FFH2 Installation Project [+Modular +ModMods]

[NWO]_Valis

A bad kitty!
Joined
Feb 20, 2007
Messages
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Gates of Ultramar [Szczecin]
This is a project of an installator for Kaels Fall from Heaven 2 mod.
[sory for all the spelling mistakes]

Links to the projects:
- FFH2 Installation Project
- For Xienwolf [and other users] Modular moding
- Mod-Mods Installation Project


Idea: The idea behind this project is to give this wonderful mod an installer that will actually make a correct shortcut on the desktop and find a right installation directory for the mod.

....and to bring all modular mod mods together :D

....and to bring mod mods to your computer safe and in a professional fashion :D


Take a peak:
Spoiler :

Welcome panel:
welcomerv9.jpg


Destination panel:
destiantionjn2.jpg


The project files are buildable under Installjammer, an free, open source installation builder, an alternative to MSI and NIS installers.

Spoiler :
API:
apizg1.jpg


To build this project Installjammer can be downloaded from this site: http://sourceforge.net/project/showfiles.php?group_id=148203&package_id=169359

The files were made under the 1.2.5 version! There is a newer beta version of the program but it is a beta so I have not tested it with that version.

Unfortunately version 1.2.5 has a bug with the preview like described in this thread of the support forums:
http://www.installjammer.com/forums/viewtopic.php?f=5&t=139&p=598&hilit=Lwidget#p598

This was some test code that was in a newer version that accidentally slipped into the current version. Look in lib/preview.tcl and change the line:

package require Lwidget

to

package require Itcl

That should fix up the preview.

What needs to be changed before build:
I.FFH2 project
Spoiler :

1. Make sure you have the graphics files in the right folder. IJ searches for the files without a 'real' path firstly in the project directory and then in the IJ install directory. Also the version string field might be of interest for you.

api02mg5.jpg


api03tg7.jpg


2. Link up the correct files by deleting the already included in build [cause those are links to my files on my drive and you would want to include your own files in the mod :)]. Make sure you include the ico file defined in the above step!

api01yt6.jpg



II. Modular moding
Spoiler :

1. Apart from the changes that have to be done in the original project for FFH2 you have to attach modules to your project.

api04xx2.jpg


You can add a whole directory with all modules in it or add for each module a new file group and add to that file group the module directory. The second scenario will let the user to selectively chose from moduels he wants to install on his PC. Notice that if you chose the second scenario then you have to also go to the component panel in IJ and for each file group create a new component [do not forget to select the appropriate module for the file group:

api05lt2.jpg


III. Mod-mod moding
Spoiler :

1. This installation copies the target mod and then aplays the modified files. It has the naming convention of Kaels FFH2 so it will look for <Original_Mod_Name>{space}<mod_version> directory. Those two values [strings] should be changed here:

api06cy9.jpg


If it wont find the original mod of the given name it wont copy anything, just extract your moded files to the location <your_BTS_location>/mods/<your_modmod_name>{space}<modmod_version>

[note that the version letter is only for display use as it has no place in the FFH2 directory name]

2. Remember to set up the main project proprieties and link up your files [only those files you have changed, the rest will be taken from the original mod!]

api07cs1.jpg


You modmod should contain an ini file with the name <your_modmod_name>{space}<modmod_version>.ini

I also recommend that you see/read the instructions for FFH2 install project.

Theoretyckly any mod-mod can be build by this project but I just am too lazy to post the info on the other forums as FFH2 is the best mod to mod there is :D


Installjammer is writen in Tcl/Tk and can execute any Tcl/Tk scripts. I know, it is not Python but I have not found a python installation kit :P [Tcl/Tk is very simple, IMO it is simpler than python]
This is only a project to build the installation. I hope Kael uses it in the future releases, althou I have not consulted it with him or anyone in his team. I did it also for fun so not bad feelings if it stays only an 'art for art' project :)


Maintenance:
I frequently read the FFH2 forum so I will be able to maintenance the project for a while if there is an interest. Just write here or PM me.

Disclaimer:
Spoiler :
I am not related anyway to the IJ author. I build installations for a living, not in IJ, but in a very expensive commercial tool. I recommend IJ cause of its simplicity, intuitive interface and ongoing improvement.

Remember, it is a free software, even for commercial purposes and more and more companies use it in their daily businesses.

If someone wants to use this project and modify it than fell free. Just mention me somewhere and put a link to FFH2 forums.
 
[reserved for future use]
 
Just skimmed it so far so I can't tell if I'll be able to use it easily. But looks absolutely sweet :) It does check the registry to set up the proper installation pathway initially, right?


I am hoping I read it right for the Mod-Mod installer, that it finds the latest FfH directory, copies it, then applies your mod and makes a proper shortcut :)


Do you need a special version to apply patches, for when you don't want it to copy the entire FfH directory all over again and whatnot? I suppose for that you just use the FfH installer, but specify your mod instead of FfH, and only include the patch?


EDIT: Oh yeah, on the Modules, it has a screen for them to use checkboxes and select which Modules they want to use? I think that is what I saw. Is there any way to have it be a "Select one from the list" as well, for those Modules which are Incompatable? (so you have 7 Checkboxes for the 7 Modules which have no Compatibility issues, then you have 2 linked option (choose one or neither), and then you have 4 linked options (again, choose one of these 4 or none)?
 
