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ss2man44
Joined: Fri Dec 08, 2006 2:49 am Posts: 130 Location: In a house.
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Re: Mac Cortex Command Mod Manager [Auto-Updating]
And that reminds me to update the source with the nib changes.
EDIT: D'oh, typo in the latest commit. "dependancy" rather than "dependency".
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Sun Mar 07, 2010 9:49 pm |
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SneakyMax
Joined: Sun Dec 27, 2009 9:31 am Posts: 170
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Re: Mac Cortex Command Mod Manager [Auto-Updating]
Great job, glad you got this released. I might have to add automatic updates now...
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Sun Mar 07, 2010 10:10 pm |
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ss2man44
Joined: Fri Dec 08, 2006 2:49 am Posts: 130 Location: In a house.
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Re: Mac Cortex Command Mod Manager [Auto-Updating]
Thanks for all the positive feedback and "bug reports", guys.
And SneakyMax, you'd need a web server first because you'd need a place to host raw zipped versions of the updates. Or something...
i think .NET has a feature for auto-updating, not sure how to use it, though.
As a fun fact, this program is made of 87% Python and 13% Objective-C.
EDIT: Sorry guys, but Tiger support isn't possible. At least not right now. Tiger requires some considerably different code than Leopard and Snow Leopard. It'd do you some good to upgrade to Leopard, anyway.
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Sun Mar 07, 2010 10:31 pm |
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Flammablezombie
Joined: Wed Jan 14, 2009 7:12 pm Posts: 1525 Location: In between your sister's legs, showing her how to use a... PS3 controller!
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Re: Mac Cortex Command Mod Manager [Auto-Updating]
is upgrading free? im considering it.
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Mon Mar 08, 2010 2:33 pm |
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PhantomAGN
Joined: Mon Jun 29, 2009 2:40 am Posts: 610 Location: Deep below The Map of Mars
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Re: Mac Cortex Command Mod Manager [Auto-Updating]
Updating to Leopard? That's not free, though if you have an Intel machine you can do it for $30. Apple claims the $30 version of Snow Leopard is just for updating a Leopard install, but if you use it on a blank slate of a machine it "just works" anyway.
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Mon Mar 08, 2010 3:47 pm |
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ss2man44
Joined: Fri Dec 08, 2006 2:49 am Posts: 130 Location: In a house.
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Re: Mac Cortex Command Mod Manager [Auto-Updating]
If anyone is wondering what I'm doing now, I'll tell you.
Currently, I'm rewriting the entire application in Objective-C 2.0 (Which means it's Leopard and up) to follow as many app programming standards as possible and to maximize resource utilization and speed. It will not only make for a more efficient and and speedier app, but it will be much cleaner and easier to read code.
I'll release this version along with an auto-saving toolbar layout and the ability to install and uninstall mods as soon as I finish it. This shouldn't take too long, I'm just debating how I'll structure the new code.
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Wed Mar 10, 2010 3:14 am |
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ss2man44
Joined: Fri Dec 08, 2006 2:49 am Posts: 130 Location: In a house.
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Re: CorTool - Mac's First Mod Manager
Sorry for the double-post AGAIN, but this is important. And around 931 lines of code later, I've released version 1.10 of MCMM, which has now been renamed CorTool. You may use Sparkle to update from MCMM, but you MUST rename the file from "CC Mod Manager" to "CorTool" for the next update to work. Code: CORTOOL VERSION 1.10 -FORMERLY MCCMM-
CHANGELOG
* Completely rewrote app in Objective-C * Added options to install and uninstall mods * Other smaller changes
KNOWN ISSUES
NONE I'm really excited about this release because it's my first full Objective-C program and it's packed with new stuff. This 1.10 is so blazing fast. It starts up in less than a second for me while the previous versions took about 10 seconds to start. It now reads the index.ini files more efficiently, ignoring comments and leaving less room for errors in rare situations. It looks for icon files in the index.ini rather than the default location now, making it compatible with mods like DarkStorm. It warns you when you delete a mod, because the process is permanent, and it warns you when you're about to overwrite a mod that's already installed. It even looks in the REAL default location now ("/Applications/Cortex Command b23.app") for the CC app, as well as the one it did before. When you specify a custom app location, it stores it in ~/Library/Preferences/ instead of inside the .app file with OS X's built-in preferences system. The toolbar uses expanding spaces rather than dividers by default now like Apple's own apps, and it stores the toolbar layout in ~/Library/Preferences/ as well. All those changes just from rewriting the app from scratch. The .ini reading function was unusually hard because Cocoa wasn't designed for straight-up file reading like that. I had to write my own custom ~60 line block of code to handle .ini file reading. Oh, and the biggie's in there. An easy way to install and uninstall mods in Mac is finally here!
