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[1.8.x

2023-10-19 14:29| 来源: 网络整理| 查看: 265

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What is ModuleManager

ModuleManager ( by Sarbian and Blowfish ) is mod that let you write patch file that edit other part at load time. With is you can edit squad (and other mod) part without overwriting their file.

ialdabaoth gave me his blessing to maintain Module Manager while he is away.

Licence & Source

Module manager source is under a "CC share-alike license" under the term specified by ialdabaoth here. He is the original creator of Module Manager.

The source code for this version is available here : https://github.com/sarbian/ModuleManager

What's New

The DLL name contain the version number, and even with 2 version present only the newest will run. This makes install of addons using it easier since you don't have to check date on the file when overwriting it.

There is also some code to warn you if an old version of MM or my MMSarbianExt is present and to ask you to delete them.

Version 2.0.x Read the list of change by ialdabaoth at the end of the 2nd post

Version 2.1.x Many changes by Swamp_ig. Documentation update is in progress. This version parse your save game just before the main menu. It can take some (lot) of time if you have a bunch of olds saves. I'll try to find a way to limit that.

Version 2.2.0 Build for KSP 0.24 - Beware that the Save Game Fixer of previous version was disabled since 0.24 include fix that make it less usefull.

Version 2.3.1 A lot of under the hood code change. There is a ingame DB reload/dump menu you can open with ALT-F11 while in the spaceport screen (be aware that it mess up R&D unlock, as the stock reload does)

I strongly advise to delete any 2.2.x version laying around as 2.2.1 and 2.2.2 don't deactivate themselves properly when a newer version is around (but they don't break anything either)

Version 2.3.3 Module Manager is now integrated with the loading screen. You'll see the info message a bit later in the loading process. Fix the /= and -= operator (the argument where inverted)

Version 2.3.4 Fix the long loading time

Version 2.3.5 Fix perf related problem when using a lot of regex. It's the one bundled with B9.

Version 2.5.0 KSP 0.25 Compatibility and changes I'll document later.

Version 2.5.1 Version bump to fix a mistake in my build script.

Version 2.5.2 Add a cache of the patched config so it's loaded faster after the first load. The cache is deleted if any .cfg changes in your Gamedata (excluding those under PluginData).

Version 2.5.3 Fix a big with the variables implementation.

Version 2.5.4 Rebuild for 0.90

Version 2.5.5 Bug fix for value with dot or dash in their name

Version 2.5.6 Fix my stupidity.

Version 2.5.7 Bug fix for value with '&' in their name

Version 2.5.8 Improve feline handling and feeding

Version 2.5.9 Disable VSync while in the loading screen.

Version 2.5.10 Some debug code to catch a bug. If you get "Exception while checking needs" lines in your log please report them

Version 2.5.13 New compare test and # operator to copy-paste nodes

Version 2.6.1 Rebuilt for 1.0 and VSync trick removed since it is now stock

Version 2.6.2 Allow for modded Techtree to be used.

Version 2.6.3 Allows the patching of Physics values with a PHYSICSGLOBALS node

Version 2.6.5

- Clear the partDatabase.cfg if the module manager cache is expired

- Add some some useful log for all modders (search for "[ModuleManager] ModuleManager env info"

- "-nyan-nyan" option detection for the true believers

Version 2.6.6

- Add a Quick Reload for ALT F11 menu (skip PartDatabase.cfg generation)

- Ignore the cache (and force a PartDatabase.cfg generation) on KSP version change

Version 2.6.7

- log now displays the SHA256 of all loaded dll and the KSP exe

- at the end of the patching MM will notify mods that needs it. cf this post for the details

Version 2.6.8

- Fix a bug with nested :NEEDS when the top node also used a :NEEDS

Version 2.6.9-2.6.12

- Bug fixes and AssemblyReloader support. Thanks to the submiters for their patch

Version 2.6.13

- Built for 1.0.5. No change. Some 1.0.5 specific changes will come soonish

Version 2.6.14/15/16

@key,* = xxx applies to all presents key value

@key[1] += 1 will apply the math to the 2nd component in a comma separated vector.  "key = 0,1,0,1" will be " key = 0,2,0,1"

@key[*] += 1 will add 1 to all elements of the vector.  "key = 1,2,3,4" will be changed to "key = 2,3,4,5"

@key,*[1, ] += 1 will do it on all the key

Version 2.6.17

Add a warning for users on build 1024 @nightingale proof Log added/deleted/changed cfg files. Search for "[ModuleManager] Changes :" in the log

Version 2.6.18

Fix a bug with the cache and the loading of the PHYSICGLOBAL node.

Version 2.6.19

Add new features for looping and editing value outside the current node

Version 2.6.22

1.1 build. And some other stuff I forgot :) 

Version 2.6.23

@blowfish patch to add & operator: insert only if it doesn't already exist Fix for the insert NODE at position keeping the index in the node name that blowfish found fix for nested constraint not looking past the first result

Version 2.6.24

1.1.2 build

Version 2.6.25

Fix Exception for variable searching a value that does not exist

Version 2.7

1.2 ready - High fidelity cat and text rendering

Version 2.7.1

1.2 ready Allow value name that include multiple comma, as long as none has a number as its first char Display the number of exception and the file that generated those exception Better feeback on what MM is working on lower garbage a bit

Version 2.7.2 

Fix the @value,* = xxx

Version 2.7.4 

Fix operations on multiple values

Version 2.7.5

Reloads Kerbal traits config after the patching

Version 2.7.6

Fix PartUpgrade System patching by @Shadowmage

Version 2.8.0

KSP 1.3. Big thanks to @blowfish for his 1.3 patch and endless support in the thread

Version 2.8.1

Improve some exception catching and logging  add -ncats command line option (to be combined with -nyan-nyan)

Version 3.0.0

Huge rewrite and code cleanup by @blowfish Patch loading (without cache) is faster.  About 10-30% depending on the number and composition of mods involved. Code changes made here will make it much easier to add new features in the future. Many tests have been added which can be run after ModuleManager is compiled.  This will help ensure that future changes don't break existing functionality.

