X Plugin Manager V2.12 : Updated 23/01/2010 *LINUX VERSION AVAILABLE*
Moderators: Moderators for English X Forum, Scripting / Modding Moderators
Small bug found: If the package file is in a different directory than the x3 main directory it doesn't seem to install.
As for the uninstall...hmm, i don't think it is a good idea to copy it from within the installer, because you have to start X3, load and save the game to complete uninstallation in the game. It would need a two step uninstallation then. I can't think of a good solution for that right now.
As for the uninstall...hmm, i don't think it is a good idea to copy it from within the installer, because you have to start X3, load and save the game to complete uninstallation in the game. It would need a two step uninstallation then. I can't think of a good solution for that right now.
i am getting a 404 on the second Self extracting file
and the rest are saying "error can't find website ERROR:500"
perhaps because everyones trying to download it at once???
and the rest are saying "error can't find website ERROR:500"
perhaps because everyones trying to download it at once???
Last edited by Stevio on Sun, 15. Jan 06, 14:31, edited 2 times in total.
Hmm, what would you think if the uninstallation procedures are not packaged with the script package but a different package that could be installed and uninstalled?
It would make additional handling unnecessary in the script installer and we don't need a separate directory for it.
Would be a simple but working solution i think.
It would make additional handling unnecessary in the script installer and we don't need a separate directory for it.
Would be a simple but working solution i think.
my fault, i only copied the rar file to the serverstevio wrote:i am getting a 404 on the second Self extracting file
and the rest are saying "error can't find website ERROR:500"
perhaps because everyones trying to download it at once???
should work now
You have by having 2 script packages, one holds the script, and the other holds the uninstall scritps ?Naffarin wrote:Hmm, what would you think if the uninstallation procedures are not packaged with the script package but a different package that could be installed and uninstalled?
It would make additional handling unnecessary in the script installer and we don't need a separate directory for it.
Would be a simple but working solution i think.
so the user has to install the uninstall package for it to work ?
if the packages are set with the same name and author, the installer will automatically uninstall the current one b4 installing the new one, so it could uninstall the current script and install the uninstall script files, althou seems abit more hassle for the use than letting the installer do it all for you
Yeah i like that, would make things abit easier, but if the name of the script is long, it could make quite a long filename, ie "Bounty Hunters Guild 2.52 10/1/2006.spk"Naffarin wrote:I have another suggestion
Autogenerate the package file name, consisting of package name, version number and date of creation. Could be a separate button if someone doesn't like the generated format.
althou that does remind me, i should add the data into the packager too
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- Posts: 275
- Joined: Fri, 6. Feb 04, 20:16
Fantastic
This could turn out to the the most important addon/script to date especially for all the noobs out there. I.E. me!!!
Can't wait until version 1 released.
Hopefully this will become the standard method for distribution/installation of scripts
Thanks Cycrow have all your scripts Keep up the first class effort
This could turn out to the the most important addon/script to date especially for all the noobs out there. I.E. me!!!
Can't wait until version 1 released.
Hopefully this will become the standard method for distribution/installation of scripts
Thanks Cycrow have all your scripts Keep up the first class effort
"As I slide down the banister of life;
my job is just another splinter in the bum"
my job is just another splinter in the bum"
Another great idea put to practise, nice. Used a similar program for Silent Hunter III mods, called 'Mod enabler'.
I know you're a scriptin' kind of guy , but how about a similar program for mods as well, or include it in this one? It could automatically rename the .dat and .cat files to a number higher than the highest already present i the main X3 folder, and rename them something else if you want a mod disabled.
Not too much work to manually rename those files, but like this it would be handy for newbies and lazy ones like me...
Anyway, thanks for this!
I know you're a scriptin' kind of guy , but how about a similar program for mods as well, or include it in this one? It could automatically rename the .dat and .cat files to a number higher than the highest already present i the main X3 folder, and rename them something else if you want a mod disabled.
Not too much work to manually rename those files, but like this it would be handy for newbies and lazy ones like me...
Anyway, thanks for this!
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- Posts: 622
- Joined: Mon, 7. Apr 03, 16:29
Praise be the Cycrow..... JUST what the doctor ordered.
At last....... a good time to wipe out my script and t directories and start a fresh install...
At last....... a good time to wipe out my script and t directories and start a fresh install...
System Spec :-
AMD Athlon(tm) 64 Duel 6000+ (3.01GHz)
Windows XP Home Ed. SP 3
ATI Radeon HD 4850 (512)
Creative X-FI Soundard
2.00 GB of RAM
G9 RAZOR Mouse
AMD Athlon(tm) 64 Duel 6000+ (3.01GHz)
Windows XP Home Ed. SP 3
ATI Radeon HD 4850 (512)
Creative X-FI Soundard
2.00 GB of RAM
G9 RAZOR Mouse
Uninstall is going to be tricky. Every script has a slightly different uninstall procedure depending on the script. Like Naffarin says, he must use a seperate script to uninstall that scans stations and removes wares or something of that nature. You can't be expected to provide for all that flexibility.
