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#16
Update - Version 2.4.00 RimWorld 1.0 Unstable Build
RimWorld 1.0 (DL link in main post)
Features
- RimWorld 1.0 version.


Note, this is a test build for RimWorld build 1.0.1938. Please report any issues.
#17
Releases / Re: [B18] ModSync RW
June 03, 2018, 10:24:33 PM
it's too bad that mod version sync did not become the norm in RW. I think that players are missing out on a lot of great new features and bug fixes in mods. for developers, it dosent feel great knowing users of your mods are not seeing the fruits of your hard work.
obviously, we've talked about all this with no luck with modsync ninja. I hope you are correct by assuming RW 1.0 will bring a wave of new players and mod developers who will find it important.

as per ModSync, I've said before on the other thread and gonna bring it up again to push it - please support none github mods.
the ideal solution will be to query this specific forum.
have the information stored in the mod forum message. if it's too ugly, there are many ways to hide text here I've tested during the development of modsync ninja from extremely small invisible text to keeping the text in an image URL (as I ended up doing).

the forum is a common ground to all mods and I think should be prioritized as a sync method. I've noticed that you created a sync factory, I can implement that forum agent if you want, but I wouldn't have time to do it anytime soon. so, if you (or anyone else) can pick it up it would be great!


p.s. with modsync ninja all updates were stored on the database, so I could check if any update between local version and latest was "save breaking" for that flag. since you don't have that version log how does the feature work now?
#18
Unfinished / Re: [B18] (WIP) ModSync
May 29, 2018, 11:46:41 PM
hope this one works! and please don't forget us none github users.

as per version synchronization, there are multiple approaches for that. the local file change will not work (as you already mentioned) since opening the file will cause modification and Linux changes modify date on extraction (if I remember correctly). plus timezones, etc..

from what I understand, your approach is to move the synchronization queries to the client side (modsync was server obviously).
with only github in question, it would be easy using github API.
use case:
1. user acquired mod
2. user opened the game (your best hook) - locally save all modsync mods installed(only ones you see for the first time!), attempt to query each to github to check repo commit #.
3. user opens modsync window - query each modsync mod, compare locally stored commit # to one in github using API.


I'd encourage you to force modders to add a mod version to About file or your sync file. it's time we have a proper version variable to all mods.

as per permissions, I didn't read the whole thread but came across permissions to use modsync code - obviously, as part of modsync ninja, Kiame has permissions to use any / all of the project code.

good luck with this one! and talk to me if you need anything
#19
Outdated / Re: [B18][Mod Updater] ModSync Ninja
May 27, 2018, 07:33:11 AM
Error 100 means your request to the server was empty. what is shown at the bottom if you click the 2nd message showing "Your request:"?
Empy request could be caused due to earlier error too, do you have any errors in log previous to the ones you copied?
#20
Tools / Re: ModSync Ninja - Mod update manager!
May 27, 2018, 06:58:07 AM
hello all, this is true. unfortunately I just can't justify the cost of running this project anymore with such low interest from the community and lack of free time.

to people having recent issues lately - it's because the scheduled tasks service went down.

regarding the suggestion above to add github link to modsync file - when the project was stated I wanted github and not github users to have same feature set and user experience so it wasn't added. it can be added but it wouldn't solve anything since you'll still need to maintain the domain, hosting, scheduled tasks, etc.

We will be handing out the project
if anyone is interested in keeping the project alive, feel free to contact us and take over it. this project is a baby and wouldn't just be handed to anyone, you'll need to understand the following:
1. it will cost money to maintain domain and hosting. and its not as simple as the genetic hosting plans.
2. hosting should be capable of: running .net 4.5, PHP, unlimited(execution time) scheduled tasks, subdomains support, SSL (for new google SSL requirements), MSSQL server 2012 (newer or older wouldn't work. ill check and specify the specific sql build version if needed).
3. u'll need to know and understand .net MVC, C# and obviously web development in general.  I'm sorry, I just can't spare the time atm to guide someone thorough, u'll need to be able to handle all of this. The PHP part of the project is really small and unlikely to be changed.
4. its a big project, you'll need to maintain: rimworld client, website, api library and the project server.
5. Open-source components should remain this way: rimworld client and api library should remain open-source. rest is up to you.
6. keep updating the project: u'll need to keep updating the project, not just leave it as it is now. github update should be on par with steam update(that's the main priority), simplify update via API tools, some method of password reset should be added(since we don't keep any modder information aside to forum username id suggest have forum based verification to reset password, similar to the mod verification step).

