point taken. My apologies for such inane blather. My only excuse is the meds I'm taking.
TA
TA
What do you mean? Installers created using this script should indeed run fine from any folder.MadVader said:1. If at all possible, make it run from any folder - let it read files from the module folder specified in the constants
It would indeed be simple enough to add an option to the top section to disable that. I'll probably do that.MadVader said:2. Remove or make optional the section that copies files from Native - it's not necessary, the mod should be playable as it is, and any possible savings on size are not that great (and are hard to configure anyway).
Do you have only the Steam release of Warband installed, having never installed versions or updates provided directly by TaleWorlds or any other distributor? If so, could you send me a PM with all of the data contained in "HKEY_LOCAL_MACHINE\SOFTWARE\Mount&Blade Warband" (or "HKEY_LOCAL_MACHINE\SOFTWARE\Wow6432Node\Mount&Blade Warband" if you're on a 64-bit OS) from your system?MadVader said:3. I have a Steam installation that has a slightly different registry (and other people probably do as well), so in addition to reading the Warband path here:
ReadRegStr $RPATH HKLM "Software\Mount&Blade Warband" ""
... try reading it also here:
ReadRegStr $RPATH HKLM "Software\Mount&Blade Warband" "Install_Path"
Sorry, wasn't clear enough: make the script run from any folder, so we can keep the script in a fixed folder, edit its mod name and exe filename if necessary, and run it every time we want to release. Right now, AFAIK, you need to copy the script and its files to the mod folder, then run it. In serious modding, you keep multiple versions of your mod with different mod names (e.g. "MyMod Beta 3", "MyMod V1.1" etc.).Janus said:What do you mean? Installers created using this script should indeed run fine from any folder.MadVader said:1. If at all possible, make it run from any folder - let it read files from the module folder specified in the constants
I only have one Warband installed, a Steam release bought in a store in Europe - no manual installs, no hacks - I let Steam do its work.Janus said:Do you have only the Steam release of Warband installed, having never installed versions or updates provided directly by TaleWorlds or any other distributor? If so, could you send me a PM with all of the data contained in "HKEY_LOCAL_MACHINE\SOFTWARE\Mount&Blade Warband" (or "HKEY_LOCAL_MACHINE\SOFTWARE\Wow6432Node\Mount&Blade Warband" if you're on a 64-bit OS) from your system?MadVader said:3. I have a Steam installation that has a slightly different registry (and other people probably do as well), so in addition to reading the Warband path here:
ReadRegStr $RPATH HKLM "Software\Mount&Blade Warband" ""
... try reading it also here:
ReadRegStr $RPATH HKLM "Software\Mount&Blade Warband" "Install_Path"
Well, it's a trade-off in such a setup. You either have to copy the script files over, or you have to edit an additional line in the script with a full folder path and make sure you don't mess that path up. I think the former (and current) method keeps the script simpler for most users, where the latter method you're advocating is more complicated and unnecessary for most users. Additionally, I could see it being easier for mod authors using your method to accidentally re-release an older version of the mod by forgetting to update the path when working with multiple mod folders. It's harder to **** it up when you're working with the installer script required to be in the actual mod folder it's building from.MadVader said:Sorry, wasn't clear enough: make the script run from any folder, so we can keep the script in a fixed folder, edit its mod name and exe filename if necessary, and run it every time we want to release. Right now, AFAIK, you need to copy the script and its files to the mod folder, then run it. In serious modding, you keep multiple versions of your mod with different mod names (e.g. "MyMod Beta 3", "MyMod V1.1" etc.).
Hmm, I suppose I could include an additional check for that path for Steam versions. Not really necessary, but additional insurance.MadVader said:I only have one Warband installed, a Steam release bought in a store in Europe - no manual installs, no hacks - I let Steam do its work.
Here are the keys and values (the version should be 1131, but for some reason isn't - a mystery):
(Default) ""
Install_Path "c:\steam\steamapps\common\mountblade warband"
version 1124
Put the script and the other files in the mod folder. You are probably running it from a separate folder.Pug said:This is probably a stupid problem that's easily solved, but I'll flag it up anyway.
I've compiled the NSIS script, it "completes successfully", and declares that the executable is in the same directory as my module files -- but no such executable exists. Additionally, the "Test Installer" button does nothing. Running the script a second time seems to start from scratch, with no qualms about overwriting a pre-existing executable.
Is this common?
Janus said:Hmm, I'd honestly forgotten all about it with everything else I've been busy with.
I have it basically done, with one major problem: version checking doesn't work for Steam copies of the game. For regular releases directly from TaleWorlds, when you install an update it will write the current game version to the Windows registry. For Steam updates, the current game version only seems to be added to the Steam pseudo-registry when you first install it. Later Steam updates don't change that value, and I was unable to find any other way of checking the current game version for Steam releases.
I could just release it with the version checking feature disabled, I suppose.