If you want my advice .. don't call the button uninstall. Simply call it 'remove script files'. (and put a disclaimer that hitting this button may or may not uninstall the script, see script readme for details) If you call it uninstall this thread is immediately going to get flooded with 'WTF?!! I hit the uninstall button, but I still have all these readtexts in my game?!?! Test your $%#&% installer before you realease it in an unfinished state jerk! ' heh.
Then the individual authors can work that into their uninstall procedure that they spell out in the readme. You know what I mean? Most scripts uninstall instructions might look like:
Uninstall:
- Stop all ships from running the blah blah command in game.
- Save your game and exit.
- Run the installer's 'remove script files' command for this script.
Naffarin's uninstall instructions might throw in the extra steps of:
- use the installer to install the 'Naffarin cleanup script'. (or something, which puts his uninstall setup script in the directory)
- Load the game, wait ten seconds, and resave.
- Run the installer's 'remove script files' command for the 'Naffarin cleanup script'.
You see what I mean? By not trying to do too much, it has the flexibility to do everything.
The thing your program can do (which is nice) is remove the correct files from the scripts directory. That's one of the big questions that I see a lot on the forums is 'it told me to remove the scripts from my /scripts directory, but I don't know which is which'.
Another piece of advice, when you do remove script files, only remove setup scripts (I guess check for init too, but those are bad practice). It will never hurt anything to leave the rest of the scripts in the folder. Without a setup script, they'll never be run. This avoids the problem of shared files between packages. Like if a guy uses the same /t file for several scripts or has a few lib.whatever.xml scripts that he uses across packages.
Just a few comments, I'm sure this will help out a ton.
If you want my advice .. don't call the button uninstall. Simply call it 'remove script files'. (and put a disclaimer that hitting this button may or may not uninstall the script, see script readme for details) If you call it uninstall this thread is immediately going to get flooded with 'WTF?!! I hit the uninstall button, but I still have all these readtexts in my game?!?! Test your $%#&% installer before you realease it in an unfinished state jerk! ' heh.
Then the individual authors can work that into their uninstall procedure that they spell out in the readme. You know what I mean? Most scripts uninstall instructions might look like:
Uninstall:
- Stop all ships from running the blah blah command in game.
- Save your game and exit.
- Run the installer's 'remove script files' command for this script.
Naffarin's uninstall instructions might throw in the extra steps of:
- use the installer to install the 'Naffarin cleanup script'. (or something, which puts his uninstall setup script in the directory)
- Load the game, wait ten seconds, and resave.
- Run the installer's 'remove script files' command for the 'Naffarin cleanup script'.
You see what I mean? By not trying to do too much, it has the flexibility to do everything.
The thing your program can do (which is nice) is remove the correct files from the scripts directory. That's one of the big questions that I see a lot on the forums is 'it told me to remove the scripts from my /scripts directory, but I don't know which is which'.
Another piece of advice, when you do remove script files, only remove setup scripts (I guess check for init too, but those are bad practice). It will never hurt anything to leave the rest of the scripts in the folder. Without a setup script, they'll never be run. This avoids the problem of shared files between packages. Like if a guy uses the same /t file for several scripts or has a few lib.whatever.xml scripts that he uses across packages.
Just a few comments, I'm sure this will help out a ton.
"Nature's first green is gold" . . . stay golden.
Update v0.91
New update
V0.91
* Added Compression to package files
* Added Readme into packages
* Added Default directory for Script Packager
* Added Date
* Added Auto Save
V0.91
* Added Compression to package files
* Added Readme into packages
* Added Default directory for Script Packager
* Added Date
* Added Auto Save
- NZ-Wanderer
- Posts: 1623
- Joined: Thu, 5. Aug 04, 01:57
Ohh very very nice...
Gonna have to use this to do all the scripts I have installed.. - will save a lot of time later methinks...
Thank you for supplying this to the community
Gonna have to use this to do all the scripts I have installed.. - will save a lot of time later methinks...
Thank you for supplying this to the community
Link to the list of Mods working in X4-Foundations and also Link to the list of Mods working in X-Rebirth
NOTE: I play with a modded game, so any reports I make outlining suggestions/problems/bugs/annoyances, are made with mods installed and running.
NOTE: I play with a modded game, so any reports I make outlining suggestions/problems/bugs/annoyances, are made with mods installed and running.