SDT Loader question (1 Viewer)

Whiteriver

Potential Patron
Joined
Feb 17, 2011
Hey, Mod Guy.

Was curious if you could make the Loader automatically set the size of SDT's window on startup. When you're using the standalone flash player (Flash Projector, I believe), the window starts out pretty small. It's such a stupidly easy thing for the user to set, but I think it would be a nice feature to able to set the size in the settings menu. It's just kind of annoying to have drag the window to a reasonable size every time you close & re-open the loader.

Anyway, something to consider if you don't have any other pressing features to add.

Cheers.
 

gollum

Avid Affiliate
Joined
Dec 31, 2011
ModGuy said:
gollum said:
passing the mod-path to the addin is my problem

If you create the property "url" on the mod then it will be populated by the time "initl" is called.

I may have not made myself clear:

with the above setup I want the addin to be in a central spot, like %OVER%, but load the addin.txt from other locations.

according to the dev guide:
Code:
url:String		Path to the SWF mod file.

haven't been able to test it yet, but that states I will always get the %OVER%-path instead of the modfolders path, or am I getting that wrong?
 

ModGuy

Content Creator
Joined
Feb 17, 2011
gollum said:
I may have not made myself clear:
I want the addin to be in a central spot, like %OVER%, but load the addin.txt from other locations

Yeah, I'm finding it difficult to understand what you're really after.
Flash is kinda limiting when it comes to accessing paths that aren't hardcoded or formed from some existing data.
If you load a mod from some folder, say %OVER%, it can find it's path as something like "/Mods/%OVER%/Mod.swf".
This can be parsed out to tell you the name of the mod folder and the name of the mod file.
To access another folder you don't need the original path, just the relative path. Not sure if it would work but perhaps something like "../OtherMod/Mod.swf"
This would of course be pretty restricting and would not allow renaming the folder, but that's what settings are for right? ;D

Let me know if you need a hand.
 

gollum

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Dec 31, 2011
ModGuy said:
Yeah, I'm finding it difficult to understand what you're really after.
I find it difficult to express what I'm really after. it all works in my head, but finding the right words to pass on my thoughts is always a struggle ;)

ModGuy said:
Flash is kinda limiting when it comes to accessing paths that aren't hardcoded or formed from some existing data.
and the "existing data"-part is what I'm after.
the way I understand it, I click on a mod in the right hand menu. the loader then parses all the files in the %MOD%-folder, tries to load them and then goes for the %OVER%-folder and tries to load everything in there.
so at one point during that process the loader has the path to the %MOD%-folder to load the code.txt, local mods etc.
I'm not familiar with the loadercode, so I don't know if you save it somewhere or it's a one-time-use, but if it's saved somewhere, theoretically I should be able to access it, read it in the addin and then parse the settings.txt in %MOD%

I hope this is clearer now :)

I'm definitely not a fan of hardcoded paths, so if this is not possible, I'll have to deal with it :-\
 
D

Doomknight

When the loader gets updated for the Handjob mode, will you be adding that counter for finishes (believe you mentioned you would do it in Sby's topic in Loader Imports; tho not necessarily immediately; just checkin up on its progress!)
 

zzaapp002

Staff
RM Moderator
Joined
Dec 10, 2011
This will be a question you may hate but could you re-enable the disabled functions / features / shortcuts in the Modder?

Some mods will not import into the Modder and things like T, S, J and / are disabled. (By design of course).

It would be nice to fully test something before exporting it.

And all of the positions I try to export/import end up completely different in the Loader.

Obviously I am doing something wrong but I don't know what.
 

ModGuy

Content Creator
Joined
Feb 17, 2011
Doomknight said:
will you be adding that counter for finishes

Didn't I already do this?
Check your version.

zzaapp002 said:
could you re-enable the disabled shortcuts in the Modder?
And all of the positions I try to export/import end up completely different in the Loader.

Eh, everything that's bound to a shortcut can be manually performed in the menu.
If you must have it I'll consider implementing a toggle between letting Modder have the key input or SDT, really easy to do actually.
As for positions, gonna need to be more clear on that. Give me example files with expected and actual result screenshots.


