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Messages - Iros

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51
FF7 Tools / Re: [FF7PC] Mod manager - 7thHeaven (v1.36)
« on: 2014-09-20 19:48:33 »
New version v1.37: https://mega.co.nz/#!3EFBnTLS!rbDeY7mnhapW_0j1K292W8ABkGVLEptyekouzS11izY

-Small speed improvements in IRO archives
-Log file operations

@EQ2Alyza: Can you update to this version, start the program, wait 30 seconds, and then send me the contents of your %APPDATA%\7thWorkshop\applog.txt file, so I can see why autoupdate doesn't work for you? Thank you.

52
FF7 Tools / Re: [FF7PC] Mod manager - 7thHeaven (v1.36)
« on: 2014-09-17 10:02:02 »
Huh. What catalog/subscription link are you using? I'm not sure why it would display for me and not other people...

53
FF7 Tools / Re: [FF7PC] Mod manager - 7thHeaven (v1.36)
« on: 2014-09-16 18:48:12 »
@Iros I can't figure out why it's doing it, but it's worth reporting. The autoupdate feature doesn't work for my laptop, but it does for my desktop. After another user reporting it not working, I had a friend test from 1.29 and she said it didn't autoupdate either. I had her try 1.34 after that, and it still didn't autoupdate.

I also am not seeing file sizes listed anymore.

Hmm :/  OK, I think I will have to add some logging in so we can figure out exactly what is happening with the auto update.

File sizes look to display OK for me - you are running v1.36, yes? (They will only display in the Catalog tab - it doesn't bother in Library, I expect it is mainly download size people care about and if it is in your library, it has already downloaded!)

54
FF7 Tools / Re: [FF7PC] Mod manager - 7thHeaven (v1.36)
« on: 2014-09-08 20:47:08 »
I have a question about the chunk tool. Is it able to export just changes to the script in a scene, most particularly the animations used? The Red Werewolf requires a few of the animations changed in particular scenes, so I'd like to export just those changes so things like the dialogue aren't effected. Would something like this also effect other flevel changes, like changing Clouds younger model to an alternate model?

Each chunk contains one of the sections from the field file.

So according to the wiki, section 1 is dialogue + script. Section 3 is models + animations. If you are just changing section 3, then you will just need to include chunk 3 in your mod and it should work without changing the dialogue (another mod could change the dialogue, and that should be OK).

If you have another mod that also changes section 3 to alter models, then you have a problem, both cannot change the same section of the file at the same time.

55
FF7 Tools / Re: [FF7PC] Mod manager - 7thHeaven (v1.35)
« on: 2014-09-05 19:27:04 »
New version v1.36: https://mega.co.nz/#!6IF1QRRS!EqE0R1N0eBPLK_JeVncj5wKNTrsnCmnhbKV4L8DKIuo

Changes in v1.36:

-Minor GUI fixes
-Improve decompression speed for compressed IRO files
-Improve FF7 startup speed when loading mods with chunked files
-Add advanced patch create - create a patch without needing to create a 'full' IRO of the new version

Kaldarasha's Chaos mod should load a lot quicker now. On my PC it used to take ~50 seconds longer to start FF7, which is bad - now it takes less than 10 seconds which I think is OK.

Actually accessing files (changing locations, loading models) is still a bit slow, I hope this will be speeded up more in another version.

For the last option you really need to be careful to set things up properly. If you create the patch by comparing two IRO file (old version and new version) that at least it is easy to test that both IROs work, and the patch (should!) automatically take account of all the differences between the versions.

For this version you have to make sure you put all the right files in all the right places.

Example: To update your mod to a new version you need to add two new files (vgmstream\yufi.ogg, vgmstream\yufi2.ogg), change two existing files (mod.xml and battle.lgp\rvaa) and delete one file from the IRO (battle.lgp\rvda) - perhaps you have realized you didn't need to change that file at all!