If this works properly it'll definitely be worth an A+!:goodjob:

BTW, methinks Kael might be interested in using this as a standard installer for FfH, would he not?;)
 
If I'm reading it right, it would be possible to set up an installer that lets you choose which components you want to install - the current version of FfH (required component) and any mods as optional components (FF, Xien's, Magisters, Marnok's etc) - just select which you want and install them all at once...

I've seen that on commercial or "freebie trial but you can only install 12 files at once" installers - but never on a free software one - looks great...
 
It does check the registry to set up the proper installation pathway initially, right?

Yes it does. That is the main reason.

I also added a check if the correct BTS patch is installed. You change the patch number in the 'Virtual Text Strings' table.


I am hoping I read it right for the Mod-Mod installer, that it finds the latest FfH directory, copies it, then applies your mod and makes a proper shortcut :)

Well, not the latest but the one you have specified. I.e. you do an installation for FFH2 0.31 and it will look for that specific version installed. When 0.32 comes out you would have to make a new installation. I could make it so it searches the latest one but I think the mod-mods have to be done [at least updated] for every version so this could confuse users who got their hands on a outdated mod-mod installation.


Do you need a special version to apply patches, for when you don't want it to copy the entire FfH directory all over again and whatnot? I suppose for that you just use the FfH installer, but specify your mod instead of FfH, and only include the patch?

As I understand what you wrote here, you want the functionality from mod-mod project of copying the original FFH2 to a separate directory [i.e. FFH2_modular], right? You could use the mod-mod project for that or just write me what you want exactly and I will change it in the project.


EDIT: Oh yeah, on the Modules, it has a screen for them to use checkboxes and select which Modules they want to use? I think that is what I saw. Is there any way to have it be a "Select one from the list" as well, for those Modules which are Incompatable? (so you have 7 Checkboxes for the 7 Modules which have no Compatibility issues, then you have 2 linked option (choose one or neither), and then you have 4 linked options (again, choose one of these 4 or none)?

Yes, there is :) Look at the Component tab [the second screen for modular]. In the Standard properties of a component you have a propriety called 'Component group'. If this field is blank then you will get a checkbox in the installation by this component. If this contains a string then it will be exclusive [a radio button] with all components that have the same string [belong to the same component croup]. Then there is only a matter of displaying it as a proper tree. Of course for that you have to use the second described scenario and have a different file group for each module.


If I'm reading it right, it would be possible to set up an installer that lets you choose which components you want to install - the current version of FfH (required component) and any mods as optional components (FF, Xien's, Magisters, Marnok's etc) - just select which you want and install them all at once...

Yes, you could. I have prepared it also that is already has a component for map scripts, maps and manuals [like the PDF manual]
[Note that those files are listed in the project but are not packed with the project files, you have to delete them and re-add from your own location]

And yes, it is free, more over it is open source so you can download the code and make your own adjustments. More and more companies are switching to it. My company wanted it also but the new project that we wanted to use it first in was cancelled before we had a chance to release anything. Our old projects have to be done in a commercial tool cause they are already shipped to the customers.
 
Eventually we could wind up with a 'the best off FFH2' installation, yes :)

It doesn't even have to be Kael who makes the installation of FFH2. Someone [anyone] could take his installation, install it on his own machine and then use the files with my project, add the manual, maps, map scripts, mod-mods, modules [everything beside the main mod could be made optional to install], fan fiction novels, movies, desktop themes, mp3 with the community Christmas carols and everything that comes to mind ;), build it and release as a torrent or something. This would be a one BIG installation I spouse :D

The only problem is trust. An installation is a normal program. Someone could slip there a virus file or even use the Tcl/Tk to do some harm to your machine. That is why I posted the project files and not an installation so you could check and see that there is nothing dangerous in it. [well, I also did not have the time to prep such installation or means to upload something bigger than 10MB] If someone would do it it would have to be a person who is trusted in the community like Xienwolf, MagisterCultuum or whom we know and trust.
 
Inrtriguing... it can check if they have BtS properly Patched... can you have the mod-mod one check to ensure that FfH is properly patched? (Since some are not compatable with later patches unless updated).

My third question was: Is there an installer which would work for Fall Further .22 patch B? Something which will install a patch to a mod-mod, and thus needs to NOT copy Fall from Heaven all over again.

But I am reasonably certain that you can just use the installer you designed for FfH to do this, it looked like you can specify the name of the target directory just fine.
 
Inrtriguing... it can check if they have BtS properly Patched... can you have the mod-mod one check to ensure that FfH is properly patched? (Since some are not compatable with later patches unless updated).

Yes, but it would require to know what to look for. A specific string in a file, a specific file, you could just make a txt file were you would write and then update with modules/mod-mods are already installed and in which version. FFH2 uses an rtf file and this is not IJ friendly :/. Man would have to know a specific feature that can be found only in that FFH2 patch. If I would enable registration of the installation then things would be even simpler cause you can write meta data while you install for upgrade installations. You could write the version, which components are installed and so on.

My third question was: Is there an installer which would work for Fall Further .22 patch B? Something which will install a patch to a mod-mod, and thus needs to NOT copy Fall from Heaven all over again.

But I am reasonably certain that you can just use the installer you designed for FfH to do this, it looked like you can specify the name of the target directory just fine.

Exactly. All those projects are only variations of one project. Just take the mod-mod project that you would use for Fall Further and disable the copy action - you have a patch installation.

I recommend you to install IJ and see the program to your own eyes. It is really intuitive and simple [after you get used to the bugs ;) and virtual text juggling]


[I have a fever for two days now so I really hope all I wrote here makes at least a little sense]
 
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