Valkrionn
The Hamster King
Did you update the launcher to the one available in the first post of the thread?
why ? access denied error ?In particular, when I include an info.txt into my module, I can no longer unload modules at all.
... ? how exactly it doesn't work ?And the [rifeversion] bit does not work for me.
Something about files with the same name already existing and the name being listed as: ", ".why ? access denied error ?
The entire line just does not exist. See the image submitted.... ? how exactly it doesn't work ?
;PPQ INFO.TXT FILE
;
;Lines beginning with ";" are considered to be comments, and are ignored
;[xxx] identificators doesn't have to be in this order as in this file
;
;
;this file (( info.txt )) is optional, as well as is the version.txt
;but if you already have this file, the "version.txt" is useless,
;so i recommend remove it you don't have to edit two files when releasing new version :D
;
;
;Name - no need to explain
;note: one line
[name]
PPQ
;
;
;Version - version of module
;Note: it have to be number, so only numberic characters and none or one period
;note: one line
[version]
0.47
;
;
;RifE version - version of RifE for which is this module tested, checked, developed, etc
;Note: it have to be number, so only numberic characters and none or one period
;note: one line
[rifeversion]
1.3
;
;
;Author - you
;note: one line
[author]
PPQ_Purple, AKA: Purple, PPQ or Purple Qwrq
;
;
;Short description - text showed in contect menu
;note: one line
;[shortdesc]
;placeholder
;
;
;Description - text showed in message box
;note: can be multiline
;[desc]
;placeholder
;
;
;Dependency - modules, on which is this module dependent
; (( it's commented here, because this module don't have any dependencies :P ))
;note: can be multiline
;[dependency]
;Syntax: <foldername_of_module>
;Syntax: <foldername_of_module><semicolon><space><version_of_module>
;Examples:
;SomeAwesomeVersionedMod; 3.4
;SomeAwesomeVersionlessMod
;
;
;Compatibility - modules, between which is disabled conflict checking
; (( it's commented here, because this module don't have any special compatibility needs :P ))
;note: BOTH modules has to have the each other in the list !!
;note: version can't be specified
;note: can be multiline
; (( it's commented here ))
;[compatible]
;Syntax <folder_of_module>
;Example:
;SomeGreatMod
I bet you've been dreading the day I ask for yet another feature.
Spoiler :An addition to the Module Editor
Spoiler :Actually should be simple, but, just tells you how many modules you have loaded, for people too lazy to count...
and actually, i'm dreading every time i see "Unread posts" sign next to "RifE Launcher thread" and "Do you like RifE Launcher?" ...
it's always "it would be cool if ...", "could you add ...", "what if ...", "adding ... would be great", "have you considered ... ", "it's not working", "access denied error", "NOTSET error", "there's problem", "it showed this error ...", etc, etc
1 - Module Configurations
Save which modules (and versions) are loaded in which order to an XML file. Yes, an XML file. Text files have the unfortunate limitation of being two dimensional. For those of us (not me, ahem) who are playing around with 20 modules, this will save a lot of time. But I see no reason this needs to have an interface ...
2 - Savegame Manager
I usually use Windows Explorer to load a save game. Civ is smart enough to figure out which mod (not module) it belongs to and load it before loading up the game. In this case the interface is important, but a file manager can't be that hard to put into the launcher, can it?
3 - BreakSave
If I only had one idea to pick out of any of these to be implemented, this would be it. But only because I know the next one couldn't exist without the first two. In FfH, sometimes patches would break saves. Likewise, in RiFE, patches can break saves, but so can modules.
Unfortunately, for modules, their (in)activation might break saves, as well as upgrading to a newer version. This is why you would want to use XML (something the Civ4 modders should know, but that's just a suggestion.) The BreakSave tag would include all versions of RiFE or the module that would not be compatible.
For example, Less Dangerous Animals 1.302 doesn't break saves. But lets say that I release a 1.303 that does. My BreakSave list would include LDA 1.302 but nothing else, meaning any file that uses LDA 1.302 or earlier is not compatible. Compare that to GWS_Experimental, which (I think) breaks saves as well. If I released a version 0.34 it's BreakSave would include RiFE 0.0 and GWS_Experimental 0.33.
4 - Module Manager
So here is how to combine them all.
Whenever a save game is created, the BTS version, RiFE version, and all modules that were loaded, as well as that version, is saved as well. When browsing through save games, the launcher will know what modules to activate in what order for each game.
How?
Every .CivBeyondSwordSave file terminates with a specific order of bits. Appending information after the terminator has no effect on loading or gameplay at all. So all the launcher needs to do is to TSR when RiFE is launched and wait until games are saved. When files are changed in the Civ4 save directory, the Module Configuration (see #1) is appended to the file.
[...] I'll see if I can get Imperial Roads to work. The launcher says it conflicts with MoreEvents at IMPROVEMENT_FOXFORD, but we'll see. [...]
I got a problem with the launcher, it won't update files that need to be updated, like Makera's Order from 1.08 to 1.09 and this MPL, I always get a unhandled execption has occured error.