So set up a folder on your PC like this:

C:\temp\
   mod.xml
   battle.lgp\
      rvaa
   vgmstream\
      yufi.ogg
      yufi2.ogg
   
   
Point the new advanced patch create screen at the C:\temp folder. Any files in here (so, mod.xml, battle.lgp\rvaa, ...) get put into the patch to add/replace files to the original IRO. And in the 'deleted files' part of the patch create screen, type in 'battle.lgp\rvda' - so when the patch is applied, it will delete that file from the original IRO.

56
FF7 Tools / Re: [FF7PC] Mod manager - 7thHeaven (v1.35)
« on: 2014-09-05 08:23:35 »
The problem seems to be with v1.35. I had zipped the mod that was giving me trouble and made the patch using v1.34. I had left something out so I made a second patch using v1.35 just now. 7H is crashing again same as before. It's either from creating large iro's or patches for large iro mods. I'm definitely sure it's either one because I fixed it reverting back to v1.34.

The corrected patch using v1.34 isn't merging properly. Or at least patches don't work if you update a model present in the mod already. I updated a field model with a patch and the game now crashes, applog says it's missing several rsd and .tex files. When I unzip the mod the model has no texture and the feet are missing. Patches may work to add new updates to mods but don't seem to work for replacing current mods already in place.

~A patch that was an add on, not replacing a currently install model, failed too. The model had no texture and was mostly transparent. Patches don't seem to be applying correctly at all.

Patches apply fine for me. I will need to see your original files + patch to work out what's going on.

57
FF7 Tools / Re: [FF7PC] Mod manager - 7thHeaven (v1.35)
« on: 2014-09-04 19:36:10 »
@Erik: Can you post a screenshot of your settings screen? I wonder if everything is set up correctly.

Or another possible problem: Is FF7.exe set to run in Compatibility mode / as an admin? If it is, you may have to set 7H to run the same, or it cannot start FF7.

@cmh: Patches for large files should work ... although compress/decompress speed is not so fast in the current version so it will be slower on compressed files. Next version will speed this up a bit.

Your error starting looks like you somehow have a corrupted IRO in your 7H mod folder. If you have the option "auto import mods" turned on, whenever you start 7H, it will import any mods it sees in the folder, and I guess one of the files is broken.

58
FF7 Tools / Re: [FF7PC] Mod manager - 7thHeaven (v1.35)
« on: 2014-09-04 14:33:55 »
Doesn't updating the version number for the main mod file make 7H download the whole thing again though? How do I make it download just the patch files for those who already have the main mod installed?

No. Updating the version number tells 7H there is a new version. If the user wants to update then 7H first checks if there is a <Patch> entry with correct version numbers (i.e. VerFrom matches the version the user has installed, VerTo matches the new version) and if there is, it downloads the patch and applies it.

Only if there is no useful <Patch> entry will it download the entire thing the same as when installing for the first time.

59
FF7 Tools / Re: [FF7PC] Mod manager - 7thHeaven (v1.35)
« on: 2014-09-04 14:19:00 »
One small thing can you add a warning message if a mod has files for the hext_in folder?
"The mod you want to activate has hext files for Hext_launch. Are you sure that this mod should make changes to the FF7.exe?"
This gives at last clever hackers not the opportunity to hide, implement and execute unwanted virus code when the game starts.

Yes, that makes sense, I will try and put it in the next version.

Quote
Does this still require updating the version number for the main mod download, because it looks like that's what you did in the template. But wouldn't that also make 7H download the main mod again as well as the patches? Do I just need to add the patch info to the catalog for 7H to apply the update or do I need to edit anything for the original mod download?

Yes, you always need to update the version number in the main mod download, because that is the only way 7H will know there is an update.

If you make a new version there are two separate things to do:

1) You must update the main mod download in some way for the new version. Either upload a complete copy of the new mod and make the download link point to this file, or leave the download link pointing to the new version and add a <ApplyPatch> entry.

2) Optionally add a <Patch> entry to say, there is a patch file which updates you from (e.g.) v1.0 to 1.2. This is only used by people who already have the mod installed.

