[EXPERIMENTAL] XModDiff (Mod Merger): 02/04/2011
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[EXPERIMENTAL] XModDiff (Mod Merger): 02/04/2011
This is currently an experiemental app for merging mod files so there are no guarnetees that'll it'll work correctly yet, but needs to be test.
Download: http://xpluginmanager.co.uk/beta/xmoddiff.rar
This includes 3 files:
spk.dll: The main dll file (newer version than the one included with the plugin manager)
xmoddiff.exe: Program to create a diff file from a mod
xmodpatch.exe: Patches a saved diff file into a mod
These are both console apps, so needs to be run via the command console, make sure spk.dll is in the same directory as the exe's or copy it over the current plugin manager one (should be in your system folder for windows)
Diff Usage: xmoddiff [-v] <modfile.cat> <diff file> [gamedirectory]
This will compare the <modfile> agsinst the [gamedirectory] and save all changes to the <diff file>
Using the -v flag will enable verbose and display each entry thats written.
Patch Usage: xmodpatch <modfile.cat> <diff file> [gamedirectory]
Once you have a diff file, you can apply it to another mod
the <modfile.cat> is the file you wish to write changes to, if it doesn't exist it'll be created, otherwise changes will be applied on top of it
the <diff file> is the file generated using the xmoddiff program
The game directory is the directory it uses to apply the mod too.
Please remember, this is highly experimental and is for testing purposes only. A gui app for merging mods using this will be available later.
Limitations:
* Currently only works for T types files, types/T*
* Doesn't yet adjust ids between files, ie cockpit entries in TShips, text entries, etc
Edit: fixed link. X2
Download: http://xpluginmanager.co.uk/beta/xmoddiff.rar
This includes 3 files:
spk.dll: The main dll file (newer version than the one included with the plugin manager)
xmoddiff.exe: Program to create a diff file from a mod
xmodpatch.exe: Patches a saved diff file into a mod
These are both console apps, so needs to be run via the command console, make sure spk.dll is in the same directory as the exe's or copy it over the current plugin manager one (should be in your system folder for windows)
Diff Usage: xmoddiff [-v] <modfile.cat> <diff file> [gamedirectory]
This will compare the <modfile> agsinst the [gamedirectory] and save all changes to the <diff file>
Using the -v flag will enable verbose and display each entry thats written.
Patch Usage: xmodpatch <modfile.cat> <diff file> [gamedirectory]
Once you have a diff file, you can apply it to another mod
the <modfile.cat> is the file you wish to write changes to, if it doesn't exist it'll be created, otherwise changes will be applied on top of it
the <diff file> is the file generated using the xmoddiff program
The game directory is the directory it uses to apply the mod too.
Please remember, this is highly experimental and is for testing purposes only. A gui app for merging mods using this will be available later.
Limitations:
* Currently only works for T types files, types/T*
* Doesn't yet adjust ids between files, ie cockpit entries in TShips, text entries, etc
Edit: fixed link. X2
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Is this not along the same lines as my Changeling tool?
EDIT: Not that I am bothered by it, but it seems silly to duplicate effort towards the same ends.
EDIT #2: I already have logic in place to support maintaining some of the inter-dependencies.
EDIT: Not that I am bothered by it, but it seems silly to duplicate effort towards the same ends.
EDIT #2: I already have logic in place to support maintaining some of the inter-dependencies.
Lenna (aka [SRK] The_Rabbit)
"Understanding is a three edged sword... your side, their side... and the Truth!" - J.J. Sheriden, Babylon 5 S4E6 T28:55
"May god stand between you and harm in all the dark places you must walk." - Ancient Egyption Proverb
"When eating an elephant take one bite at a time" - Creighton Abrams
"Understanding is a three edged sword... your side, their side... and the Truth!" - J.J. Sheriden, Babylon 5 S4E6 T28:55
"May god stand between you and harm in all the dark places you must walk." - Ancient Egyption Proverb
"When eating an elephant take one bite at a time" - Creighton Abrams
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i've not really checked it outRoger L.S. Griffiths wrote:Is this not along the same lines as my Changeling tool?
EDIT: Not that I am bothered by it, but it seems silly to duplicate effort towards the same ends.
