fourOpen theWorkshardcould you please elaborate on the mac instructions for the non-coders here? like how do you "change "4Plug.exe" to the direct path to 4Plug.exe?"
- Open the file run.sh in a text editor
- Select the file "4Plug.exe" in finder and press cmd + i on the keyboard
- Now copy the full path of the file. (Where)
- In the text editor there is a line with the text "mono 4Plug.exe" -> replace 4Plug.exe by the path you copied.
- Save
- Rename run.sh to run.command so it will be opened in the terminal instead of a text editor
http://imgur.com/sEgcHO8
so that's what i got and it still isn't working (sorry to waste your time) the file is called run.command
[quote=four]Open the[quote=Workshard]could you please elaborate on the mac instructions for the non-coders here? like how do you "change "4Plug.exe" to the direct path to 4Plug.exe?"[/quote]
[list]
[*] Open the file run.sh in a text editor
[*] Select the file "4Plug.exe" in finder and press cmd + i on the keyboard
[*] Now copy the full path of the file. (Where)
[*] In the text editor there is a line with the text "mono 4Plug.exe" -> replace 4Plug.exe by the path you copied.
[*] Save
[*] Rename run.sh to run.command so it will be opened in the terminal instead of a text editor
[/list][/quote]
http://imgur.com/sEgcHO8
so that's what i got and it still isn't working (sorry to waste your time) the file is called run.command
v1.0.3.3
- I should send private builds privately instead of making official releases for them
v1.0.3.4
- Fixed issues with files created on Linux/Mac
- Added a proper run script for macs (run.command)
- Fixed update checking for people with terrible system proxy setup (like me)
- Added an update notice for Linux/Mac users
[b]v1.0.3.3[/b]
- I should send private builds privately instead of making official releases for them
[b]v1.0.3.4[/b]
- Fixed issues with files created on Linux/Mac
- Added a proper run script for macs (run.command)
- Fixed update checking for people with terrible system proxy setup (like me)
- Added an update notice for Linux/Mac users
Been working closely with this guy for the integration of my HUD and he is so patient and really works hard to fix any problems I tell him about.
Super cool guy, +1 life points.
Been working closely with this guy for the integration of my HUD and he is so patient and really works hard to fix any problems I tell him about.
Super cool guy, +1 life points.
Nice, noticed ells hud also now shows up in huds instead of "something else"
Nice, noticed ells hud also now shows up in huds instead of "something else"
zenNice, noticed ells hud also now shows up in huds instead of "something else"
All huds will show up in the HUD section unless some key files are missing, the HUD doesn't be sent up in any way for this :)
[quote=zen]Nice, noticed ells hud also now shows up in huds instead of "something else"[/quote]
All huds will show up in the HUD section unless some key files are missing, the HUD doesn't be sent up in any way for this :)
fourOpen theWorkshardcould you please elaborate on the mac instructions for the non-coders here? like how do you "change "4Plug.exe" to the direct path to 4Plug.exe?"
- Open the file run.sh in a text editor
- Select the file "4Plug.exe" in finder and press cmd + i on the keyboard
- Now copy the full path of the file. (Where)
- In the text editor there is a line with the text "mono 4Plug.exe" -> replace 4Plug.exe by the path you copied.
- Save
- Rename run.sh to run.command so it will be opened in the terminal instead of a text editor
I still cannot do it. Here is the response:
Cannot open assembly '/Users/Amoran/Downloads/Plug_mono': File does not contain a valid CIL image.
logout
[quote=four]Open the[quote=Workshard]could you please elaborate on the mac instructions for the non-coders here? like how do you "change "4Plug.exe" to the direct path to 4Plug.exe?"[/quote]
[list]
[*] Open the file run.sh in a text editor
[*] Select the file "4Plug.exe" in finder and press cmd + i on the keyboard
[*] Now copy the full path of the file. (Where)
[*] In the text editor there is a line with the text "mono 4Plug.exe" -> replace 4Plug.exe by the path you copied.