Now if you have making a patch for the main download link (because you do not want to upload a complete copy of the new version) then you should probably also add a <Patch> entry which lets people who already have it installed update quicker. I can't think of a reason why you would not do this, but there are still two separate steps to do: update the main download link and if you have a patch file, also add a <Patch> entry.

60
FF7 Tools / Re: [FF7PC] Mod manager - 7thHeaven (v1.34)
« on: 2014-09-04 13:47:32 »
Yes, at the moment you still need to create a full original/updated IRO file and use Create Patch ... right now that is the only way to create a patch, by comparing two full IRO files. The new option saves you from having to upload the full file but you still have to create it, to get your patch.

I will think about adding a way to create patches without needing this.

61
FF7 Tools / Re: [FF7PC] Mod manager - 7thHeaven (v1.34)
« on: 2014-09-04 12:39:45 »
New version v1.35: https://mega.co.nz/#!uUkm0KaL!MLLHbyr3_BYsoBcwhht9rhbinIZIWZhLzZZFbVGb5EM

Hopefully auto update works!

Changes/fixes in this version:

-Minor GUI fixes
-Close IRO files quicker (easier to overwrite when testing)
-Settings checker: When you start 7H it will check if your settings make sense (e.g. if all the folders you chose actually exist) and if not, tell you and open the settings window to correct them.
-Download & patch option for mods

So the last change means that if you upload a new version of a mod, as well as adding a <Patch> entry in the catalog so people who already have the mod can update using a small patch file, you can also specify the 'main' download (for people who don't have it installed) as a combination of a normal download plus one or more patch files.

Basically this is to make catalog/mod authors jobs easier. If you make a small change to a 1GB mod, then you don't have to upload the new 1GB mod file.

Example, your catalog entry looks like this to start with:

Code: [Select]
    <Mod>
      <ID>BFAE987C-C1E6-42E6-8139-FF809142D72E</ID>
      <Author>Iros</Author>
      <Link>http://forums.qhimm.com/</Link>
      <Name>Test music/patching</Name>
      <MetaVersion>2</MetaVersion>
      <Description>Testing music in a IRO archive</Description>
      <Tags>
        <string>Music</string>
      </Tags>
      <LatestVersion>
        <Link>iros://Url/http$www.myserver.com/Music1.iro</Link>
        <Version>1.0</Version>
        <ReleaseDate>2014-09-04</ReleaseDate>
        <CompatibleGameVersions>Original</CompatibleGameVersions>
        <PreviewImage></PreviewImage>
        <ReleaseNotes></ReleaseNotes>
      </LatestVersion>
    </Mod>

Then you release two updates which both fix a few things. The catalog entry can now look like this:

Code: [Select]
    <Mod>
      <ID>BFAE987C-C1E6-42E6-8139-FF809142D72E</ID>
      <Author>Iros</Author>
      <Link>http://forums.qhimm.com/</Link>
      <Name>Test music/patching</Name>
      <MetaVersion>2</MetaVersion>
      <Description>Testing music in a IRO archive</Description>
      <Tags>
        <string>Music</string>
      </Tags>
      <LatestVersion>
        <Link>iros://Url/http$www.myserver.com/Music1.iro</Link>
        <ApplyPatch>iros://Url/http$www.myserver.com/Music_0_to_1.irop</ApplyPatch>
        <ApplyPatch>iros://Url/http$www.myserver.com/Music_1_to_2.irop</ApplyPatch>

        <Version>1.2</Version>
        <ReleaseDate>2014-09-04</ReleaseDate>
        <CompatibleGameVersions>Original</CompatibleGameVersions>
        <PreviewImage></PreviewImage>
        <ReleaseNotes></ReleaseNotes>
      </LatestVersion>
      <Patch VerFrom="1.0" VerTo="1.1">iros://Url/http$www.myserver.com/Music_0_to_1.irop</Patch>
      <Patch VerFrom="1.1" VerTo="1.2">iros://Url/http$www.myserver.com/Music_1_to_2.irop</Patch>
    </Mod>

So you have the <Patch> entries just like before which mean people who already have v1.0 can download the patch to update to v1.2. But instead of uploading a whole new v1.2 file for people who don't have the mod installed already, you leave the download link still pointing to the v1.0 file and add two <ApplyPatch> entries. Then if somebody new decides to download the mod, 7H will download the v1.0 file and the two patches and then apply the patches - so they will end up with v1.2 installed.