EDIT #2: I already have logic in place to support maintaining some of the inter-dependencies.
this is mainly from a mod merge tool i was working on last year.
althou this isn't really a tool for editing, just getting changes that a mod makes and applying them to another
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beautiful, i shall test it on complex cleaner and xtra ships mod.
however, if my ineptitude shall cause me to fail... would you pretty please merge them for me? the link to x3e2 worked for the download but my ISP probably has a block on whatever country that is. i even tried completly lowering my security but no reply. Either way, thank you cycrow.
however, if my ineptitude shall cause me to fail... would you pretty please merge them for me? the link to x3e2 worked for the download but my ISP probably has a block on whatever country that is. i even tried completly lowering my security but no reply. Either way, thank you cycrow.
What GoD taketh away, Cycrow giveth back.
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Changeling is still under development but the main purpose is to be able to import existing mods (regardless of distributed form), and provide facilities to automatically merge said mods, with a secondary ability to edit the result before exporting as a mod in it's own right. The idea of the editing facilities is for the user to be able to tweak the data in end-result terms rather than at the explicit datafile level there by hopefully de-skilling the mod merging process and allow the user to achieve the intended merged results regardless of the nature of mod conflicts.Cycrow wrote:i've not really checked it outRoger L.S. Griffiths wrote:...
this is mainly from a mod merge tool i was working on last year.
althou this isn't really a tool for editing, just getting changes that a mod makes and applying them to another
Lenna (aka [SRK] The_Rabbit)
"Understanding is a three edged sword... your side, their side... and the Truth!" - J.J. Sheriden, Babylon 5 S4E6 T28:55
"May god stand between you and harm in all the dark places you must walk." - Ancient Egyption Proverb
"When eating an elephant take one bite at a time" - Creighton Abrams
"Understanding is a three edged sword... your side, their side... and the Truth!" - J.J. Sheriden, Babylon 5 S4E6 T28:55
"May god stand between you and harm in all the dark places you must walk." - Ancient Egyption Proverb
"When eating an elephant take one bite at a time" - Creighton Abrams
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- Posts: 137
- Joined: Mon, 25. Oct 10, 02:41
tried the version from 2 days ago. did as instructed. the resulting mod causes the game to not even load the load screen. (one with "start x3tc" option. if i move it to the mods folder the screen will load but if i select it for mod package the game will not start. removing the file completely fixes all problems except that i am now at square 1.
does the link lead to a new version now? any fixes?
does the link lead to a new version now? any fixes?
What GoD taketh away, Cycrow giveth back.
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- Posts: 137
- Joined: Mon, 25. Oct 10, 02:41
tried it again and it worked somewhat.
still created a Tfactories file in the directory(is this normal?)
after useing the programs and placing the modified Xtra ship mod in the directory at one number higher than the original Complex Cleaner mod (i hope this is right) i then loaded x3tc and...
my graphix card switched off and x3tc main menu music played behind a "no signal" screen. i blindly clicked the exit button and the screen remained blank. i then restarted my computer blindly and launched x3tc again and it worked fine.
after loading a game clean of complex cleaner and xtra ships, both mods loaded successfully. complex cleaner worked fine loading the smallest modular complex without fail(haven't tested the larger moduels).
either way, this did not work previously when i tried to do it before merging. cudos
the only issue now is that the Xtra stations have no cargo hold. is this due to the stated limitations in the op? or is something elso messing with those files?
someone mentioned that it might be due to a pck or xml inconsistancy. if so, will the final product be able to work these out?
still created a Tfactories file in the directory(is this normal?)
after useing the programs and placing the modified Xtra ship mod in the directory at one number higher than the original Complex Cleaner mod (i hope this is right) i then loaded x3tc and...
my graphix card switched off and x3tc main menu music played behind a "no signal" screen. i blindly clicked the exit button and the screen remained blank. i then restarted my computer blindly and launched x3tc again and it worked fine.
after loading a game clean of complex cleaner and xtra ships, both mods loaded successfully. complex cleaner worked fine loading the smallest modular complex without fail(haven't tested the larger moduels).
either way, this did not work previously when i tried to do it before merging. cudos
the only issue now is that the Xtra stations have no cargo hold. is this due to the stated limitations in the op? or is something elso messing with those files?
someone mentioned that it might be due to a pck or xml inconsistancy. if so, will the final product be able to work these out?
What GoD taketh away, Cycrow giveth back.
-
- Posts: 137
- Joined: Mon, 25. Oct 10, 02:41
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