PA Titans PTE 94157 is now available

Discussion in 'PA: TITANS: General Discussion' started by wyao, April 25, 2016.

  1. Ksgrip

    Ksgrip Active Member

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    What are you refering? That this has been implemented into the pte or the restar with bo mods you have mentioned?


    Either way this should be in the game.
  2. Ksgrip

    Ksgrip Active Member

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    @mykey95 In which directory does the community mod manager install the mods?
  3. carn1x

    carn1x Active Member

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    Ksgrip and Killerkiwijuice like this.
  4. carn1x

    carn1x Active Member

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    I'm just talking crap, no button exists to my knowledge.
  5. Ksgrip

    Ksgrip Active Member

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    Ups, certainly confusing
  6. wondible

    wondible Post Master General

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    Files are stored in "download" at the same directory level as client_mods/server_mods, but the install information is stored in PA in a similar way to settings and galactic war status, so you can't really manipulate it externally.
    Ksgrip likes this.
  7. carn1x

    carn1x Active Member

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    How would we go about testing mods with CMM currently or do we need to wait for another PTE to expose this?
    ljfed likes this.
  8. Ksgrip

    Ksgrip Active Member

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    That was what I was thinking. Is there any possible way to interact with mods (for example my own variations) without having to upload them to PAMM?
    Cause I tried using the default directories and it lagged the game to a point it was better to restart the pc.
  9. cptconundrum

    cptconundrum Post Master General

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    You can use those directories, but you should make sure you uninstall the CMM version of a mod before trying to run PA.
  10. Ksgrip

    Ksgrip Active Member

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    I did but it still lagged to hell.
  11. Killerkiwijuice

    Killerkiwijuice Post Master General

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    well what are you modding? And define "lag" -- there are multiple types.
  12. Quitch

    Quitch Post Master General

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    You would load your variation via client_mods and server_mods as before. I believe also that local versions take priority over identical mods in downloads.
  13. Ksgrip

    Ksgrip Active Member

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    I tried to load a variation of an effect and I put the files inside a place holder client mod inside the ones PAMM used.

    And thr type of lag, to the point of having everything slowed to a crawl. With extreme low fps and overall unresponsivness. Had to end with the task manager

    Edit: all of this in the menus. It started as I entered the community manager
    Last edited: April 29, 2016
  14. carn1x

    carn1x Active Member

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    Sorry, I'm still confused. I have placed my mod in clients_mods, and I'm sure that PA is seeing it, because if I corrupt the modinfo.json then debugger complains it cannot load it.

    With the modinfo.json working however, the mod's files associated with the settings scene are never loaded according to the debugger, for instance it is not visible alongside this sort of message:
    * coui://ui/mods/pachat/settings.js loaded in 0.017 seconds.

    And I get the big fat yellow warning on PA home screen:
    * To use the preview version of community mods please uninstall all your mods in PAMM then restart PA.

    Am I mistaken to think I can run non-CMM install mods in the latest PTE?

    Sorry if I'm missing something obvious, probably a terrible time to try and get into modding during the PAMM/CMM overlap!
  15. wondible

    wondible Post Master General

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    I've not seen anything like that. I'd suspect a bug in the mod. Perhaps you should start a thread under mod discussions and we could look into it.
    Nicb1 likes this.
  16. mikeyh

    mikeyh Post Master General

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    If you're developing mods then:
    • uninstall all your non development mods in PAMM
    • stop using PAMM
    • clean out your mods/client_mods and server_mods directories
    • use the file system only for local mod development
    • enable / disable file system mods in community mods
    File system mods always take priority over zip mods and you'll see conflict messages if your development versions use the same mod identifiers as the published versions.

    If you're NOT developing mods then:
    • uninstall all your mods in PAMM
    • stop using PAMM
    I'll push a change to PAMM before stable that has a migrate to community mods option.

    The important message here is stop using PAMM and only use the file system if you're developing mods.
    dukyduke, Remy561, carn1x and 2 others like this.
  17. carn1x

    carn1x Active Member

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    Sorry, these 2 items seem mutually exclusive to me. My in-dev mod is in client_mods, so I can't otherwise empty the folder fully, where else should it be?

    I have disabled all PAMM mods and as far as I'm aware I've totally stopped using it.

    Thanks for your patience.
  18. stuart98

    stuart98 Post Master General

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    By clean it out, he means empty it of all old pamm mods.
    carn1x likes this.
  19. carn1x

    carn1x Active Member

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    Still struggling with this. Here's a screenshot of my directory structure. Note that server_mods is empty, client_mods only has my in-dev mod:

    [​IMG]

    Here's the modinfo.json:

    Code:
    {
        "context": "client",
        "identifier": "com.pa.carn1x.4k-gui-scale",
        "display_name": "4K GUI Scale",
        "description": "Provide larger range of GUI Scale for higher resolution displays.",
        "author": "carn1x",
        "version": "1.0.0",
        "build": "94157",
        "date": "2016-04-30",
        "signature": "not yet implemented",
        "category": [
            "ui",
            "scale",
            "settings"
        ],
        "priority": 100,
        "scenes": {
            "settings": ["coui://ui/mods/4k-gui-scale/4k-gui-scale_settings.js"]
        },
        "enabled": true,
        "unitList": false,
        "fileSystem": true,
        "searchable": [
            "4k",
            "carn1x",
            "scale",
            "gui"
        ],
        "sort": "4k gui scale",
        "authors": ["carn1x"],
        "icon": "",
        "timestamp": 1462009145,
        "dependencies": [],
        "framework": false,
        "available": true
    }
    
    It is missing elements that other have such as "forum", "url", "download" since none of these are applicable, however I've read that forum is mandatory according to https://wiki.palobby.com/wiki/Planetary_Annihilation_Mod_Structure , but having it or not having it doesn't seem to help.

    Also note I've set `filesystem: true` which I wasn't previously before mikeyh's reply above, however that change doesn't seem to have helped in any way I can see.

    The JS file referenced content is simply placeholder to prove it is being loaded:

    Code:
    (function() {
      console.log('loaded 4kGuiScale');
    }());
    
    In the above state, is not being loaded, and I'm still seeing the Yellow PAMM warning.
  20. Killerkiwijuice

    Killerkiwijuice Post Master General

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    if you're testing the console.log you need to go to the settings page in the debugger and the game

    the yellow warning is normal when you have dev mods
    carn1x likes this.

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