This means mod download/install takes a little bit longer, but with the large mods EQ2Alyza is uploading, I can see it would be very slow to upload a complete new download for every single small change!

62
FF7 Tools / Re: [FF7PC] Mod manager - 7thHeaven (v1.34)
« on: 2014-08-29 08:27:33 »
Hm. I can see that allowing just patches for new versions would save time for mod authors, so I will look at that. It will make downloading/installing mods a bit more complex, but oh well. Same with the compatibility patch, I understand what you want now - although it is sort of complex, I suppose there is no harm to have an option and it will only get used if someone wants to use it...

I am still not convinced that a new version numbering system will help anyone though. I still do not see how you classify mods that are in more than one category? And what if the author of a different catalog uses a version number that's the same as the one in your catalog? That means 7H can't use the version number as a unique ID, so there isn't much point in having a structure to it.

(7H doesn't insist you only use one catalog, and in fact I don't want someone making a catalog to have to come and coordinate with other catalog authors - anyone who wants to should be able to just write it and put it on a website and it should work.)

I can see it would be good to display the contents of a catalog better, perhaps split into categories in some way, so if that means changing the way things are displayed, or the way tags are listed in a category file, OK, let's do that.

63
FF7 Tools / Re: [FF7PC] Mod manager - 7thHeaven (v1.34)
« on: 2014-08-26 08:48:15 »
I think it would be a good idea to give the mods IDs (to torture Alyza a bit :evil:).
.....
If you could make a new download window with separate tabs for these 6 mod categories, it would sort things out a bit better and gives a much nicer overview.
......

Hm. I'm not sure we need a ID system like that: some mods would be in more than one category anyway (it's not that unusual to have a mod that changes models AND textures, right?), so what first number would you use then? Also for the second number, how do you make sure other catalogs don't pick the same ID number as you?

All catalog entries DO have unique IDs for each mod currently, it is just a GUID (which is not very user friendly, but actually is possible to make effectively unique). And of course they can be tagged with whatever tags make sense for that mod.

I am sure the interface could be improved but I am not sure changing the ID numbers is the best way to do it ... if anybody has any suggestions for a better way to show the mods please show us.

Quote
Edit:
One last thing: if we use the ID-system for the mods is it possible to check this ID by a mod to auto-activate a compatibly patch?

Not sure I understand, what sort of compatible patch?

Quote
The Patch feature is confusing. Do I just put together a catalog with a small iro with just the new updated files necessary? That's what I thought, but the create patch tab doesn't make sense. Being able to upload patches so I don't have to update large mods right away would be helpful.

When you release a new version of a mod, you update your existing catalog with a new version number and new download link (a link to the full download for that version. After all there will be some people who didn't install the older version so you must upload a full download for the new version).

You can also optionally create a patch file which contains just the changes between the old version and new one, and add a <Patch> entry into the catalog. It will only work if the old (and new) downloads were IRO files. To make the patch you go into the create patch screen and select:

Original IRO: Tell 7H where the IRO file for the old version of your mod is
New IRO: Tell 7H where the IRO file for the new version of your mod is
Save patch: Where to save the patch file on your computer
Compress: Whether to compress the patch file

(Right now 7H does not really support a mod that only has a 'old' download and a patch link in the catalog, it expects the download link will always point to the 'full' download for the latest version in case it needs to download the mod completely, and you might also have one or more Patch links for people who have older versions installed.)

64
FF7 Tools / Re: [FF7PC] Mod manager - 7thHeaven (v1.34)
« on: 2014-08-25 10:50:05 »
- I get the message to update to 1.34, but it doesn't update after I click YES. First time this has happened for me with the auto update feature.

