ik1ne Posted June 21, 2015 Share Posted June 21, 2015 make_scripts.zip Requirements&How to useYou need Bandizip(Link here) installed. Gave up due to path problems. Now using 7za.exe cmd prompt, so you don't have to install anything. You can place this batch file anywhere, provided that you modify invisibleinc_path and mod_path correctly. (right click-> Edit to modify) If you're using 64 bit Windows&Steam, you don't have to touch anything. If you're new to modding, unzip the scripts.zip - which will create scripts folder. Q. So what does it do?A. It just zips scripts folder into scripts.zip Thereby you don't have to unzip script.zip - just modify scripts\* files, and then execute this batch file. Also, thanks to HumanKirby, now this batch file makes 2 backup. Q. Any requirements?A. Nothing. Just put make_scripts.bat and 7za.exe at the same location! Q. I want to restore my vanilla scripts.zip!A. google "steam verify integrity of game cache". It will leave your scripts folder untouched, and just restores scripts.zip. Link to comment Share on other sites More sharing options...
HumanKirby Posted June 21, 2015 Share Posted June 21, 2015 Just a suggestion. Could you write something like this. No real codeif script_2.zip existthen delete script_2.zipif script_1.zip existthen backup script_1.zip as script_2.zipif script.zip existthen backup script.zip as script_1.zipyour code essential, the program should be able to create up to 2 backups. I think this would be quite useful for modding. Also your now on the Master Modlist Also, you pack it into an .zip or .rar to upload it. Link to comment Share on other sites More sharing options...
ik1ne Posted June 21, 2015 Author Share Posted June 21, 2015 Just a suggestion. Could you write something like this. No real codeif script_2.zip existthen delete script_2.zipif script_1.zip existthen backup script_1.zip as script_2.zipif script.zip existthen backup script.zip as script_1.zipyour code essential, the program should be able to create up to 2 backups. I think this would be quite useful for modding. Also your now on the Master Modlist Also, you pack it into an .zip or .rar to upload it.Thanks for the suggestion! I'm currently working on that backup system, and will edit the post when it's finished. Link to comment Share on other sites More sharing options...
ik1ne Posted June 21, 2015 Author Share Posted June 21, 2015 UPDATEBackup system added. No more file location limitations - you can now place make_script.bat, scripts folder anywhere. Open make_script.bat(with notepad) and then modify invisibleinc_path, mod_path. Link to comment Share on other sites More sharing options...
HumanKirby Posted June 21, 2015 Share Posted June 21, 2015 Ok, some things:1. Backup works good, but it does not archieve the files. (I have installed bandizip, but I use 32 bit, might there a problem with it(i also changed the direction, else the backup would not work, right?))2. Ok, that halve a suggestion, but I dont know if it works with .bat:Essentally, the only thing we need for automatic Mod installation would be a program which edits the lua files. Im not sure if it is idealy how I suggest it, but here is what I think creating a normal scripts folder with clean data//program startscopy this folder and call it scripts_modsModers put there information in a .txt. It should look like thisAuthor: Human_KirbyModname: ExampleDirection:{agent=sim/unitdefs/agentdefs.luaitema=sim/unitdefs/itemdefs.luaitemb=sim/unitdefs/itemdefs.lua}line{agent=276itema=557itemb=1090//not a good way, but i dont know a better one}code:{agent=itema=itemb=//im not in the mood to write some examples there}All the txt files from the mods you want to install are put into the mods folderThen the program loads all the txt files from the mods folder in the lua files of the scripts_mod folder (of course the line system should be replaced, or there would be problem if to mods use the same line)scripts_mod are archieved to scripts.zipdelete scripts_mod folder well, this might be descripted weird, but I think this might work. The program should look a bit like the Mod installer from FTL Link to comment Share on other sites More sharing options...
ik1ne Posted June 21, 2015 Author Share Posted June 21, 2015 Ok, some things:1. Backup works good, but it does not archieve the files. (I have installed bandizip, but I use 32 bit, might there a problem with it(i also changed the direction, else the backup would not work, right?))That's....weird.Can you tell me the OS version of your windows?I'm using 8.1, so couldn't test that on 7, etc. Link to comment Share on other sites More sharing options...
HumanKirby Posted June 21, 2015 Share Posted June 21, 2015 I use windows 7. 32 bit. Link to comment Share on other sites More sharing options...
ik1ne Posted June 21, 2015 Author Share Posted June 21, 2015 Okay, uploading "PAUSE" enabled version for debugging.Try this one, and then I hope I can get the problem.It will hang over when it finished its work, so you can read what error it generates.make_script.zip Link to comment Share on other sites More sharing options...
ik1ne Posted June 21, 2015 Author Share Posted June 21, 2015 Ok, some things:1. ...2. Ok, that halve a suggestion, but I dont know if it works with .bat:Essentally, the only thing we need for automatic Mod installation would be a program which edits the lua files. Im not sure if it is idealy how I suggest it, but here is what I think creating a normal scripts folder with clean data//program startscopy this folder and call it scripts_modsModers put there information in a .txt. It should look like thisAuthor: Human_KirbyModname: ExampleDirection:{agent=sim/unitdefs/agentdefs.luaitema=sim/unitdefs/itemdefs.luaitemb=sim/unitdefs/itemdefs.lua}line{agent=276itema=557itemb=1090//not a good way, but i dont know a better one}code:{agent=itema=itemb=//im not in the mood to write some examples there}All the txt files from the mods you want to install are put into the mods folderThen the program loads all the txt files from the mods folder in the lua files of the scripts_mod folder (of course the line system should be replaced, or there would be problem if to mods use the same line)scripts_mod are archieved to scripts.zipdelete scripts_mod folder well, this might be descripted weird, but I think this might work. The program should look a bit like the Mod installer from FTLI also used FTL's slipstream mod manager, so got what you mean.Unfortunately, I'm not a skilled programmer, so I'm just using git instructions to merge multiple mods. Link to comment Share on other sites More sharing options...
HumanKirby Posted June 21, 2015 Share Posted June 21, 2015 I just uploaded an image of the program opend with Notepad++. It seems like it cant find the direction of Bandzip. I also looked into the %appdate% but didnt find a folder called "..." or "Bandzip" Link to comment Share on other sites More sharing options...
ik1ne Posted June 21, 2015 Author Share Posted June 21, 2015 I just uploaded an image of the program opend with Notepad++. It seems like it cant find the direction of Bandzip. I also looked into the %appdate% but didnt find a folder called "..." or "Bandzip"Then we have to find it manually.In the windows start menu, type "bandizip" and right click -> Open file location, and we can figure out where it's located. Link to comment Share on other sites More sharing options...
ik1ne Posted June 21, 2015 Author Share Posted June 21, 2015 Okay, another solution - just forget bandizip.Turns out I don't know how to use google...sigh.Rewriting with alternative solutions. Link to comment Share on other sites More sharing options...
ik1ne Posted June 21, 2015 Author Share Posted June 21, 2015 UPDATE1. No Bandizip. Now using 7zip. Link to comment Share on other sites More sharing options...
HumanKirby Posted June 21, 2015 Share Posted June 21, 2015 UPDATE1. No Bandizip. Now using 7zip.Thanks, now it works. I know how hard its sometimes to find a bug or error. Had this 2 times when I modded. Leaved some code from another mod in it, making the game crash. Link to comment Share on other sites More sharing options...
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