implement, but of course if everyone wants to use their Google account that would be possible too. I just don't want to go implementing like ten different systems cause that would actually make for more work (and, ya know, programmers are lazy folks), but in any case, if you read this let me know what your thoughts are on the matter. You guys may just make the next version come out a bit faster :D

Quote from: joshwoo69 on January 26, 2015, 08:28:16 PMThis feel like ksp ckan... but better :)
No idea what ckan is, but thanks! Though I have to admit I'm used to my stuff being better than everyone else's, haha :P

Quote from: MarvinKosh on January 26, 2015, 11:10:47 PMIn the mod options, could there a way to choose one file from two or three?
Definitely a good idea, I'll add it to the ideas list and it will probably be added when I revisit the mod settings, which will probably be pretty soon since there have already been a couple of really good suggestions for the settings that make sense and that make me wonder why I didn't think of them for the initial version.

Quote from: Iwillbenicetou on January 27, 2015, 11:02:00 AMSo this works now? Just wondering...
That depends on what you mean by 'works'. If you mean
a) Totally awesome and perfect and does everything you could ever dream of and you wish you could marry it just for its pure awesomeness then no. Not yet, at least.
But, on the other hand, if you mean
b) A first version that still only has limited features but that does what it was supposed to and actually does kind of kick ass at those few things then yes, it definitely 'works' :)
Title: Re: Mod installer & auto-update tool - would you use it?
Post by: Hayhorse on January 28, 2015, 09:52:04 PM
Since not everyone has Facebook or Google How about trying to implement both?
Title: Re: Mod installer & auto-update tool - would you use it?
Post by: KingOfAwesomnia on January 30, 2015, 09:19:31 AM
Quote from: Hayhorse on January 28, 2015, 09:52:04 PM
Since not everyone has Facebook or Google How about trying to implement both?
Every option I would add just about doubles the work implementing it. I would like to keep it simple for now, so that it doesn't take too long to finish the next version.
Title: Re: Mod installer & auto-update tool - would you use it?
Post by: mrofa on February 09, 2015, 03:36:05 AM
Go a question do <files> also works with .dll files ?
Title: Re: Mod installer & auto-update tool - would you use it?
Post by: KingOfAwesomnia on February 18, 2015, 02:40:59 AM
I just wanted to give you guys a quick update, and more specifically I wanted to apologise. My new job is requiring me to learn two new programming languages and work with a bunch of systems I've never worked with. As a result, all of my free time right now is going into studying and learning all this new stuff, so I haven't really had a lot of time to work on RW launcher. I do plan to get back to working on it as soon as the job gets back to normal. This isn't what I had planned at all and I'm not very happy about how things are working out, but I'm afraid that there isn't much I can do to change the situation. I will post here again as soon as I can start working on the launcher app again.

Lastly, I'll answer this question (may be a bit late, but I figured I'd better answer it anyways)
Quote from: mrofa on February 09, 2015, 03:36:05 AM
Go a question do <files> also works with .dll files ?
It should work with any kind of file, I've only tested it with XML files but since the program essentially just changes the name of the file it should work just fine.
Title: Re: Mod installer & auto-update tool - would you use it?
Post by: PokestarFan on February 25, 2015, 03:58:30 PM
Quote from: KingOfAwesomnia on December 23, 2014, 12:20:19 PM
Hi all

I'm thinking of making a little program that will list all existing RimWorld mods, downloads the ones you want and updates them when necessary. Would anyone be interested in using it? And, more importantly, would you guys who make the mods be interested in adding your mod to yet another database?

EDIT2: Download the latest version now at http://rwlauncher.woubuc.be/ (http://rwlauncher.woubuc.be/) (v0.1)

EDIT: You can find the ideas and the progress of the tool at the Trello board: https://trello.com/b/DeIEWPC2 (https://trello.com/b/DeIEWPC2)

Current ideas:
- Mod database listing all mods, with screenshot(s) and description
- Upload function for mod makers to add their own mods
- Mod versioning per alpha version, so that people who play earlier alphas can still use the tool (but only mods compatible with your version of the game will be shown, so no sifting through lots of mods for different versions like what happens here on the forums)
- Downloader that automatically downloads the mods to the RW mods folder
- Automatic updater that keeps your mods updated
- Activated mods manager + option to change mod order
- Function to flag incompatibility / clashes between mods

But of course this won't get anywhere if you guys don't think it is a good idea. Especially mod makers, I need your opinions because without your support the database would be empty and useless. So please let me know what you think.
That would be the best thing ever. Now I don't have to
1. Look  just for Alpha 9 mods
2. Download them 1 by 1
3.Waste a lot of RimWorld playing time
Does it have modpack capability? I want to mix modpacks
Title: Re: Mod installer & auto-update tool - would you use it?
Post by: 10001110 on March 02, 2015, 01:52:04 PM
Hoping this doesn't fall through the cracks... i'd rather use this them NMM
Title: Re: Mod installer & auto-update tool - would you use it?
Post by: CodyRex123 on March 03, 2015, 09:14:13 PM
Err, error is
node.js error
Halp.
Title: Re: Mod installer & auto-update tool - would you use it?
Post by: Ykara on March 12, 2015, 02:37:48 PM
I really love the design of the launcher, I've already made my mod fully compatible for the next version, I hope your tool gets updated soon, I can't wait for new features!
Title: Re: Mod installer & auto-update tool - would you use it?
Post by: LegendZero88 on March 17, 2015, 11:20:49 AM
Can you made that the launcher can start every version of the game?
Thanks
Title: Re: Mod installer & auto-update tool - would you use it?
Post by: mrofa on April 12, 2015, 05:06:58 AM
Ok so here are my 2 suggestions.
1. Add a option default off, that will make launcher not close on game launch.
2. Text formating in mod description (part that is read from About.xml), on mod screen.

Btw love the fact that you can use links from mod description, awsome idea :D
Title: Re: Mod installer & auto-update tool - would you use it?
Post by: Master Bucketsmith on April 17, 2015, 04:32:55 AM
I've been using this a lot, I love it.
It doesn't recognize A10 for me, though.
Think you can update it?
Title: Re: Mod installer & auto-update tool - would you use it?
Post by: Idlemind79 on May 09, 2015, 08:33:40 PM
So is this a thing? Because I would love to get notified when mods are updated and have my mods updated... either that or we start hosting all the mods on Nexus.. right now the Nexus is pretty sad for Rim World mods.. hardly any.
Title: Re: Mod installer & auto-update tool - would you use it?
Post by: HaploAW on May 04, 2016, 05:30:48 PM
Please return to complete this project!! Rimworld desperately needs a mod management program.
Title: Re: Mod installer & auto-update tool - would you use it?
Post by: Hayhorse on May 22, 2016, 09:23:35 PM
So, over about 2 years, how much progress have you made King?
Title: Re: Mod installer & auto-update tool - would you use it?
Post by: Joringer on August 09, 2016, 05:37:56 PM
Your tool is efficient and good looking, thanks for that. And if you could add an update function you would be the outer rimworld messiah. Cheers
Title: Re: Mod installer & auto-update tool - would you use it?
Post by: Hayhorse on November 09, 2016, 03:55:18 PM
So, I might be getting back into Rimworld (When A16 comes out and mods) but is this still being worked on?