Yacoby's Wrye Mash Fork

Post » Tue Sep 21, 2010 7:22 pm

I am currently trying to see if the Bash developers would be happy with me trying to merge some of the code base rather than maintaining a separate Mash/Bash/Flash one
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Liv Staff
 
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Post » Tue Sep 21, 2010 3:56 pm

I know Pacific Morrowind mentioned wanting to do an update to Wrye mash about a year ago.

From what I've seen the team that is currently developing bash has been some of the most gracious and considerate of people on these forums.

All good news - thanks Yacoby

Anything you implement I will test and give feedback.
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Samantha hulme
 
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Post » Tue Sep 21, 2010 5:33 pm

I am currently trying to see if the Bash developers would be happy with me trying to merge some of the code base rather than maintaining a separate Mash/Bash/Flash one


Any word back on this? I've been holding off making any test changes to WMSA85 until I hear back how you want to proceed.

-RMWChaos
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Alyce Argabright
 
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Post » Tue Sep 21, 2010 1:17 pm

I think Yacoby is busy trying to extract out of the latest versions of Wrye Bash all the non-game specific content to construct a core version that will then serve to create a basis for developers to then make game specific variants.

See http://www.gamesas.com/index.php?/topic/1185023-relz-wrye-bash-thread-65/page__view__findpost__p__17661682 (then on the next page or two of that thread) and http://www.gamesas.com/index.php?/topic/1191492-relz-wrye-bash-thread-66/page__view__findpost__p__17724973 (for latest info).

If successful then better Mash features and prep for Skyrim.
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steve brewin
 
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Post » Tue Sep 21, 2010 5:10 pm

Any word back on this? I've been holding off making any test changes to WMSA85 until I hear back how you want to proceed.

-RMWChaos

As Psymon said I am trying to merge a lot of the Bash code into Mash. However, most Morrowind specific things aren't going to get touched. At present I am trying to port over some of the GUI (Mods, INI, Docbrowser atm) and tweak mosh.modInfos for compatibility

It will probably take quite some time as the Bash code is a bit of a mess imho. (Not saying I code any better though and I have written some terrible terrible code in my time)
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Budgie
 
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Post » Tue Sep 21, 2010 6:18 pm

@Yakoby,

I've added a new issue, an enhancement request, for the Installers tab. The request is to add the ability to install files into the "\Morrowind" folder.

Several mods, including tools, MGE, and others have files that need to be installed directly into the "\Morrowind" folder; however, Mash (nor Bash, as I recall) does this.

Never been sure why it won't, but it's a pain in the keester.

Danke,

-RWMChaos
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Amanda savory
 
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Post » Tue Sep 21, 2010 2:04 pm

If Yacoby's WMSA is the same as Melchor's WMSA; you can already do that in the Utilities tab, but you need to convert the archive into an exe file first and add that by right clicking on row bar (select new through the menu). :)
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Beth Belcher
 
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Post » Tue Sep 21, 2010 10:11 am

When I click on Installers, I get this

Traceback (most recent call last):
File "mash\masher.pyo", line 2321, in OnShowPage
File "mash\masher.pyo", line 1951, in OnShow
File "mash\mosh.pyo", line 4226, in refresh
File "mash\mosh.pyo", line 452, in load
File "mash\bolt.pyo", line 750, in load
ImportError: No module named bolt
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D LOpez
 
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Post » Tue Sep 21, 2010 8:43 pm

If Yacoby's WMSA is the same as Melchor's WMSA; you can already do that in the Utilities tab, but you need to convert the archive into an exe file first and add that by right clicking on row bar (select new through the menu). :)

Thanks, Leo. I will check that feature out. However, I would much prefer it to work as an archive or project folder rather than an .exe file. That's just silly. :teehee:

-RMWChaos
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Nuno Castro
 
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Post » Tue Sep 21, 2010 6:04 pm