Hm, it works for me today. Perhaps the Mega download server was busy...? See if it works today :)


- Possibly a small bug I found is that I cannot pack and overwrite/replace an IRO anymore. Clicking the Go button doesn't start the process. I just created a new IRO and renamed it afterwards for now. This isn't the case everytime though. I created a brand new mod today, but wasn't able to overwrite/replace it, however older mods I did awhile back were fine. It's odd and I'm not sure if it's a problem with the tool or my end.

Well, sort of a bug here. Nothing has changed in the recent version, you should be able to overwrite a IRO fine. What MIGHT be the problem is that you can't overwrite a file that is open. And if the IRO is a mod you have installed, and you have opened the configuration window in the past few minutes, 7H still has the file open to read the mod.xml and config images from it.

Next version will improve this - it will close the file as soon as you close the config window in case you need to delete/overwrite it.

- Strange bug with the download size. Two of the mods in the catalog are displaying odd values for the size. They are close, but giving obscure decimal amounts.

Catalog: iros://Url/http$pastebin.com/raw.php?i=yhR721Kh

Gameplay - Difficulty and Story = 115008
World Textures = 106789

Well, not exactly a bug, a MB is 1024KB so the values displayed are correct :) But, there is no need to display them to such precision so I will change that in the next version.


I have some questions about patches. The catalog will have everything released as version 1.0. Whenever I want to update a mod, do I have to upload the new latestversion and update the download link + version # to it, along with updating the patchversion each time I want to release an update?

I'm trying to think of scenarios where someone might get stuck patching. For example, someone starts with the initial release of the catalog at version 1.0, but then they disappear for a long time. When they come back, one of the mods (or multiple even) have gone through several patchversions and it now sits at version 4.0. If my catalog is updated how I described above, then the catalog xml will have a download link for latestversion 4.0 and a download link for patchversion 3.0_to_4.0. How would the returning user bridge the gap between their 1.0 to 4.0?

Well, this can be made to work if you set up the catalog correctly.

First of all: If there is no patch available for the version the user has installed, then 7H will download the full mod again. So if it is set up like you say above, then 7H will download the full v4.0 file and replace the v1.0 file with it, so this will work fine, they just have to do the full download.

Second: You can have multiple patches listed in the catalog. For example:

Code: [Select]
      <Patch VerFrom="1.0" VerTo="4.0">iros://Url/http$www.myserver.com/7H/Update_1_to_4.irop</Patch>
      <Patch VerFrom="3.0" VerTo="4.0">iros://Url/http$www.myserver.com/7H/Update_3_to_4.irop</Patch>

...and 7H will pick whichever patch works (if any of them do!). Of course this is a lot of work if there are a lot of different versions released...

Third: It is possible for a single patch to upgrade multiple versions to the latest. This depends a lot on what changes have been made so it cannot always work, but you may be able to make use of this.

For example. Version 1.0 of your mod contains the following files:

flevel.lgp\ancnt1
flevel.lgp\ancnt2
flevel.lgp\ancnt3
flevel.lgp\ancnt4

(so, it's a field mod that changes 4 locations).

You release a version 2 that fixes some spelling mistakes in one of the locations. The only file that has changed is ancnt1, so if you make a patch v1->v2 it will contain that one file.
Then you release a version 3 that fixes some mistake in ancnt2. Obviously you could make a v2->v3 patch and it will contain only the file ancnt2.

However you can instead make a v1->v3 patch. Of course it will contain ancnt1 and ancnt2 since those two files have changed between v1 and v3. But the important thing is that the exact same patch file would also be able to upgrade v2->v3! It contains ancnt1 (which people running v2 don't need, they already have that version, but it's OK to apply the change again) and ancnt2 (which people running v2 do need to upgrade to the latest version.

