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Mike

Root Admin
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Posts posted by Mike


  1. Don't delete models that are going to be replaced, just rename them. Deleting them might require rebuilding the IMG, which would be a pain in the a** to SA v2 users. Also, we need to do so for back-up/uninstalling purposes.

    Or they could just run my downgrader...

    Incidentally, Mini-Me successfully installed the mod on a stock V2 copy of San Andreas without downgrading it, and it worked. The lockout is in the .exe, and since that is replaced by the installer there shouldn’t really be a problem with people installing the mod on SA V2


  2. just add a .NET required thing on the download page and in the readme.

    I was planning on doing re-releasing the SA mod download with the .net check built in, and also have a .net required in big bold text on the download page, not required in the readme, since the installer won't start without a minimum of .net 1.1 installed.


  3. They could download it from another machine and then copy it via USB stick or something like that, and the link in the error message would obviously be for people who have an internet connection, if they don't, then they will just have to write the link down and/or just use google when they get to a machine that has access to the internet.


  4. And people can't be that lazy. Just a suggestion. Make the link clickable.

    People are naturally lazy :P I will work on making the link clickable, however I'm not sure how to do this yet since the error message text is in a macro which is called by NSIS

    !include DotNetSearch.nsi

    hmmm. Just my input but I've seen some installers do this. you download something like a 23 KB install file and put it in the installer. Then if they don't have the .net installed, you give the option to install it and run that 23KB installer which downloads AND installs the .net thingy. then setup continues after the setup is complete.

    It's like a mix between 1 and 2. I had to install directX end-user runtime for my other computer which used a similar method as above.

    *EDIT* Just looked at the NSIS scripter thingy I downloaded. And there's a script that allows you to download files. so maybe you can use that. it's called NSISDL.

    That is entirely possible I guess. However, what if the user is installing it on a PC which does not have access to the internet? You also have to remember that not everyone will want to install the English version of .net which would pose a problem using the NSISDL method you suggested as this would only link to one file.

    I'm all for option 1 myself.

    Especially to run the latest version of Live Messenger (MSN).

    I just switched over to aMSN a few weeks ago since my version of MSN messenger (v7) stopped working, and I can't be arsed downloading that bulky Windows Live package just to get messenger, plus I don't like how the new version is laid out.


  5. Since it is a requirement have at least Microsoft .NetFramework 1.1 installed before running the setup file for the mod in order to successfully install the car models, I have devised two options:

    The first, and my most preferred option is a simply message box informing the user if they do not have .net installed, and a link to the relevant download site (ignore the version number in the message, I had to trick my main pc into returning an error message)

    dotnetcheck.jpg

    The installer will not run until .net has been installed.

    The second option bundles Microsoft .Net Framework 1.1 into the mod setup file itself, as before, a check will run when the setup file is first opened which will detect if .net is installed, if it is not the user wil be prompted to install it. The installer will not run until .net has been installed.

    dotnetcheck1.png

    dotnetcheck2.png

    dotnetcheck3.png

    dotnetcheck4.png

    dotnetcheck5.png

    The second method however add's a 23MB overhead to the installer, something which most people will not require.


  6. Blue, I have good news

    Redistribution Rights for the .NET Framework

    Microsoft strongly supports customers in deploying the .NET Framework within their organizations and as part of their software solutions.

    Which means we can include it with the install file and have it execute if it is not currently installed on the users machine.

    This should solve a lot of problems.


  7. what part of the installer needs the framework?

    Model installation, the spark console (img.exe) won't run without it. Strangely though the install log gives no errors to indicate a problem, took me a while to figure out what the problem was when I was installing 0.1.3.1 on my cousins machine.

    I believe this is an SA issue only, since the command line img tool for VC does not require dot net.

    However if someone knows of another command line img tool for SA (outside of spark console), that does not require dot net framework to be installed, then we can look at swapping that over.


  8. I thought of something important that I forgot to mention on all the SA installers (this includes the one for the Stargate mod too), in order for the models to successfully install, you need to have a minimum of Microsoft dot net framework 1.1 installed on your computer before you start.

    This may explain all the issues PPT had with installing the mod.

    This will be fixed in all future versions of the mod, I will add a front end message so users will know that the installer will not install correctly without Microsoft dot net framework.


  9. hey guys,

    i've tried every possibility on my computer. UAC is disabled, i run a downgraded gta sa exe as a administrator, etc.The mod works fine, but GTA SA still randomly freezes. i use a downloaded savegame. maybe that has something to do with it?

    PPT

    Potentially yes, try running the mod when starting a new game, and see if you still get crashes.


  10. 1. How old is your PC? Because even my 8 year old crappy P4 runs the mod without any lag whatsoever.

    2. If you check outatime.it and look at the movie stills, the front trails are slightly longer than the rear ones (if I remember correctly)

    3. Is this on 0.1.3.1? It was a known issue in 0.1.2 but I thought this was fixed.

    4. Not really a major concern, if we do end up moving the mainstream mod to SA, then the original SA missions will be removed anyway. I guess saving TC data will come when Blue gets around to coding in the multiple time machines feature.