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#31
Outdated / Re: [B18][Mod Updater] ModSync Ninja
December 17, 2017, 12:01:53 AM
Quote from: Nightinggale on December 16, 2017, 11:59:01 PM
Wow, that looks awesome. I'm really looking forward to taking a closer look at all this. Sadly I can't access it due to a 404 error. I'm not sure if it's because migration isn't done or if it's because my ISP's DNS server haven't updated yet. Either way I assume it will work in the near future.
Yeah, Kiame had the problem too took the DNS a bit to update. youll probably get it in a few minutes
#32
Outdated / Re: [B18][Mod Updater] ModSync Ninja
December 16, 2017, 11:36:20 PM
Quote from: bigheadzach on December 16, 2017, 11:19:24 PM
Does the Direct link point to 1.1.1.0 yet?
It is now, sorry that update took a while to write
#33
Outdated / Re: [B18][Mod Updater] ModSync Ninja
December 16, 2017, 11:35:27 PM
The new update it live. sorry for the long delay!
After a day of database issues with the host, we've decided to ditch them and move to a new one. Migration but we are finally back!

Users
Features
- Mods website updated, explore mods at http://www.modsync.ninja/mods
- Mod update via client allows easy updates and adds new mod information such as game version,
- Other modder focused updates
Translations
- Spanish frenchiveruti
- French kaptain-kavern
Thanks!

Modders
We have taken all feedback into consideration and focused this update on ease of use. while we are far from done improving it, we think its a good step at the right direction.

Author site login
Mod authors with at least one mod in the system now able to link their forum account and log in to the website (no forum password required obviously, it is based on your previous verification).
They can then become Trusted authors.

Note: User name have to match forum name, case sensitive as well. option to change display name will be added soon.

Trusted authors
Authors with a real mod (verified manually by us) in ModSync will become trusted.
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

In game client mod update
This is the feature we are most excited about!

If you have the latest version of the ModSync Ninja client, you'll have a new button in the Mods menu, right where you push updates to steam.
The new Update at ModSync.ninja button will let you push updates to the server without going to the website.

Note: If updating the mod to a new version, the update button will also update your ModSync.xml file. you should update on modsync before updating on steam\download link so your users will get the new ModSync.xml file.

This update process also comes with a set of improvements:
1. Mod's game version will be stored and presented to the user.
2. Mod's languages will be stored and used as filter tags.
3. Steam image will be added to the mod page on the website.
4. Dependency libraries will be added(fetched from workshop)

What if i don't need to update my mod / i use GitHub auto update?
You can (and should) use the client to push an "empty" update using the same version number your mod is currently in.
It will trigger the server to fetch your mod informatio such as language and version tags, image, dependencies and you can add patch notes if you want.

GitHub mods - you can push the empty update described above at the client, having these features added directly to the GitHub mod update reader is coming on the next update.

Public, Open-Source API library
We created a small, simple API library you can use to automate your updates (and hopefully share with other modders).
This dosen't mean we wont be creating and adding tools ourselves. It's for whoever wishes to help, have a very specific upload process or just interested in it.

This initial release comes with two methods:
- GetModVersion(string modId): Returns mod's version on modsync ninja
- UpdateMod(UpdateModRequest request): Updates a mod on modsync ninja. the request object is provided in the project.

API bridge repo
ModSync Ninja client repo


Agenda - upcoming updates
Users:
- In game UI to match the information provided on the website mods page
- Option to check for updates when starting the game
- Better looking, smaller ModSync button in the game client

Authors:
- For other mod managers who override the mods page - external DLL of our modsync button to allow the mods to coexist
- Multi author mods as seen in the modsync ninja mod page
- Update to the GitHub mod updater to match the client update features


Just want to take the opportunity to thank Kiame for joining in on the project and helping to bring it back to life :)
#34
Outdated / Re: [B18][Mod Updater] ModSync Ninja
December 15, 2017, 10:53:17 PM
Hey, yeah nothing wrong with the XML, our host database server crashed.
called them already still waiting for someone to lift up the power button... hopefully soon. sorry for that
#35
Outdated / Re: [B18][Mod Updater] ModSync Ninja
December 14, 2017, 01:28:36 AM
quick note, this client code is updated for the new version however the new changes to the server including the API are not live. while you can build this version and run it, the new update feature is still offline and will output an error
#36
Outdated / Re: [B18][Mod Updater] ModSync Ninja
December 13, 2017, 11:39:57 PM
We didn't forget about GitHub mods!
the server will allow you to push an update to the same version from the client. such update will only update the mod metadata(image, about file data, languages etc). so you can basically just use this client update once to populate that data and ignore it until you need to modify that (all the new fields such as Patch Notes are nice, but not required)

this is not how its going to be, its not the end solution. since this is a huge update we just split it to phases. the API library is aimed at GitHub mods, using the library you can build a script to run when you push changes\publish a release to update your mod on ModSync.
having this library public and open source means everyone can build on it. we are planning on building these scripts ourselves but if anyone can beat us to it, that would be nice :P
#37
Outdated / Re: [B18][Mod Updater] ModSync Ninja
December 13, 2017, 09:29:36 PM
Sorry we've been on the silent side, truth is we are almost ready with a huge update and working hard on getting it out asap.

