Page 1 of 2

Modloader doesn't work

Posted: Wed Mar 13, 2013 11:51 pm
by IsaacLightning
Apparently I need to get .76... but I want .75 ):

Re: Modloader doesn't work

Posted: Thu Mar 14, 2013 2:18 am
by HoboHob
Modloader should still work with 0.75.

Re: Modloader doesn't work

Posted: Thu Mar 14, 2013 1:21 pm
by rakiru
In fact, I don't believe there is a version for 0.76.

Re: Modloader doesn't work

Posted: Thu Mar 14, 2013 1:23 pm
by Chase_UC
Modloader 0.76 is the version OF the modloader. The 0.76 is the version number of the program itself, you don't need 0.76. Just update. It was confusing for some people as well, but you don't need AoS 0.76 to get the next version of modloader.

Re: Modloader doesn't work

Posted: Fri Mar 15, 2013 5:22 am
by sportsfan2
On topic with modloader, if you haven't activated it in a while; whenever I open up the interface (press F12), it freezes up than I get disconnected from lag.

Any solution?

Re: Modloader doesn't work

Posted: Fri Mar 15, 2013 5:16 pm
by Turner
I would re install it

Re: Modloader doesn't work

Posted: Sun Mar 24, 2013 10:10 pm
by learn_more
sportsfan2 wrote:
On topic with modloader, if you haven't activated it in a while; whenever I open up the interface (press F12), it freezes up than I get disconnected from lag.

Any solution?
try deleting the chat logs, or disabling this feature.

if you have more info how to reproduces, makes fixing it easier :)

Re: Modloader doesn't work

Posted: Sun Mar 24, 2013 11:22 pm
by danhezee
Hi learn_more,

The mod_loader has a drop down menu for commands. If you are still working on it could we have a way to dynamically change the commands in that menu?

Re: Modloader doesn't work

Posted: Mon Mar 25, 2013 8:18 pm
by learn_more
danhezee wrote:
Hi learn_more,

The mod_loader has a drop down menu for commands. If you are still working on it could we have a way to dynamically change the commands in that menu?
ill add it to my todo list :)

have a good idea how to make it configurable?
(other than editing a text file)

Re: Modloader doesn't work

Posted: Thu Mar 28, 2013 2:52 am
by GreaseMonkey
I'd like to point out that server->client packets 1, 9, 10, 15, and 19 are no-ops in the client, so I guess you could bastardise one of those for special purposes. (EDIT: This might be incorrect, they just appear to jump to the "no-op" label - the protocol docs on the dev wiki suggest these ARE used, at least at some point, just not in the MAIN table, though I am pretty sure packet 1 is unused S->C.)

Perhaps we should write some sort of client extension standard? Thinking maybe a 64-bit number selected at random for a specific project, followed by data that can be followed as to however the hell the project defines it?

Re: Modloader doesn't work

Posted: Thu Mar 28, 2013 10:34 pm
by learn_more
GreaseMonkey wrote:
I'd like to point out that server->client packets 1, 9, 10, 15, and 19 are no-ops in the client, so I guess you could bastardise one of those for special purposes. (EDIT: This might be incorrect, they just appear to jump to the "no-op" label - the protocol docs on the dev wiki suggest these ARE used, at least at some point, just not in the MAIN table, though I am pretty sure packet 1 is unused S->C.)

Perhaps we should write some sort of client extension standard? Thinking maybe a 64-bit number selected at random for a specific project, followed by data that can be followed as to however the hell the project defines it?
define an 'extension' packet,
first 2 or 4 bytes are the length (for easy ignoring when not interested in said packet)
then 1 or 2 bytes, ID
1 or 2 bytes version
data

Re: Modloader doesn't work

Posted: Thu Mar 28, 2013 10:42 pm
by Rydogger
Hi learn_more.

It seems that you're taking requests at the moment. So I was wondering if there would be a way to utilize the "Admin" part of the drop menu when you're looking at names (hit insert). Would there be any way to make it so guards can use it too? So admins have the whole set of options to choose from, but guard only get what they're allowed to use on the server. Seeing that Pysnip has "Admin" and "Guard" available, if one were to log in as guard or admin they would get said options to choose from.

Love the mod loader btw.
Thanks!

Re: Modloader doesn't work

Posted: Thu Mar 28, 2013 10:49 pm
by learn_more
Rydogger wrote:
Hi learn_more.

It seems that you're taking requests at the moment. So I was wondering if there would be a way to utilize the "Admin" part of the drop menu when you're looking at names (hit insert). Would there be any way to make it so guards can use it too? So admins have the whole set of options to choose from, but guard only get what they're allowed to use on the server. Seeing that Pysnip has "Admin" and "Guard" available, if one were to log in as guard or admin they would get said options to choose from.

Love the mod loader btw.
Thanks!
i was looking in setting up a bugtracker that i can put stuff in, but my time is very limited atm so progress will be slow.
(and bugs before features generally).

I had to resort to some tricks to detect that the user is an admin, i would have to figure out some stuff for 'guards' then too,
not sure what it is as i don't play this game other than when testing something from modloader anymore.

Re: Modloader doesn't work

Posted: Fri Mar 29, 2013 12:19 am
by Rydogger
learn_more wrote:
Rydogger wrote:
Hi learn_more.

It seems that you're taking requests at the moment. So I was wondering if there would be a way to utilize the "Admin" part of the drop menu when you're looking at names (hit insert). Would there be any way to make it so guards can use it too? So admins have the whole set of options to choose from, but guard only get what they're allowed to use on the server. Seeing that Pysnip has "Admin" and "Guard" available, if one were to log in as guard or admin they would get said options to choose from.

Love the mod loader btw.
Thanks!
i was looking in setting up a bugtracker that i can put stuff in, but my time is very limited atm so progress will be slow.
(and bugs before features generally).

I had to resort to some tricks to detect that the user is an admin, i would have to figure out some stuff for 'guards' then too,
not sure what it is as i don't play this game other than when testing something from modloader anymore.
Guard is basically Admin, but with limited power (griefcheck, kick, invisible, stuff like that). Maybe there would be a way to have it check the server and see what scripts guard have? IIRC it varies from server to server.

Re: Modloader doesn't work

Posted: Fri Mar 29, 2013 8:28 pm
by rakiru
Since this forum lacks a multi-quote option and my internet is so slow right now that quoting each post and copy-pasting them together will take a while...:

RE: "Extension packet" - Something like this has crossed my mind recently, so if other people are interested in something like this, a discussion on it would be good. Perhaps in IRC, or just a thread on here.

RE: Bug tracker - learn_more, I can set you up a project on my issue tracker and give you control over it if you'd like. If you want to set something up yourself, Flyspray is nice, and also easy to setup.

RE: Getting user group - Perhaps adding a command to pysnip that will give the user their group? I'm not entirely sure how groups work internally, but it shouldn't be too hard to do.