Last edited by ss2man44 on Mon Mar 15, 2010 10:31 pm, edited 4 times in total.
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Mon Mar 15, 2010 6:06 am |
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PhantomAGN
Joined: Mon Jun 29, 2009 2:40 am Posts: 610 Location: Deep below The Map of Mars
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Re: CorTool - Mac's First Mod Manager
That's terrific, I found the update in the program itself before receiving notification from the forums. Thanks for the hard work, you're making something really useful.
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Mon Mar 15, 2010 6:13 am |
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Duh102
happy carebear mom
Joined: Tue Mar 04, 2008 1:40 am Posts: 7096 Location: b8bbd5
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Re: CorTool - Mac's First Mod Manager
ss2man44 wrote: Sorry for the double-post AGAIN You're cool for as many posts in a row as necessary for updates. It's one of the only exceptions to that understanding.
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Mon Mar 15, 2010 6:14 am |
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ss2man44
Joined: Fri Dec 08, 2006 2:49 am Posts: 130 Location: In a house.
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Re: CorTool - Mac's First Mod Manager
Duh102 wrote: ss2man44 wrote: Sorry for the double-post AGAIN You're cool for as many posts in a row as necessary for updates. It's one of the only exceptions to that understanding. Alright, I'll keep that in mind. And Phantom, I've edited that post with a wall-o-text that explains what's new. EDIT: Ohhhh, I forgot to mention something important. It even runs in 64-bit mode under Snow Leopard, but still somehow retains compatibility with Leopard. EDIT2: D'oh! Already found two bugs associated with installing mods. I'll release that fix and get some sleep
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Mon Mar 15, 2010 6:23 am |
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ss2man44
Joined: Fri Dec 08, 2006 2:49 am Posts: 130 Location: In a house.
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Re: CorTool - Mac's First Mod Manager
1.11 has been released. Sorry for the delay. I really released it last night, but Sparkle refused to count it as newer than 1.10 because they were both set to the same date. I added the time to their date stamp this morning and it works now. Code: CORTOOL VERSION 1.11
CHANGELOG
* Fixed a typo in the Install Mod dialogue * Fixed a bug that caused the app to get stuck in an infinite loop
KNOWN ISSUES
NONE
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Mon Mar 15, 2010 7:47 pm |
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ss2man44
Joined: Fri Dec 08, 2006 2:49 am Posts: 130 Location: In a house.
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Re: CorTool - Mac's First Mod Manager
I think I'll stick to image-based release posts.
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Wed Mar 17, 2010 1:21 am |
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Potatamoto
Joined: Fri Jan 01, 2010 4:37 am Posts: 112 Location: Why do you wanna know? Are you a serial killer?!?
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Re: CorTool - Mac's First Mod Manager
ARGH! I just installed the new version and it won't work!!! It keeps unexpectedly quitting while I'm opening it!!!!!
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Fri Mar 19, 2010 12:07 am |
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ss2man44
Joined: Fri Dec 08, 2006 2:49 am Posts: 130 Location: In a house.
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Re: CorTool - Mac's First Mod Manager
Potatamoto wrote: ARGH! I just installed the new version and it won't work!!! It keeps unexpectedly quitting while I'm opening it!!!!! Which version of Mac are you running?
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Fri Mar 19, 2010 2:50 am |
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Potatamoto
Joined: Fri Jan 01, 2010 4:37 am Posts: 112 Location: Why do you wanna know? Are you a serial killer?!?
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Re: CorTool - Mac's First Mod Manager
Leapord. Just leapord not snow leapord
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Fri Mar 19, 2010 5:22 am |
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