As Psymon said I am trying to merge a lot of the Bash code into Mash. However, most Morrowind specific things aren't going to get touched. At present I am trying to port over some of the GUI (Mods, INI, Docbrowser atm) and tweak mosh.modInfos for compatibility

It will probably take quite some time as the Bash code is a bit of a mess imho. (Not saying I code any better though and I have written some terrible terrible code in my time)

Well, I can't say my code is any cleaner than anyone else's - I think it is, but would have to rely on outside opinion for that - but I'd be glad to offer some help there. It's all about logically thinking through what you want to accomplish, how to break up the code (shorter is not always better), what code segments you might re-use throughout, and always, Always, ALWAYS add plenty of remarks so that you (or someone else) can follow what you were thinking when you wrote the blasted code in the first place. Wyre mentioned this as his own failing with Mash, and I would suspect the same is true of Bash and Flash. :grad:

I'm personally more interested in Oblivion and Skyrim tools anyway, just took a bit of a detour here with Morrowind for a while.

-RMWChaos
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Mark Churchman
 
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Post » Tue Sep 21, 2010 4:19 pm

When I click on Installers, I get this

Traceback (most recent call last):
File "mash\masher.pyo", line 2321, in OnShowPage
File "mash\masher.pyo", line 1951, in OnShow
File "mash\mosh.pyo", line 4226, in refresh
File "mash\mosh.pyo", line 452, in load
File "mash\bolt.pyo", line 750, in load
ImportError: No module named bolt

Blouge,

That's very interesting. In non-stand alone versions, bolt.py and bolt.pyc exist in the \Mopy folder, but in stand alone versions, all .py and .pyc files are compiled into the .exe file along with the necessary python runtime files.

Your traceback output says "mash" rather than "mopy" - that might be an artifact of the file structure when it was compiled into a stand alone version, but I don't think so.

Where do you have WMSA85 installed? I would recommend installing it directly into \Morrowind, so that the \Mopy folder is in \Morrowind, and the \Mash folder is in the \Data Files folder.

-RMWChaos

[edit] Yakoby says the \Mopy\Mash is the current file structure, but I believe that is compiled into the mash.exe, and you won't actually see such a folder in your \Mopy directory. Have you tried re-installing WMSA85?
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neil slattery
 
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Post » Tue Sep 21, 2010 9:09 pm

@RMWChaos I changed the file structure. Most of the code now lives in Mopy/Mash/ as then relative imports work.
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Chrissie Pillinger
 
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Post » Tue Sep 21, 2010 1:20 pm

@RMWChaos I changed the file structure. Most of the code now lives in Mopy/Mash/ as then relative imports work.

That being the case, why would he get the error that the bolt module was missing when it should be compiled into the .exe?

In the WMSA85 version I have, there is no \Mopy\Mash folder; so I assume that is the compiled file structure.

In the source code I cloned from your repo, I do see \Mopy\Mash, and the bolt.py and others are in there.

Strangeness...

By the way, was trying to reach out to you this weekend, but your Beth Forums account is not receiving any PMs at this point. Guess you're all filled up, but you can respond to my Github message instead.

-RMWChaos
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lisa nuttall
 
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Post » Tue Sep 21, 2010 3:15 pm

Here is another bug I run into with the latest WMSA (2011-05-11) and this time is in the installers tab when I was using Ctrl+arrow keys through a couple of newly added "====" markers in BAIN.

