[PC] Mod manager - 7thHeaven (v1.54)

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Oh, cool. I'll keep that in mind. I guess then maybe it's just an issue with changing subscriptions completely? Like if I try to go back and forth between different subs I've made they won't change unless I delete that file?Even in the mod.xml you are setting the version number and it's not showing for an imported mod either?
Yup either through import or drag and drop into the 7H library. Ok cool, it's not as imperative as some of the other features but it'll really help with organizing and differentiating mod packs.
 
I wonder if it's possible to have multiple subscriptions, but it's maybe best not to do that either.
Yes, the program supports this. Although I only realized when I actually tried to set it up, that it's not so easy to enter the URLs ... because 'enter' closes the settings window. I think shift-Enter? or control-Enter? lets you enter a second line of text in the subscriptions box; you can have as many subscriptions as you want.

Anyway, that's why it doesn't just replace the catalog completely based on the subscription file - you could be subscribed to other sources, too.
 
Well that solves that... I'll have to work from some other angle to get you to update this. :evil:

You can copy/paste from a text editor like Notepad++ multiple lines of catalog subs:

Code: [Select]
Code:
iros://Url/http$pastebin.com/raw.php?i=Rct9XwiQiros://Url/http$pastebin.com/raw.php?i=dYPnEQHP
I did receive approval to use Team Avalanche assets for a Qhimm.com mod catalog so the work is continuing as planned on a full bootleg+ uninstaller.
 
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Hey Iros, is it possible to add support for the "textures" folder? it acts like the mods folder... I don't fully understand it. But there's some important mod parts that get installed there.
 
Really  ???  How does that work? The small mention they get in the config file makes it sound like it was an older feature that modpath replaced - and if you're repackaging them anyway, perhaps they could get updated to use modpath anyway?

I'd have to see how it actually worked, in order to be sure exactly how to support it (if it's needed).
 
No, I'm not really sure it's needed. But some older mods do make use of it seems. I'm working with TA builds and I think the Hi-Res installs things there instead of the mods folder... wish I had 2 more computers. Bootleg copies a lot of things over from the textures folder to the mods folder... which is redundant but the uninstaller is all about redundancy anyways lol.
 
If you can point me at a mod which 

-uses the textures folder,
-doesn't work when copied into the modpath folder
-is reasonably easy to test

...then I can download it and add support in, I guess. But if they all work when copied into modpath, I'd stick with that.
 
The textures method was replaced by mod path  We used to have to modify the .tex in an lgp to point to an external texture to use and put it in that folder. Now mod path does it automatically. No support for this should be added as it was a complicated mess back then and anything new will use mod path.  The original World Map project used this method.
 
It's not necessary unless we want to be able to replicate old mods in iro form. But I don't know where else to put the files from the Hi-Res menus like the "Field Text" folder and have them work. They don't go into the mods/menu folder like newer fonts.

TA Hi-Res

I think you could literally just install the menus to test it, the textures\Field Text\ folder will contain the fonts responsible for the lettering on the start/continue screen and in order to make them work you just need to disable your menu portion of the modpath (or delete the font files installed in the mod folder by TA GUI v2.0.8 ) This test would probably not be compatible with Menu Overhaul, but maybe...

I think for testing 7thHeaven purposes we should basically always keep MenuOverhaul a separate issue. Luckily, it has it's very own uninstaller...

There is a slight incompatibility between the Team Avalanche GUI and Menu Overhaul that bootleg does not address that I would like to isolate. I suspect it comes from the textures folder somewhere. The mod folder files take precedence over the ones in the textures folder... even if they aren't named the same thing apparently. Like the fonts. The modfolder versions don't have the same name, but they will load instead of the ones in textures folder unless removed. Really interesting.

I like MenuOverhaul very much, and I even paid for my copy, but I wanted to be able to offer alternative options for those menus through 7thHeaven. Particularly since MO has a couple of big impacts on battle behavior (specifically-the critical hit screen flashes and the end of battle black out wont work properly with MO installed). Imo, the best of the non-MO menus--MO's menus are beyond compare visually--comes from the original TA Hi-Res. They scale almost perfectly even at extreme internal resolutions and hardware Anti-Aliasing. I'm editing them to get rid of the few remaining artifacts. The TA GUI menus are much better suited for plain resolutions, but they are a bit cleaner than the earlier version when set up at the proper res.

Since bootleg requires you to install the GUI you don't normally get the option for the original Hi-Res menu fonts, which are hiding in the textures folder.