Version 3.0.1

Fix NEEDS checking for inner nodes/values  Add a -mm-dump cmd line option and redo the export

Version 3.0.2

Allow 0 or many spaces before operator Fix :NEEDS patch order

Version 3.0.3

Fix non-US Linux decimal separator

Version 3.0.4

Allow operator-like character in value name

Version 3.0.5

Fixed the Cats for KSP 1.4. Clearly a matter of uppermost urgency.

Version 3.0.6

Rebuild for 1.4.1 and some minor fixes

Version 3.0.7

NEEDS now allows subdirs (NEEDS[SquadExpansion/MakingHistory]) Allow parentheses in value name Allow spaces in value names Bug fixes

Version 3.1.0

more Internal code improvement by @blowfish more detailed log about what works™ but should be written differently.

Version 3.1.1

more Internal code improvement by @blowfish

Version 3.1.3

Add a workaround for the 1.6.0 PartDatabase / Editor bug

Version 4.0.0

@blowfish worked his magic once more and now MM does the patching while the game loads the models and textures.

Version 4.0.1

Fix tech tree and modded physics

Version 4.0.2

Allow assemblies to add to mod list (Fix for Kerbalism compatibility) Add -mm-dont-copy-logs command line flag if you do not want to copy MM log back into the game log Fix for KSP runs in debug mode.

Version 4.0.3

Logging: Fix context not showing up for exceptions in logs Remove datestamps from log messages (only put time), instead write date at top of logs Have timestamps on logs reflect when the log message was created rather than when it was written to the log Fix files with a space before the extension breaking the cache Fix tabs and newlines (\t and \n) getting stripped out of values

Version 4.1.0

KSP 1.8

Version 4.1.2

Add an Exception interceptor to catch ReflectionTypeLoadException and properly blame broken DLLs

Version 4.1.3

Cleanup the  Exception interceptor code and remove the double exception logging and improve the badly worded warning

Version 4.1.4

Fix a bug with LAST[modx] when modx is not present some code cleanups

Version 4.2.0

Part loader now relies on physics values (for e.g. minimum rigidbody mass), so we want to set modded physics earlier

Version 4.2.1

Fix a bug introduced in the previous version

Version 4.2.2

Support wildcards in nodetype matching so you can do @*,* {} Support # in value names since loc names start with # Tell Localizer to reload the language after MM finishes

Version 4.2.3

Fix the dll hashing when the dll is already opened. by @linuxgurugamer Fix for MM loading the wrong physics file when when when using the faulty PDLauncher workaround

Version not listed here ? Check the Jenkins Server. If it is there then you can use it without fears of triggering the end of the world. by @siimav

Downloads :

For KSP 1.8.0 - 1.12.x

ModuleManager-4.2.3.zip

 

ModuleManager.4.2.3.dll

For KSP 1.4.0 - 1.7.x

ModuleManager-4.0.3.zip

ModuleManager.4.0.3.dll

 

Last version for KSP 1.3.x

ModuleManager-4.0.2.zip

ModuleManager.4.0.2.dll

ModuleManager-3.0.4.zip

ModuleManager.3.0.4.dll

Last version for KSP 1.2.x

ModuleManager.2.7.6.dll

ModuleManager-2.7.6.zip

SHA256 : 0bc14c3e0dbd8191dfb9aff5b8408c377e0bc74d508ed10fe4b4371ab569f95c

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Doc and patch file format in the second post.

A Documentation Wiki is in progress

Post on how to use variable in MM

Community examples and useful patch

Changes :

- merged with my wildcard extension

- add a "~" operator to check for missing properties

- let you use wildcard search in other part than the name of the part

- let you patch other things than PART (this was working with MM but not with MMExt)

- handle badly formated cfg file better

- include Majiir workaround for KSPAddon bug

- a bit more verbose and all log line start with [ModuleManager] to make search easier

- you can have multiple MM dll installed in the root of gamedata, only the newest will run

- a special tag allow to exclude MM from processing a folder

- % operator for value and node that edit if the value/node is present and add it its not

- $ operator that duplicate it (It does not work for a root node, ie a PART)

- @NODENAME,2 {} let you select the third node of that name. Be careful when you delete or add node as the index will change.

Todo :

- re-apply patch when you reload the database from the debug menu. It's quite a useful feature, but won't change much for mod use.

No promise for this. I had something working but it failed at the second reload. KSP code makes this quite hard. I may took the easy way out and just add a button.

How to install

You just have to put the dll in your KSP/GameData folder. Then you can put you patch .cfg file anywhere. I would create a folder for your personal patch, but it's up to you.

As mentioned earlier you can have multiple version of it. But you can clean up too :)

Edited July 3 by sarbian


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