[Feedback needed] AND2 Checker: Easy installation and update v0.3

@Noyyau: In theory, no you don't. I have deployed mods support on the launcher a few days ago. MCP is compatible if you downloaded it less than 5 days ago.

Basically, all the mods in Assets/Modules/ are preserved during update (and the activation state). Audio will also be injected automatically into main files. MCP contains files outside the modules folder but these are preserved because these are listed in the MCP module folder (modInfo.xml).
Sogroon will release an update of his mods but there is no hurry because these are compatible (More Music and Dinosaurs).

So it's a NO, and compare to before, you don't even have to inject audio into xml by woc_installer. It's automatic.

All right, I'll try now with the new rev and see how it goes.

UPDATE

I upgraded to 885 and both More Music and MCP disappeared... I mean the files have been deleted, not simply deactivated.
Also the launcher keeps telling me there's "an update available" even if I just updated.
 
Hmm.. From which revision did you updated ? I'm stupid because if you upgraded from a revision before the mod support, it should not work. Starting from 881, it will work...

About the update available, Afforess forgot (two times in a row) to increment the version number of the installation, so the launcher still think it is 884 (even in 886). Don't worry, the game is updated if you updated after the update was available.
 
I had rev 884, and went up to 885.
 
Then i don't understand. Is the launcher at version 1.09 ? Did you excluded the modules folder or something like this ?
 
@Noyyau: Could you delete "Assets/Modules/MLF....xml" file, restart the launcher and tell me if the file was regenerated ?
 
File was regenerated, though everything was set to 0
 
Ok. I'll look at the issue. The launcher should read defaultModules.xml and set these to 1.
 
@Noyyau: I've found a bug in the latest code about the file regeneration. It should fix your problem in the next version (probably tomorrow).
However, i'm still sceptical about the fact it removes the mod folder.
 
"Septic" means rotten or infected with bacteria. Did you mean "sceptical", meaning unconvinced or doubtful?
 
Yes, of course :D Even in french that isn't the right word.
 
About mods, the launcher doesn't save enabled mods on update. For now, you have to reenable them after an update. I'll change this in the next version.
 
Updated to latest rev 893.

As an experiment, I unmarked from "exclude from update" the MCP: it was again deleted.

However now the MLF modular loading controls file works, with everything set to 1 (except the modmods, but those just need to be "activated" in the launcher)
 
Ok. It looks like the updater doesn't read the exclusions.mods.xml, but i call it exactly like the other exclusions files.
Are the other files correctly ignored ?
 
Yes, if I check any file (including the MCP and More Music) in the custom exclusions list, it doesn't touch them.

Also I noticed that if I tell the launcher to "fix installation - reset mod to default state", then it does ignore any "excluded" file. That's probably intended?
I only wanted to restore one file, and got everything reset to default:cry:

Good thing I keep backups of my personal modifications...
 
Sorry for the misexplaination, but yes, reset does actually "reset" the mod folder to default and ignore exclusion files. It is useful to make sure you have the "stock" version of the mod.

The problem is that you shouldn't have to check the mods for the launcher to ignore them as the whole point of the update i've released is to do that automatically. I need to find what is the cause of this (particularly because it works for me).
 
So...
I may miss something but I don't see/understand how the checker handles modules.
I think a checklist would be nice to include/exclude downloaded modules, something that automatically injects/removes lines in MLF_CIV4ModularLoadingControls.
 
At start, the launcher reads defaultModules to be aware of the default modules. Starting with rev898, it reads checker_config.ini to get enabled modules, then sets these to 1 in MLF_CIV4ModularLoadingControls. xml. To enable / disable a module, simply click on it in "Community > Modules > *the module*".
 
At start, the launcher reads defaultModules to be aware of the default modules. Starting with rev898, it reads checker_config.ini to get enabled modules, then sets these to 1 in MLF_CIV4ModularLoadingControls. xml. To enable / disable a module, simply click on it in "Community > Modules > *the module*".

Okay, I found it (after a thorough update).
Very guuuud :)

About the modInfo.xml: Can I put any character between the <name></name> tags? Like: ? , ; & - ()
 
About the modInfo.xml: Can I put any character between the <name></name> tags? Like: ? , ; & - ()
I'm not 100% sure but it should be fine as the name is only used for display. Internally, it uses the folder names (only ASCII characters).
 
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