I'm guessing the only file in the entire structure 7thHeaven can't wrap would be the exe itself?

I guess anything in the Textures folder can be renamed properly and work from the mods folder, but i don't know which is easier to do.
 
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New version v1.10:  https://mega.co.nz/#!yRRikTxI!OWbvaheEnJjlWJizBqN2XXtG1a94lp0_8vLpXhQIl3w

-Fixed crash on certain locales
-Fix version number not being set against manually imported mod
-Right click on Launch button to run game with variable dump option active
-Add MetaVersion tag to catalog mod info

The MetaVersion tag can be set against a mod in a catalog file so you can mark a mod as updated without changing the version number of the download. I realized changing the version number of the download wouldn't really be accurate if you were just updating the download URLs etc. It's optional so doesn't need to be set, just available if necessary.
 
Cool! OK, so that's a no on the textures folder right? I think I can just figure out what to rename the stuff but it's a bit of a chore.
 
No support for the textures folder at the moment. I haven't really investigated it yet, although mod path would still be my preferred option if that can work.
 
Yeah, I got the namechanges from the textures folder worked out, there's only a short list of files. Would have been stupid to make you add texture folder support.  Anyway, if you just do an iro that has the files missing from the modpath, it will use the textures folder instead, but I want all this switching to work theoretically with or without bootleg.I'm just going a lot slower than I thought I could. Lots of work to do. I think as I get a little farther along I'll make a new thread for the Bootleg Catalog Subscription and quit spamming your thread with my project.

I was thinking you might jazz up the top post a little, but it isn't necessary. Maybe just steal screenshots from the rest of the thread?
 
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I've started putting together the Zack flashback mod but I cant find how to enable variable dump to get the PPV's. It's not in the settings or anything.
 
Oh ok cool thanks Kaldarasha I'll check that out. So I know you can add files from the mod file to load png textures with 7H, but I was wonder about the pngs actually in the mod file. So I was wondering if I could just cheat and copy the entire mod file. If I did mods\bootleg - with all the other files inside it, and loaded that file into 7H would this work or would it not know what to do with the file since it loads files into this folder?
 
I've started putting together the Zack flashback mod but I cant find how to enable variable dump to get the PPV's. It's not in the settings or anything.
New version v1.10:  https://mega.co.nz/#!yRRikTxI!OWbvaheEnJjlWJizBqN2XXtG1a94lp0_8vLpXhQIl3w

-Fixed crash on certain locales
-Fix version number not being set against manually imported mod
-Right click on Launch button to run game with variable dump option active
-Add MetaVersion tag to catalog mod info

Oh ok cool thanks Kaldarasha I'll check that out. So I know you can add files from the mod file to load png textures with 7H, but I was wonder about the pngs actually in the mod file. So I was wondering if I could just cheat and copy the entire mod file. If I did mods\bootleg - with all the other files inside it, and loaded that file into 7H would this work or would it not know what to do with the file since it loads files into this folder?
Should work fine. A mod basically is just meant to be a copy of either files that would go into a LGP; or files that would go into mods\bootleg - so if you take something that has installed itself into mods\bootleg then all those files pretty much are ready to just put in a folder and tell 7H to import/use it.
 
That's what I thought, I made a copy of the whole mod file but it crashed the game. I tried just the magic folder as well and the other pngs inside the bootleg folder. Magic was missing, casted thunder without the texture and it gets hung after the enemies disappear. Maybe the folders need to be all lower case or something? I saw a few are upper case. I'll double check my files and try it again.
 
My Grimmy's Magic iro works fine. I guess I'll test a full mod folder but I'm suspicious about the files that bootleg puts in the mods directory with no folder to put them in.

Mods folder test did not work, immediately you could see the fonts and field files weren't running. This was in iro format. I'll try just folders.

Omzy's Field Pack in iro format works fine. Having multiple instances of 7thHeaven open isn't a good idea, maybe.
 
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So far a full mod file hasn't worked yet. I could probably get the upscaled magic to work. I haven't had a lot of testing time, but I haven't gotten it to work yet. As of now I know for sure the field, battle, and world work fine with 7H. I've noticed that much larger iro's cause a minor delay with ff7music, it's slightly behind the game. I think this is solved simply by dividing iro's into smaller mods like backgrounds and character mods. Otherwise layering multiple mods over top of each other to that point may present a problem.

On the first page it's mentioned that there can be a delay with 7H and that the code could be optimized to correct this for larger mods, is this still a possibility?
 
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