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Author Topic: TriOS: Starsector Launcher/Mod Manager/Toolkit  (Read 27895 times)

Wispborne

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Re: TriOS: Starsector Launcher/Mod Manager/Toolkit
« Reply #105 on: November 01, 2024, 12:37:43 AM »

A few pieces of feedback as a completely new user:
For some reason the Mikohime Additionals Settings mod is auto-included - is this on purpose?
Sorta - it's part of Mikohime's JRE 23 and gets installed as part of the JRE23 auto-install process. I believe that the mod removes various vanilla warnings about the modified JRE.

Initially the process of adding a mod is unclear. At first I tried to get it to detect the mods in my /mods folder. Basically it took some fiddling to understand that it was expecting me to add mods in their compressed state.
I've meant to add the ability to install regular folders but never got around to it. Added as an "official" todo item!

Very first mod added for some reason the window became black (Windows 10 OS). Clicking off the app and clicking back on it again solved this.
Weird. Something had an error and ...magically fixed itself. If you have error reporting enabled, I might've gotten a report for it. Maybe. (not everything is logged, there's just too much)

Generally the mechanism is a joy to use! The visual feedback is clear, it works well ... there are so many details I'm not going to comment on all of them of course. I'll just say that with some homegrown apps like this I kind of dread opening them up and using them, but this one is great. Thanks very much for making it.

Thank you! It feels "right" to work on. But there's soooo much to do, and so little time.
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Wispborne

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Re: TriOS: Starsector Launcher/Mod Manager/Toolkit
« Reply #106 on: November 01, 2024, 12:39:52 AM »

0.3.3

- Added
  - Now checks if the game is running and disables mod changes through TriOS.
  - Setting to switch to a newly updated version of a mod automatically.
- Fixed
  - Some Google Drive downloads not working (if they didn't link directly to the download).
- Changed
  - Downloads now show up immediately when clicked.
    - Before, it would wait until it retrieved the file name, which in the case of Google Drive, could take a while.
  - Combined two http calls into one (get file name + check if there is a file to download).
    - Should slightly speed up download of mods that use Google Drive (e.g. AotD).
  - Now reads the game's version directly from `starfarer_obf.jar`, rather than from your log file.
    - This fixes rare cases where the logfile has a different version than the game (e.g. right after updating), or has none (e.g. right after installing).
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amph

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Re: TriOS: Starsector Launcher/Mod Manager/Toolkit
« Reply #107 on: November 01, 2024, 10:35:12 AM »

To Mac users that download TriOS and get a bug that says "vmparams isn't writable due to a lack of admin permissions" (despite granting said admin permissions to the starsectr_mac.sh file and on the computer itself!) then I fixed it after hitting Wipe Settings under Debugging Stuff in the Settings of TriOS when I moved both Starsector and TriOS from desktop to applications. This also fixed the gray blocks in the application too.

I'm very excited to use TriOS and get back into playing starsector with a more orderly and easier to manage modpack!
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Wispborne

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Re: TriOS: Starsector Launcher/Mod Manager/Toolkit
« Reply #108 on: November 06, 2024, 11:08:18 AM »

0.3.4
- Added
  - Weapon browser (in Toolbox dropdown).
      - Includes spoilers for modded weapons!
- Fixed
  - `__MACOSX` folders breaking mod installs.
      - e.g. Diktat Enhancement.
  - More Google Drive handling fixes
      - Thank you to @DRE4DNOUGHT for all these bug reports!
  - Mod installs sometimes failing if they required user input (dialog window) and took a long time.
      - e.g. AotD or any other mod that uses google drive.


This wasn't a high-priority feature, but I needed something quick and rewarding for my own sanity, and cranking this out was helpful.
Learned more about the datagrid external library TriOS uses as well, which I may be able to use to make the mod grid less jank.

« Last Edit: November 06, 2024, 11:11:46 AM by Wispborne »
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FancyBacon

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Re: TriOS: Starsector Launcher/Mod Manager/Toolkit
« Reply #109 on: November 07, 2024, 09:29:25 PM »

I'm still having problems updating mods and TriOS itself (the progress bar fills up but nothing happens afterwards) with the application on MACOS, this is the error I get when trying to download a mod. Version 3.4 TriOS and 15.1 Sequoia on Mac.

Invalid argument(s): Failed to load dynamic library '/Applications/TriOS.app/Contents/Frameworks/App.framework/Resources/flutter_assets/assets/macos/libarchive/lib/libarchive.dylib': dlopen(/Applications/TriOS.app/Contents/Frameworks/App.framework/Resources/flutter_assets/assets/macos/libarchive/lib/libarchive.dylib, 0x0001): Library not loaded: /opt/homebrew/opt/xz/lib/liblzma.5.dylib
  Referenced from: <0F8B1657-5E7C-366F-A173-B52CF4AB462C> /Applications/TriOS.app/Contents/Frameworks/App.framework/Versions/A/Resources/flutter_assets/assets/macos/libarchive/lib/libarchive.dylib
  Reason: tried: '/opt/homebrew/opt/xz/lib/liblzma.5.dylib' (no such file), '/System/Volumes/Preboot/Cryptexes/OS/opt/homebrew/opt/xz/lib/liblzma.5.dylib' (no such file), '/opt/homebrew/opt/xz/lib/liblzma.5.dylib' (no such file)
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Wispborne

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Re: TriOS: Starsector Launcher/Mod Manager/Toolkit
« Reply #110 on: November 08, 2024, 12:39:34 PM »

I'm still having problems updating mods and TriOS itself (the progress bar fills up but nothing happens afterwards) with the application on MACOS, this is the error I get when trying to download a mod. Version 3.4 TriOS and 15.1 Sequoia on Mac.