It includes faster and easier mod update for modders from the game client. We all update our mods on steam, having a modsync update next to the steam update button only makes sense. you'll be able to simply push an update to modsync before pressing the steam update button and it will update the modsync.xml file for you.
Having updates from the client instead of the website also gives us some more power we are making use of. We now read the mod folder to auto detect the game version of the mod update, supported languages of the mod and more.
This change makes life easier for modders who wish to use modsync ninja and also gives much more information to the player.

Theres a new website coming with this update to take advantage of the coming changes (the ingame client will be updated too to show all these changes but at the next version, its already a huge update and we dont want to delay it for too long) - mod page teaser(still WIP). Almost everything in the mod page is automated just by parsing the mod folder  so the updating process stays simple.

Modders who have uploaded mods will become trusted after uploading a mod they own which will allow them to skip the annoying forum verification when adding mods and also let them change mod info(such as forum post link).

We've received many requests to open source the client and we are doing that too with an extra public API library which means you'll be able to have your script in whatever language you want to automatically push updates to the server whenever you want(for example on commit).
Since you'll have full control on that API request you can automatically update your modsync file and push an update, store your passwords locally and more. It also compiles at .NET 3.5 profile and runs completely fine in Unity so you can even have it embedded in your local rimworld client.
#38
Outdated / Re: [B18] Knowledge is Out There
December 11, 2017, 05:45:46 AM
that's cool, few months ago I wss toying around with remaking research more realistic.
one of the first and only features I implemented wss adding the ability to write documents for specific research (so you can trade in them) and reading them gave extra progress to research. I changed it so when pawn is doing research he is redirected to the book if exists.

I don't know if you find it interesing but if you do maybe you could add it
#39
Outdated / Re: [B18][Mod Updater] ModSync Ninja
December 09, 2017, 01:29:07 PM
Quote from: Supes on December 09, 2017, 12:04:09 PM
I currently have a mod in unreleased, but would I be able to change the forum link later on if I decide to use modsync with my mod?
Yes and no, we are working on adding that ability now, so whoever finishes first :)
#40
This is amazing, i love this and honestly surprised its not used more often.

1. the main post is kinda hard to read, maybe do some reformatting on it and consider adding real life use case examples in there
2. I'd rather have it is a library attached to my mods(like harmony) to avoid annoying issues such as players forgetting to download dependencies.
3. I don't think you should be worried about mods not having the latest version. as you said - its relatively stable now and if for some reason there is a bug, mods can push an update with the new library.
another take on updating the library for all mods could be just providing the user with a script, if a user is having an issue due to a mod loading an older version of the library, you can offer the library packed with a little bash script to be placed in the mods folder that will replace all instances of your library with the new version.

this is really cool, i'd download all compatibility patches you can find and investigate them, see how you could add more features to the state where they are all obsolete and hopefully this mod will become as widely used as harmony and hugslib.
#41
Outdated / Re: [B18][Mod Updater] ModSync Ninja
December 06, 2017, 03:37:56 PM
reading version from assemblies is something we've already talked about and plan to add to this magic button kiame is working on. however, there are still many mods that don't update assembly info or use pure xml modifications with no assembly at all


as for the mod page, we are not going to break it, this is exactly why the modsync page is independent to the mod one so mod managers can still work.
we will either provide a library api that lets mod managers append the button or place it somewhere else
#42
Outdated / Re: [B18][Mod Updater] ModSync Ninja
December 06, 2017, 03:04:12 PM
at the moment, actual version comparison is simply not worth it. the whole versioning convention in rw mods is a mess/not exists.
its unlikely that the end user will have a version greater than the developer. the only possible reasoning for that is that the user is testing a version for another version of RW for example B19. for that, we have game version added to the mods soon.

yes, it would be nice to know what's the newer version but for the example of mod sync its irrelevant. regardless, having modders use a version numbering convention would be ideal in the long run
#43
Outdated / Re: [B18][Mod Updater] ModSync Ninja
December 06, 2017, 11:32:09 AM
quick note on top of what Kiame wrote:
theres also the <SaveBreaking> tag. if any version between player's version and latest version is tagged as save breaking - true. the user is notified that updating will require a new save.

other than that, there are no more tags or attributes to the modsync file yet, we are looking to possibly add patch notes \ feature codes (for example, showing at the client that the version includes bug fixes, features or translations). but still considering the best approach that will require less amount of work from the modder.


as for source code, like Kiame said, this is mostly for security purposes. we received multiple questions about the source code. i'll open it up in private explaining the issues in details with those who asked.
#44
Outdated / Re: [B18][Mod Updater] ModSync Ninja
December 05, 2017, 01:27:31 PM
Update

Version 1.1.0.2:
- Mod folder names on both client and server are not case sensitive anymore
#45
Outdated / Re: [B18][Mod Updater] ModSync Ninja
December 05, 2017, 01:07:29 PM
The issue you had with the shields mod was due to your folder being called "Rimworld-Shields" while the record on the DB is set to "rimworld-shields". i'll push an update to ignore case in a few minutes and it should solve the issue.

tho, i noticed the download of your mods gives a folder called "FrontierDevelopments-Shields-b18-1.0.4" this needs to be the same name as the database name in order for the sync to work. could you set the release folder name to a consistent name?
i also didn't find the "ModSync.xml" in the about folder there but i assume you just haven't uploaded it yet.

It also seems that since the mod name is long it overflows to the next column on the client, Kiame is working on improving the UI in general, we will take this into account as well