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Re: [Release] Distant Worlds 2 Mod Maker

Posted: Wed Jul 06, 2022 10:32 am
by Thuran
Just a warning about the ModLoader: The file "DW2Net6Win.exe" will install the following Trojan: Win32/Mamson.A!ac, so don't use it.

Re: [Release] Distant Worlds 2 Mod Maker

Posted: Wed Jul 06, 2022 1:25 pm
by Eventure
development aborted

Re: [Release] Distant Worlds 2 Mod Maker

Posted: Wed Jul 06, 2022 4:41 pm
by frankycl
Thuran wrote: Wed Jul 06, 2022 10:32 am Just a warning about the ModLoader: The file "DW2Net6Win.exe" will install the following Trojan: Win32/Mamson.A!ac, so don't use it.
Hm - my Norton doesn't find anything malicious or threatening - at least not with my latest download-version from April 22... maybe it's only a problem with new downloads ?
But anyway, the moadloader isn't functioning properly with a game version above 1.0.4.9 anymore (most likely because of the use of the .NET 6 framework), so there's no need to use it, anyway (until this is fixed / the files are clean again). ;)

Re: [Release] Distant Worlds 2 Mod Maker

Posted: Sun Aug 28, 2022 6:37 pm
by Eventure
development aborted

Re: [Release] Distant Worlds 2 Mod Maker

Posted: Mon Aug 29, 2022 4:22 pm
by Eventure
development aborted

Re: [Release] Distant Worlds 2 Mod Maker

Posted: Wed Aug 31, 2022 12:38 pm
by Eventure
development aborted

Re: [Release] Distant Worlds 2 Mod Maker

Posted: Tue Sep 06, 2022 9:40 am
by Eventure
development aborted

Re: [Release] Distant Worlds 2 Mod Maker

Posted: Thu Sep 08, 2022 8:08 am
by Eventure
development aborted

Re: [Release] Distant Worlds 2 Mod Maker

Posted: Sun Sep 11, 2022 6:03 pm
by Eventure
development aborted

Re: [Release] Distant Worlds 2 Mod Maker

Posted: Sun Sep 25, 2022 11:41 am
by Eventure
development aborted

Re: [Release] Distant Worlds 2 Mod Maker

Posted: Thu Sep 29, 2022 3:56 pm
by benc85
Am i right in thinking this only works for mods made with it?

I ask because I've imported the XL mod into the manager, and activated it without any kind of errors or warnings, but booting the game boots the vanilla, not the modded stuff.

Re: [Release] Distant Worlds 2 Mod Maker

Posted: Thu Sep 29, 2022 4:52 pm
by Eventure
development aborted

Re: [Release] Distant Worlds 2 Mod Maker

Posted: Sat Oct 08, 2022 2:05 pm
by Eventure
development aborted

Re: [Release] Distant Worlds 2 Mod Maker

Posted: Sun Oct 09, 2022 12:45 pm
by frankycl
Eventure wrote: Sat Oct 08, 2022 2:05 pm Sadly, new items (with new IDs) are not yet supported, but it's a step into the right direction!
How do you know ? - Have you tried this (like e.g. with a new race - since the game has additional spaces for them in the game) ?

Re: [Release] Distant Worlds 2 Mod Maker

Posted: Sun Oct 09, 2022 1:41 pm
by Eventure
development aborted

Re: [Release] Distant Worlds 2 Mod Maker

Posted: Sun Oct 09, 2022 2:31 pm
by frankycl
Eventure wrote: Sun Oct 09, 2022 1:41 pm
frankycl wrote: Sun Oct 09, 2022 12:45 pm
Eventure wrote: Sat Oct 08, 2022 2:05 pm Sadly, new items (with new IDs) are not yet supported, but it's a step into the right direction!
How do you know ? - Have you tried this (like e.g. with a new race - since the game has additional spaces for them in the game) ?
Because, they wrote, that "overriding loaded data item by Id", which means, that already registered Ids become overritten, but not new Ids.

When you starting a game with the default XMLs, the Ids, so my understanding, will be stored into the save game file. By adding new Ids, they will be ignored, because only previously registered Ids can be replaced. That's my conclusion of the changelog note.

I have not tested it yet, but I will try it soon to verify my conclusion.
Hm - yes, this might be true, if you want to use them with savegames... but with newly created games it should not be the case, I think - because the other thing "(...) based on additional data files that start with the same name (as a prefix)" wouldn't make much sense, if you only could use the given IDs - since you'd only alter the things that belong to those IDs - and wouldn't need any additional files if the IDs "(...) should still be unique across all files." :?

But I'm quite curious what your tests will reveal. ;)

Re: [Release] Distant Worlds 2 Mod Maker

Posted: Sat Oct 22, 2022 10:37 am
by Eventure
development aborted

Re: [Release] Distant Worlds 2 Mod Maker

Posted: Sat Oct 22, 2022 2:00 pm
by arvcran2
What method of invocation have you implemented?

I am very interested in this tool.

Re: [Release] Distant Worlds 2 Mod Maker

Posted: Sat Oct 22, 2022 2:24 pm
by Eventure
development aborted

Re: [Release] Distant Worlds 2 Mod Maker

Posted: Sat Oct 22, 2022 7:50 pm
by arvcran2
On point 4, is the invoker process signaled by the operating system of the process being terminated? If not, are you relying on a mechanism requiring less privileges, and what kinds of expected problems would there be should the detection not take place, and context switching back to normal does not take place, does either DW2 and/or your tool have a means to rectify a corrupted state?