Invalid argument(s): Failed to load dynamic library '/Applications/TriOS.app/Contents/Frameworks/App.framework/Resources/flutter_assets/assets/macos/libarchive/lib/libarchive.dylib': dlopen(/Applications/TriOS.app/Contents/Frameworks/App.framework/Resources/flutter_assets/assets/macos/libarchive/lib/libarchive.dylib, 0x0001): Library not loaded: /opt/homebrew/opt/xz/lib/liblzma.5.dylib
  Referenced from: <0F8B1657-5E7C-366F-A173-B52CF4AB462C> /Applications/TriOS.app/Contents/Frameworks/App.framework/Versions/A/Resources/flutter_assets/assets/macos/libarchive/lib/libarchive.dylib
  Reason: tried: '/opt/homebrew/opt/xz/lib/liblzma.5.dylib' (no such file), '/System/Volumes/Preboot/Cryptexes/OS/opt/homebrew/opt/xz/lib/liblzma.5.dylib' (no such file), '/opt/homebrew/opt/xz/lib/liblzma.5.dylib' (no such file)

FancyBacon and I figured out this MacOS issue. It's caused by TriOS having requirements that don't come pre-installed.

If you're getting this issue, follow these steps:
Install brew if not installed:
Code
/bin/bash -c "$(curl -fsSL https://raw.githubusercontent.com/Homebrew/install/HEAD/install.sh)"

Install compression libraries:
Code
brew install xz zstd zlib


I'll see if I can fix this in the future.
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Wispborne

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Re: TriOS: Starsector Launcher/Mod Manager/Toolkit
« Reply #111 on: November 23, 2024, 03:21:23 PM »

Dev update

1.0 means that TriOS has all of the main features of SMOL. The big ones are 1) StarModder & in-app browser (search and download new mods from within TriOS) and 2) proper VRAM checker integration.

These are now done, actually, but I realized that 1.0 means that a whole lot more polish needs to happen, as well, because 1.0 implies stability and rock-solid core features.

To that end, a quick onboarding popup has been added to prompt you for your game folder and how you'd like your mods to be organized (keep only one version vs. keep all vs. keep N).

What's left now is mostly bugfixing, going through all of the items people have reported that've been sitting in the queue.

I've been pushing updates regularly to the Prerelease channel, accessible on the Settings page.

In-dev changelog:
Code
- Added
  - **Mod Catalog**
    - Browse & download mods from the Official Forum and the Unofficial Discord.
    - Same mods as here: https://starmodder2.pages.dev
  - **VRAM Estimator** polish
    - Now displayed on the Mods tab.
    - Now remembered across restarts.
    - You may now estimate one mod at a time.
    - Shows VRAM taken by your GraphicsLib settings for mods.
  - Mod grid no longer resets itself constantly.
    - e.g. sorting now works.
    - It still doesn't save across TriOS restarts, not yet.
- Fixed
  - Mod download notification url can't show more than 3 lines anymore.
  - Creating a new mod profile now uses your current mods.
- Changed
  - "Launch" button now reacts to clicks a bit faster and is more clear that the game's running.

Tangentially related, after modding for Starsector for 5 years and thousands of hours, I made a Patreon for donations. There are no rewards or anything for donating at present, everything is available to everyone. It has always been a hobby done because it's fun and rewarding.

---------

tldr: Next update is 1.0, will let you browse & download mods as well as show VRAM better, plus a whole slew of fixes and polish. It'll take a while longer to get it right.
« Last Edit: November 23, 2024, 03:23:16 PM by Wispborne »
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Shoey

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Re: TriOS: Starsector Launcher/Mod Manager/Toolkit
« Reply #112 on: November 30, 2024, 10:04:00 AM »

Would you consider letting profiles have their own save directory? 

I'm not sure about others but personally I'd like being able to hide saves that aren't for my current mod list.
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Wispborne

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Re: TriOS: Starsector Launcher/Mod Manager/Toolkit
« Reply #113 on: November 30, 2024, 10:32:00 AM »

Would you consider letting profiles have their own save directory? 

I'm not sure about others but personally I'd like being able to hide saves that aren't for my current mod list.