EDIT:

As always check for patched versions of SDT.swf by Faceless. Although he's using an outdated patcher... I should probably give him an update on that.
 

batmann77

Potential Patron
Joined
Jan 25, 2013
Hey ModGuy :)

Just signed up to the forum today! Already have a problem though, unfortunately :(

I have the latest version of SDT (The handjob mode one).

When I try to open the loader, it comes up with "Error loading SDT.SWF"

I DO HAVE the loader and SDT in THE SAME FOLDER.

I tried to download the previous version of SDT to see if it would work, but the link takes me right to the latest version :(

I did look around for solutions, but no luck as of yet.

I'm sorry if you have addressed this issue already, or if I have posted this in the wrong place. I know how everyone hates a noob who can't find the answer to an already answered question!

Kind regards,

Batmann77.
 

batmann77

Potential Patron
Joined
Jan 25, 2013
Scratch that!

Just unloaded the rar file again, and it worked.

I have no idea what caused the problem.

Thanks anyways!

Kind regards, Batmann77.
 

zzaapp002

Staff
RM Moderator
Joined
Dec 10, 2011
ModGuy said:
Eh, everything that's bound to a shortcut can be manually performed in the menu.
If you must have it I'll consider implementing a toggle between letting Modder have the key input or SDT, really easy to do actually.

As for positions, gonna need to be more clear on that. Give me example files with expected and actual result screenshots.

If the toggle is easy, then yes, please. And not to sound ignorant (too late!) but why do some swf mods import into the Modder and some don't?

And I will sift my "bad" folder for the positioning fiascos that have occurred.

Thanks for always being willing to teach and share around here.
 

ModGuy

Content Creator
Joined
Feb 17, 2011
Some files fail because I've left out a bunch of properties and methods added in more recent loader versions.
To help me add them in please do upload some misbehaving files.
 

gollum

Avid Affiliate
Joined
Dec 31, 2011
the risk of having missed something and angering you (j/k, we all love you ;D), care to elaborate animtoolsource?

what is it, what can I do with, is it already implemented somewhere (all those keybindings scare me!) and why do you put your starting brackets in a new line?

questions upon questions and only the almighty modgod knows the answers!
 

ModGuy

Content Creator
Joined
Feb 17, 2011
gollum said:
care to elaborate animtoolsource?
what is it
what can I do with
is it already implemented somewhere (all those keybindings scare me!)
why do you put your starting brackets in a new line?

Series of experiments on Kona's implementation of animation.
Allows some level of control over how things work using tons of keys.
Positioning much more advanced than what people have already managed.
No, just experiments. I just wanted to share.
AutoFormat does this AFAIK, I don't mind it.

Faceless said:
Hm, the fixShoulderMask setting doesn't appear to do anything.

Fixed, expect in next release.
 

sby

Content Creator
Coder
Joined
Sep 11, 2012
it would seem that the mouse-hover/copy feature for the monitordebug stuff is kinda 'wonky'.
when i register things with monitordebug, they seem to mess up the sdt menu system, and the debug window doesn't see the mouse correctly.

might have a few bugs in the debug window :o
 

ModGuy

Content Creator
Joined
Feb 17, 2011
sby said:
it would seem that the mouse-hover/copy feature for the monitordebug stuff is kinda 'wonky'.
when i register things with monitordebug, they seem to mess up the sdt menu system, and the debug window doesn't see the mouse correctly.

Those errors are the same issue AFAIK. I'll get it fixed eventually, I just don't like how it works right now.
I'll probably just implement some custom list control or whatever, but I have no idea where to start with that in AS3 so some crazy combination of nested movieclips will probably suffice.

...

I can't think about bugs at 3AM.
 

sby

Content Creator
Coder
Joined
Sep 11, 2012
ModGuy said:
Those errors are the same issue AFAIK. I'll get it fixed eventually, I just don't like how it works right now.
I'll probably just implement some custom list control or whatever, but I have no idea where to start with that in AS3 so some crazy combination of nested movieclips will probably suffice.

...

I can't think about bugs at 3AM.
it is not a big issue, just wanted to make you aware of it.
i am probably one of the few people who actually use it anyway ::)
 

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