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Starsector 0.98a is out! (03/27/25)

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Author Topic: MOSS (Mod Organiser for StarSector): A standalone utility for managing mods  (Read 88988 times)

AtlanticAccent

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I would like to be able to run this on macOS. I tried running the .exe version via Wine, though that does not work, so I guess to run it on macOS I would have to compile it myself. Do you have any pointers/instructions for that? Because it looks like it'd be very useful.

Technically speaking, it should be entirely possible to build this for MacOS - unfortunately, developing for MacOS when you don't have an Apple computer is a goddamn nightmare. I'm looking into it, but I'm not very hopeful.

Building it yourself will probably be easier, simply because you have the OS. Unfortunately, I can only give a general guide.
  • Install rust, rustup and cargo. https://www.rust-lang.org/tools/install should be a good start, otherwise https://forge.rust-lang.org/infra/other-installation-methods.html has the more messy details. You should only need to run the one installer package to get access to all of rust/rustup/cargo. You will probably have to install the XCode command line tools at a minimum - again, not sure what the 'proper' way of doing that is, but you can find them here https://developer.apple.com/download/all/ (you'll need a bloody Apple account to access that).
  • Next, download a copy of the source code for the manager.
    Spoiler
    [close]
    If you have Git, clone it, otherwise just download the zip and unpack it to where you want.
  • Open the terminal (knowing macOS that's probably hidden somewhere, like the Utilities folder in Applications). In terminal, navigate to the code folder you unpacked in the previous step (lmk if you're not sure how to do that).
  • Once you're in the code folder, it should just be as simple as running:
Code
cargo run

Of course, there's probably any number of complications that may pop up. In particular, you'll probably have to rip out all references to `compress-tools`, particularly in `cargo.toml` and the `archive_handler.rs` file, depending on whether or not macOS comes with a copy of libarchive that can be linked against.

I am somewhat surprised that Wine didn't work - there's nothing terribly complicated about the program, but there may be some rendering shenanigans that it doesn't agree with.

Anyway, I'll try and let you know if I ever manage to get a build working on my end.

Edit: So, I kinda got further than I thought, however I seem to have hit a blocker with the cross-compiling suite I found. It may literally be beyond my abilities to cross compile the project to macOS.

Edit 2: Experimenting with cloud based compilation, there may be some hope yet.
« Last Edit: June 20, 2021, 09:53:20 AM by AtlanticAccent »
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AtlanticAccent

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Welcome to Starsector Mod Manger v0.3.0!

The focus of this release is on a variety of Quality of Life improvements, as well as some bug fixes. This release cycle will generally focus on general improvements to the application.

New features:
  • Mod Manager Update Checking
  • Added a `Tools` menu
    • This allows filtering by a number of features, such as enabled, disabled, update available, etc.
    • It also allows manual refreshing of the mod list.
  • Collect batch install messages so that they don't lock up the program
  • Resizable mod list columns!
  • The `Apply` button in settings is now highlighted after a change is made
  • Improve sorting when sorting by update status
    • The order is now: Error -> Major Update -> Minor Update -> Patch Update -> Up to date -> Version Checker Unsupported.
  • Provisional macOS support
    • This *may* work, but I don't have a macOS device to check - any number of issues (code signing comes to mind) could arise. Whilst I welcome questions, there's even less chance than normal I'll be able to do anything about it.

Fixes:
  • Remove temporary files when user declines install due to folder/ID conflict
  • No longer clear install directory when pressing cancel on folder picker
  • Clean up mod update tooltip

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Central

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Getting a virus report on the windows version.

"Script/Oneeva.A!ml"
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AtlanticAccent

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This is a tough one. I can assure you there's nothing malicious in the program - the source is freely available, I myself have no malintent, etc. So I can give my personal guarantee this is a false positive, but not much else.

Bar investing in code signing, there's not a lot I can do to prevent any further false positives. Hopefully newer builds I put out (which are forthcoming) just won't trigger an overreaction.
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Jaghaimo

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You have to remember that antivirus scans are heuristic processes these days, and false positives happen. What the author needs to do is to submit his software for reevaluation, at which point antivirus signatures gets its definition updated. Which scanning service did you use?
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Histidine

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Wow this is way better than going into Starsector just to check for updates! (my previous workflow)
And installing updates is so much easier too!

Bug: The tooltip prints completely wrong version numbers for mods with an update, e.g. here the new Starship Legends version should be 1.5.4 but it's shown as 2.9.4, almost but not quite the number you'd get from adding the old+new versions


Another minor thing: I noticed it doesn't handle mod folders that are symlinks (doesn't see the mod).
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AtlanticAccent

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I must say it's quite flattering to have the author of Nexerelin say they enjoy my work. All the more motivation!

The first bug is something I'm aware of and have already fixed, though haven't made a release for. The symlinks issue however is new to me, and I'll see if I can't do something about it.

I may or may not put an update out in the next couple of days, as I've not actually got all that much done recently - between getting back from holiday and moving into my first home (exciting!) it's been a bit busy haha.

Speaking of, I'll likely be including a "breaking" change in the next update, which will simply require you to select your installation path again - I've added some platform specific stuff that means you shouldn't have a random config.json file kicking about wherever you have the app installed.
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AtlanticAccent

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Welcome to Starsector Mod Manger v0.4.1!

Welcome to the latest release (and subsequent first minor release) of the Starsector Mod Manager!

Forgive the additional path bump - I forgot to bump the version numbers in the original release.

Anyway, the real highlight of this release is that I've finally got 7z support working, along with a whole swathe of other archive types, not that you should be encountering any of them....