Anyone with serious interested in taking this on, feel free to contact us! i'd love to see this project staying alive!

Thank you, and again - I'm sorry it had to end this way.
#21
Outdated / Re: [B18][Mod Updater] ModSync Ninja
March 20, 2018, 11:27:41 PM
Quote from: Roolo on March 17, 2018, 07:31:54 AM
The previous issue is resolved, but now I try to get the auto updating using GitHub working, however, ModSync Ninja doesn't seem to recognize the URL.

Hey Roolo, very sorry for the late response. busy days, haven't had the time to check the forums.

Have you gotten the issue resolved? I'm getting no issue with the URL you have pasted (https://github.com/rheirman/GiddyUpCore/blob/master/About/ModSync.xml).
The regex we use seems to accept it and it works for me on dev env.
Is this the exact URL? letter case as well?
#22
Mods / Re: [mod request] touch support ;)
January 12, 2018, 03:38:16 PM
interesting. it will be possible the only issue is properly planning the touch UI.
#23
Outdated / Re: [B18][Mod Updater] ModSync Ninja
January 07, 2018, 08:23:18 PM
hey Jaxxa, for your first log-in you will need to "register" (which is only picking a master key). make sure you fill your actual forum account name. the name is case sensitive so in your case it will be Jaxxa.
You'll also need to enter the key to one of your current mods (to verify its actually you)
#24
use tag  [img width=pxsize ]url  [/img ]
#25
Outdated / Re: [B18][Mod Updater] ModSync Ninja
December 18, 2017, 01:09:09 PM
sorry missed that one, nope you can for the first version just put the old logs you cant create an older version
#26
Outdated / Re: [B18][Mod Updater] ModSync Ninja
December 18, 2017, 12:22:17 PM
Quote from: kaptain_kavern on December 18, 2017, 10:30:02 AM
Clicking on "Visit Steamworkshop" links to a broken URL
woops, good catch. the link in the main page is just a static link. ill update it


as for the trusted modder change, the list of changes to trusted modders from the change log:
Trusted authors:
- No longer require to verify any new mods they are adding
- Has a "master" mod key they can use instead of a mod secret for any mod they own
- Can modify mod data such as name and link (and are not restricted to a forum link)
- Can replace mod secret if needed
- Can remove mods by themselves in case of an error
#27
Outdated / Re: [B18][Mod Updater] ModSync Ninja
December 18, 2017, 04:20:48 AM
Hey! sorry for the late response, been away.
@dburgdorf Sorry! thats not a bug, but a human error by me

Yes, the system does take the author with the verification message.
however, before this new update, we didn't store the author at all. so i needed to backfill authors for existing mods
since the verification couldn't be used for that(some may have removed it) i took the first author for that and missed the fact two of your mods gets another author.

This has nothing to do with the actual mod registration process and should never happen to new mods!
i'll have these mods reassigned to you in a minute.


@kaptain_kavern
What do you mean by that? you don't have a link at all or have a link that points to invalid page?
what mods are you checking, mods that have not ran the client update don't have steam metadata sent to the server.

#28
Tools / Re: ModSync Ninja - Mod auto updater!
December 17, 2017, 12:49:52 AM
ModSync API library is here
and the full update change notes are here
#29
Outdated / Re: [B18][Mod Updater] ModSync Ninja
December 17, 2017, 12:44:53 AM
The plan is to allow user and author tags too but the UI is just not set for it yet, it will come!
#30
Outdated / Re: [B18][Mod Updater] ModSync Ninja
December 17, 2017, 12:27:53 AM
this might also be due to all the mods being updated, ill look into it if this issue continues after this initial data fetch phase