Now it does mean that the patch is a bit larger than necessary: if you already have v2 you are downloading a patch for two files but one of those files isn't needed. It makes the job of the mod/catalog author a lot easier though: instead of maintaining a lot of different patches you may be able to just have one patch file that can upgrade any mod version to the latest.

(The way to specify this in the catalog is:

Code: [Select]
      <Patch VerFrom="1.0,2.0" VerTo="3.0">iros://Url/http$www.myserver.com/7H/Update_Any_To_v3.irop</Patch>

Does that all make sense? :)

65
FF7 Tools / Re: [FF7PC] Mod manager - 7thHeaven (v1.33)
« on: 2014-08-22 19:56:02 »
v1.34: https://mega.co.nz/#!7RUSzSoY!MD3SkysyHVOmpBl_ru5pHrz2vE0a_imClkV9L547n0s

...or auto update should work, I hope.

Changes:

-Cancel option on downloads
-Fix/improve subscription link registration failing if not running as admin
-Show size of downloads - if catalog lists them

To specify the size of a download in a catalog add a <DownloadSize> entry to the mod version (latest version) entry listing the size of the download in KB.

e.g.

Code: [Select]
      <LatestVersion>
        <Link>iros://Mega/!PMtjVbCZ!e_qbdzRzAc_01Rd28u1E_z,#!jVEF3YqQ,Testing.rar</Link>
        <ExtractSubFolder></ExtractSubFolder>
        <ExtractInto></ExtractInto>
        <Version>1.1</Version>
        <ReleaseDate>2014-05-31T00:00:00</ReleaseDate>
        <CompatibleGameVersions>All</CompatibleGameVersions>
        <ReleaseNotes />
        <DownloadSize>5000</DownloadSize>
      </LatestVersion>

That mod will show in the catalog list with an estimated download size of 5000KB (will display as 4.9MB).

66
FF7 Tools / Re: [FF7PC] Mod manager - 7thHeaven (v1.33)
« on: 2014-08-16 21:08:35 »
Showing size of download (in the Catalog tab) would mean a change to the catalog file format, but it would be quite easy to do. It would mean catalog authors had to specify the download size, but I suppose that is not too bad.

(I don't want 7H to go and work out the download size by actually starting the download and seeing how big it is - imagine if you had a catalog with 100 mods in it, does it go and try and start downloading 100 files at once just to give size estimates?!).

Cancel download should be easy too. Pause/resume will not be so easy, as it will mean writing a bit more code ... so probably not in the next version.

Although I am a bit surprised that 6GB+ downloads are working fine without resume! That seems very, very big to me - I am surprised that a mod needs to be that large.

67
FF7 Tools / Re: [FF7PC] Mod manager - 7thHeaven (v1.33)
« on: 2014-08-16 18:23:10 »
Extra Folders is listed as:
Code: [Select]
music direct

Are they actually on the same line? They should be on separate lines really.

68
FF7 Tools / Re: [FF7PC] Mod manager - 7thHeaven (v1.32)
« on: 2014-08-15 19:45:08 »
Maybe it's because the music folder is empty and 7th Heaven doesn't find a file to replace it? ???

No, 7H will work to put brand new files in. First thing to check is definitely the paths (in the 7H settings, and in the mod).


New version v1.33: https://mega.co.nz/#!fB9VxLwb!2LZo4qfsKAmRg_gs-uA4x1UaDW-o7npfxQf_54oiezg

-Faster IRO creation (multi-threaded)
-Improve handling failed / incomplete downloads

I could not reproduce the error with failed downloads exactly, but I did find one problem which is now fixed, so I hope this will sort out any other errors people have had...

69
FF7 Tools / Re: [FF7PC] Mod manager - 7thHeaven (v1.32)
« on: 2014-08-15 12:10:52 »
Could be setup but I guess we will need to look. Can you post your 7H config and also the contents / folders in the mod you have created?

-----

Also, I will have an update soon. Main change is that creating compressed IRO files will be much quicker (it will be multi-threaded). First though I will see if I can the bug with downloads mystery_editor reported.