This release should also deliver fully working macOS support, including supporting selecting the Starsector.app file, platform specific clarifications to text, and general cross platform improvements to config storage. The latter may be considered breaking, so I recommend deleting your existing `config.json` file.

New features:
  • 7z support! This also includes support for practically any other archive format, but please don't get any ideas
  • Working macOS support
  • Config file made fully portable, now resides in hidden platform specific folder and is accessible from anywhere the application is run (ideally)
  • Mods symlinked into the mods directory are now visible (for u @ Histidine)
  • Mods symlinked into the mods directory are now updated in place (ie: the symlink _should_ be preserved)
  • Multi archive installs update the mod list in real time as mods complete installation

Improvements:
  • Made settings text to be more platform specific (ie: macOS users need to select the Starsector.app as their installation dir)
  • Better file cleanup (hopefully)
  • Preserve mod folder names when upgrading/replacing (may be made toggle-able in the future)
  • Better(?) concurrent installation performance
  • (Internal) improve installation code quality

Fixed:
  • Fixed incorrect version numbers displayed in mod entry tooltips



Download: https://github.com/atlanticaccent/starsector-mod-manager-rust/releases/tag/v0.4.1
(click "Assets" and select your platform - binaries are packed in zips now, so will require decompressing before use)

Sources: https://github.com/atlanticaccent/starsector-mod-manager-rust/tree/master

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IraqiWalker

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I am running into an issue with 0.4.4. It launches, but it doesn't update, doesn't trigger an error, and I can't click on any buttons.
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AtlanticAccent

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I am running into an issue with 0.4.4. It launches, but it doesn't update, doesn't trigger an error, and I can't click on any buttons.

Hi, could you tell me what platform/operating system you're on, and any other symptoms of the issue?
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Zuthal

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Would it be possible to make it so the macOS version of the mod manager can run on pre-macOS 10.15 versions? I have not upgraded beyond 10.14 because I still occasionally play some 32 bit games that would not run anymore on 10.15+, and when I try to launch the app of the mod manager, it tells me it is only compatible with 10.15+.
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AtlanticAccent

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Would it be possible to make it so the macOS version of the mod manager can run on pre-macOS 10.15 versions? I have not upgraded beyond 10.14 because I still occasionally play some 32 bit games that would not run anymore on 10.15+, and when I try to launch the app of the mod manager, it tells me it is only compatible with 10.15+.

You can, as a stop gap, right click the .app -> Open Contents -> open Contents/MacOS/ -> double click or right click and run the raw binary. That should hopefully bypass the OS restriction. I'll see if I can remove it fully in the next release.
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Zuthal

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-snip-

You can, as a stop gap, right click the .app -> Open Contents -> open Contents/MacOS/ -> double click or right click and run the raw binary. That should hopefully bypass the OS restriction. I'll see if I can remove it fully in the next release.

Yep, that works, thank you!

Edit: Ah, does not quite work. When I try to install from archive, it gives me an error that it cannot set UID=0. However, installing from folder does work.
« Last Edit: November 29, 2021, 04:57:31 AM by Zuthal »
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Nick XR

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Thoughts from using this for the first time (v0.5.0), comments relative to standard Windows look & feel:

* Would be great if there was a task bar icon
* It took me a while to find the "settings" area.  Because it's in the title bar, I didn't notice it. 
* Settings area doesn't really follow windows UI standards, Apply & Close should be below the data entry section
* On startup if Settings isn't configured, the user should probably be taken there
* Consider having alt text for the Settings options to tell the user what they are.  Many people who can't normally figure out mods will want to use this tool, so consider doing some real hand-holding
* In the Tools drop down "Show All" should probably be the first entry (tends to be convention)
* For "Install Mod" and "Tools" drop downs, drop downs are usually used for persistent selection (where the active choice is displayed in the drop down).  Currently it's used as an action selection.  I'd look at some other tools that manage lists of things to see more standard ways of solving this.
* Consider having a stronger warning color for Starsector Version mismatch vs RC mismatch (one is usually bad, the other is usually not).
« Last Edit: December 27, 2021, 12:06:02 PM by Nick XR »
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AtlanticAccent

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Welcome to Starsector Mod Manger v0.5.0!

This update is a bit late (and there's already a review of it in this thread).

This time around, I'm launching two pretty big features and a bunch of smaller improvements, as well as some minor bug fixes as always.

Features:
- Auto updating! Thanks to support from Timid and Histidine, this Mod Manager will now be able to automatically apply updates for select mods. This means that once the mod is installed, the Mod Manager will be able to update that mod to the latest version at the press of a button!
  - As mentioned earlier, support for this is currently limited, however it currently includes both Iron Shell and Nexerelin. Look for more support in the future!
  - This of course comes with the warning that I nor any mod authors take responsibility for broken saves. If a mod's been updated there's a real possibility it's save incompatible.
- Launch Starsector from the Manager! You can now press the nifty "Play Starsector" button in the top right corner to open the vanilla launcher.
- EXPERIMENTAL: Launch Starsector directly and skip the vanilla launcher! Enable this experimental feature in the settings page. Pressing the Play button anytime after will instantly start the game loading.
  - This feature has not been tested beyond getting to the main menu with no mods, and loading screen on modded so proceed with caution.
 - Add mod-Starsector compatibility checking.
   - This is effectively the launcher behaviour.
 - Add "discrepancy" status to mod version checking.
   - This is for cases where the locally installed version of a mod is higher than the version Version Checker knows about.
 - Add "Open in File Manager" button to the mod description section.
 - Fix/add support for all macOS version from 10.10 (Yosemite) onwards

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