That sounds pretty niche. Do you have so many saves and swap so often that scrolling through them in TriOS takes a lot of time?

edit: I finally understood the ask. Doesn't vanilla already do this? When you click Load Game, it'll show saves without a Mod Compatibility warning at the top.
« Last Edit: November 30, 2024, 10:52:03 AM by Wispborne »
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Shoey

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Re: TriOS: Starsector Launcher/Mod Manager/Toolkit
« Reply #114 on: November 30, 2024, 10:55:17 AM »

Would you consider letting profiles have their own save directory? 

I'm not sure about others but personally I'd like being able to hide saves that aren't for my current mod list.

That sounds pretty niche. Do you have so many saves and swap so often that scrolling through them in TriOS takes a lot of time?

edit: I finally understood the ask. Doesn't vanilla already do this? When you click Load Game, it'll show saves without a Mod Compatibility warning at the top.

Sometimes I do, especially with overhauls that break save compatibility like AoTD 2.3 vs 2.4 vs 3.0. 
The continue button doesn't prompt for missing mods and having the game crash because of a missing mod after waiting 5-10 minutes to load sucks. 
To be honest it's a feature that I was first introduced to with Mod Organizer 2 for the Bethesda titles and I've appreciated it enough to want it in other games as well.
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Wispborne

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Re: TriOS: Starsector Launcher/Mod Manager/Toolkit
« Reply #115 on: November 30, 2024, 11:05:38 AM »

Would you consider letting profiles have their own save directory? 

I'm not sure about others but personally I'd like being able to hide saves that aren't for my current mod list.

That sounds pretty niche. Do you have so many saves and swap so often that scrolling through them in TriOS takes a lot of time?

edit: I finally understood the ask. Doesn't vanilla already do this? When you click Load Game, it'll show saves without a Mod Compatibility warning at the top.

Sometimes I do, especially with overhauls that break save compatibility like AoTD 2.3 vs 2.4 vs 3.0. 
The continue button doesn't prompt for missing mods and having the game crash because of a missing mod after waiting 5-10 minutes to load sucks. 
To be honest it's a feature that I was first introduced to with Mod Organizer 2 for the Bethesda titles and I've appreciated it enough to want it in other games as well.

Makes sense. I try to modify game files as little as possible, though, both to minimize bugs and maximize compatibility with others. TriOS should be something you can install and remove without having to clean up after it.

I think the way to do it would be folders with symlinks to the actual save files, and have the feature only work with Skip Launcher, where I can override the save folder the game looks at.
It wouldn't work with JRE23, though, I'd have to do a new Skip Launcher for JRE23, which will become defunct with the next game update...


So, probably not any time soon, if ever. Sorry.
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Shoey

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Re: TriOS: Starsector Launcher/Mod Manager/Toolkit
« Reply #116 on: November 30, 2024, 11:56:31 AM »

Would you consider letting profiles have their own save directory? 

I'm not sure about others but personally I'd like being able to hide saves that aren't for my current mod list.

That sounds pretty niche. Do you have so many saves and swap so often that scrolling through them in TriOS takes a lot of time?

edit: I finally understood the ask. Doesn't vanilla already do this? When you click Load Game, it'll show saves without a Mod Compatibility warning at the top.

Sometimes I do, especially with overhauls that break save compatibility like AoTD 2.3 vs 2.4 vs 3.0. 
The continue button doesn't prompt for missing mods and having the game crash because of a missing mod after waiting 5-10 minutes to load sucks. 
To be honest it's a feature that I was first introduced to with Mod Organizer 2 for the Bethesda titles and I've appreciated it enough to want it in other games as well.

Makes sense. I try to modify game files as little as possible, though, both to minimize bugs and maximize compatibility with others. TriOS should be something you can install and remove without having to clean up after it.

I think the way to do it would be folders with symlinks to the actual save files, and have the feature only work with Skip Launcher, where I can override the save folder the game looks at.
It wouldn't work with JRE23, though, I'd have to do a new Skip Launcher for JRE23, which will become defunct with the next game update...


So, probably not any time soon, if ever. Sorry.

Fair enough. 
If it were me I'd probably just settle for renaming the folders; since TriOS is already renaming mod_info.json when switching between mod versions that wouldn't feel more intrusive, at least to me. 

Although... how does TriOS save settings like the active profile? To registry, appdata...? For personal use I probably could whip up something for it since I already use a simple WinForms app to swap between my various resolution and scale profiles.
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Zmeja

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Re: TriOS: Starsector Launcher/Mod Manager/Toolkit
« Reply #117 on: December 09, 2024, 01:38:57 PM »

Hello! I just wanted to give a small suggestion for a future build of this Mod manager.

Perhaps, for mods that do not support version control (or to be more specific, do not have a forum link attached to them), it would help if one could manually add the forum link to the mod in question - making it much easier to find it in the forums again and check for an update yourself.

I think the best way to make it without cluttering up the UI is just open up a window when clicking on "Open Forum Page (not set)" and able to put in the link.

Maybe even able to add the github-latest link to automatically pull updates if requested? Though that might already be too janky.

Thank you for the wonderful mod manager!
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