70
FF7 Tools / Re: [FF7PC] Mod manager - 7thHeaven (v1.32)
« on: 2014-08-13 06:27:50 »
Well, I guess there is a bug there, just not exactly what you think :)

When you upgrade to a new version it always shows the settings window in case there are any new settings that need to be configured. (Of course usually there aren't so perhaps this is a bit unnecessary!)

Separately, it also asks if you want to set up subscription links with Windows - so you could click a subscription link on the forum and have 7H open automatically. I guess it should really only ask this question once instead of every time you upgrade.

71
FF7 Tools / Re: [FF7PC] Mod manager - 7thHeaven (v1.315)
« on: 2014-08-12 20:47:56 »
OK; new version v1.32: https://mega.co.nz/#!jV9UTCaI!DSrU1hbhMcQN_J3ZEHTr3S4KsbZWMCSKcUW3i5nW8n8

-Fix reading certain compressed files from IRO archive
-Fix pictures for bool options not always loading properly
-Fix compressed file cache not working

The speed is still not good, but I will try to sort that in a future version. At least now I think it works correctly!

72
FF7 Tools / Re: [FF7PC] Mod manager - 7thHeaven (v1.315)
« on: 2014-08-12 09:37:54 »
Hm, I'm not so sure about decompressing when you activate a mod ... I guess you would delete the uncompressed files when the user deactivated the mod? That could be slow - you deactivate a mod to see "is it that mod causing me a problem?", hmm it isn't that bad, I will reactivate it ... and then you wait a minute for it to uncompress files again.

Plus if you are actually using all the mods you download (they are all active) then it takes up more disk space! Because it has the decompressed version to launch the game, but it is still keeping the compressed version, in case you deactivate it...

@Iros
https://mega.co.nz/#!bU0SDYZI!zpxMZCJ48ouJgF5N1XI_hIppwKLuuT6fqCIlK9x6GoE

Thank you.

That mod is large. I see it does not work in a compressed IRO, so this is definitely a bug I will fix.

Also the compressed IRO is much large than the 7Z. I guess that is because there are a lot of duplicated files in the mod, and you are using solid compression with 7Z. The IRO cannot do this because it needs fast access to any file, so solid compression is not possible. But, I can probably optimize the IRO to work better with duplicate files.

Also FF7 is slow to launch with a mod containing so many files. I really want to make this faster. However this will need a bigger code change, so I will just work on fixing the bugs first. I hope a future version will speed things up.

73
FF7 Tools / Re: [FF7PC] Mod manager - 7thHeaven (v1.315)
« on: 2014-08-11 17:37:37 »
Yes, you can already do this. If the download link for your mod points to a ZIP or a 7Z file then 7thHeaven will (should...) automatically unzip it once the download is complete. This is not quite the same as decompressing when it is ACTIVE, but I think it is not too bad.

Although, I would certainly like to see why the compression makes your mod crash, since it is always good to find a bug and fix it! Could you give me a link to the mod? (The 21MB zipped version would be good... ;)

74
FF7 Tools / Re: [FF7PC] Mod manager - 7thHeaven (v1.315)
« on: 2014-08-10 08:56:55 »
Thanks for the bug report!

It won't stop anything very important from working, it just means you will not be able to click links and have them open up in 7H automatically which is not really too bad. It may have been because you were not running as admin, but, the program should be able to cope with this really. So I will try and fix this for a future version.

75
FF7 Tools / Re: [FF7PC] Mod manager - 7thHeaven (v1.31)
« on: 2014-08-09 08:55:10 »
Well, this is a bit of a mess - sorry :/

Hopefully THIS update will fix the auto-downloading...

v1.315: https://mega.co.nz/#!rccHyTLZ!c6XC5jSJNc78_Ci6waF6cl0RW2siCKW5gaX2S-Usfz0

-Fix auto update, again

If you are in problems with the updater currently then shut down the update tool/7H (maybe even use task manager to make SURE they are shut down and not crashed?) and manually apply the update if necessary.

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