Traceback (most recent call last):  File "mash\balt.pyo", line 1165, in OnItemSelected  File "mash\balt.pyo", line 1128, in RefreshDetails  File "mash\masher.pyo", line 2010, in RefreshDetails  File "mash\masher.pyo", line 2097, in RefreshInfoPageUnicodeDecodeError: 'ascii' codec can't decode byte 0xa0 in position 65: ordinal not in range(128)

The mod in question is Vurt's Ascadian Isles Tree Replacer II v0.1 and below is the mod files listed.

data files/meshes/f:flora_emp_parasol_01.nifflora_emp_parasol_02.nifflora_emp_parasol_03.nifflora_bush_01.nifflora_comberry_01.nifdata files/meshes/o:flora_willow_flower_02.nifflora_willow_flower_01.nifflora_stoneflower_02.nifflora_stoneflower_01.nifflora_gold_kanet_02.nifflora_gold_kanet_01.nif

Besides that everything is working as intended that I've tested though, but I think it could be convenient if your own escog and probably tespcd too has the same running feature as there is for tes3cmd, mlox in the mods tab for WMSA85.

Another request that could also some value for the user is to have a feature, which allow you to determine through a checked menu command in BAIN if a mod doesn't have a esm/esp file in an archive. Here is an example...

mod archive
meshes foldertextures folderreadme.txt

checked menu command through the right click menu is this; install the mod as a replacer or as a patch... Install as >>> Replacer or Patch

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I’m my own
 
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Post » Wed Sep 22, 2010 12:17 am

Leonardo2: None of those files are used with AI mod II.. I left those out in the second AI mod because it's supposed to be more lore and performance friendly.. if you read the readme it even says i think those files should be uninstalled if you had AI mod I installed previously.
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Brandon Bernardi
 
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Post » Tue Sep 21, 2010 12:51 pm

Yacoby-

http://www.gamesas.com/index.php?/topic/1191492-relz-wrye-bash-thread-66/page__view__findpost__p__17751192 has prompted me to start using the unicode ini setting along with the unicode wxPython component.

I expect more fixes to be implemented into bash, but wanted to check is there an issue with using the unicode wxPython 2.6 with this version of Wrye Mash?

Just moving BAIN packages around and I get this error:
Traceback (most recent call last):  File "F:\Bethesda Games\Morrowind\Mopy\balt.py", line 1165, in OnItemSelected    self.RefreshDetails(self.GetItem(event.m_itemIndex))  File "F:\Bethesda Games\Morrowind\Mopy\balt.py", line 1128, in RefreshDetails    if self.details: return self.details.RefreshDetails(item)  File "F:\Bethesda Games\Morrowind\Mopy\masher.py", line 2029, in RefreshDetails    if (index == currentIndex): self.RefreshInfoPage(index,installer)  File "F:\Bethesda Games\Morrowind\Mopy\masher.py", line 2112, in RefreshInfoPage    _("== Configured Files"),isPath=True))  File "C:\Python26\lib\site-packages\wx-2.8-msw-unicode\wx\_controls.py", line 1754, in SetValue    return _controls_.TextCtrl_SetValue(*args, **kwargs)  File "C:\Python26\lib\encodings\cp1252.py", line 15, in decode    return codecs.charmap_decode(input,errors,decoding_table)UnicodeDecodeError: 'charmap' codec can't decode byte 0x81 in position 53557: character maps to 

So does mash (at this time) demand the regular (ansi) version of wxPython. Unlike bash there is no ini setting to change.

I guess considering my recent experiences with bash it might be wise to seek consul before proceeding. Thanks

Specifically it is http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=8183 that throws the error. I can avoid using it of course.

[edit]
I just noticed that there are very recent stand alone versions on page 1. Perhaps I should give one a shot.

[edit 2]
err -- well ... I installed the latest stand alone and even after creating the mash ini from the default one and changing this setting like so:
sInstallersDir=F:\Bethesda Games\BAIN Archives\Morrowind Mods\Installers <-- where I have the installers folder now and is recognized by the non stand alone version.

Seems not to see it though. Ah well switching back and forth seems easy.

[edit 3]
I just tried with the regular mash to update to version 4abece4 and no go it will not start even if I use ansi or unicode wxPython or I do a clean wipe of all previous mash components - or installing over what I had from the regular version. Just won't start.

The version I can get working is 87c03ee. Sticking with that.
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StunnaLiike FiiFii
 
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