[*] Save
[*] Rename run.sh to run.command so it will be opened in the terminal instead of a text editor
[/list][/quote]
I still cannot do it. Here is the response:
Cannot open assembly '/Users/Amoran/Downloads/Plug_mono': File does not contain a valid CIL image.
logout
ammo888I still cannot do it. Here is the response:
Cannot open assembly '/Users/Amoran/Downloads/Plug_mono': File does not contain a valid CIL image.
logout
You don't need to do that anymore, there is a run.sh for linux and a run.command for osx.
[quote=ammo888]I still cannot do it. Here is the response:
Cannot open assembly '/Users/Amoran/Downloads/Plug_mono': File does not contain a valid CIL image.
logout[/quote]
You don't need to do that anymore, there is a run.sh for linux and a run.command for osx.
v1.1
Additions
- Added a Plugin Gallery Website
- Added sppi:// protocol
- Added updates via a custom server, hosted by tsc
- Added "(ESC to close)" text to the text viewer
- Made a plugin gallery here
Linux/Mac
- Fixed folder button for vpks opening the file
- Added a Win7-ish button design
- Added auto updater
Settings:
- Fixed GlobalCheckBox not saving it's property value properly
Other:
- Fixed folders always having " - Copy"
- Fixed plugins not installing if a folder with the zip's name already existed
I'll add instructions how to get auto updates for your plugin and a spot in the gallery tomorrow.
v1.1
Additions
- Added a Plugin Gallery Website
- Added sppi:// protocol
- Added updates via a custom server, hosted by tsc
- Added "(ESC to close)" text to the text viewer
- Made a plugin gallery [url=http://4plug.fwdcp.net/]here[/url]
Linux/Mac
- Fixed folder button for vpks opening the file
- Added a Win7-ish button design
- Added auto updater
Settings:
- Fixed GlobalCheckBox not saving it's property value properly
Other:
- Fixed folders always having " - Copy"
- Fixed plugins not installing if a folder with the zip's name already existed
I'll add instructions how to get auto updates for your plugin and a spot in the gallery tomorrow.
Downloaded it to try it out, but there's a little problem. When I launch it, I get this:
http://puu.sh/6PU91.png
As you can see, it doesn't recognize the HUD or the hitsound or anything. It just recognizes the name of the folder the hitsound/hud or whatever is in. Is that normal?
Downloaded it to try it out, but there's a little problem. When I launch it, I get this:
[img]http://puu.sh/6PU91.png[/img]
As you can see, it doesn't recognize the HUD or the hitsound or anything. It just recognizes the name of the folder the hitsound/hud or whatever is in. Is that normal?
DeathyDownloaded it to try it out, but there's a little problem. When I launch it, I get this:
http://puu.sh/6PU91.png
As you can see, it doesn't recognize the HUD or the hitsound or anything. It just recognizes the name of the folder the hitsound/hud or whatever is in. Is that normal?
That's normal, the plugins got recognized properly but none of them has any metadata or thumbnails :)
[quote=Deathy]Downloaded it to try it out, but there's a little problem. When I launch it, I get this:
[img]http://puu.sh/6PU91.png[/img]
As you can see, it doesn't recognize the HUD or the hitsound or anything. It just recognizes the name of the folder the hitsound/hud or whatever is in. Is that normal?[/quote]
That's normal, the plugins got recognized properly but none of them has any metadata or thumbnails :)
fourDeathyDownloaded it to try it out, but there's a little problem. When I launch it, I get this:
http://puu.sh/6PU91.png
As you can see, it doesn't recognize the HUD or the hitsound or anything. It just recognizes the name of the folder the hitsound/hud or whatever is in. Is that normal?
That's normal, the plugins got recognized properly but none of them has any metadata or thumbnails :)
Alright, thanks for the quick response!
[quote=four][quote=Deathy]Downloaded it to try it out, but there's a little problem. When I launch it, I get this:
[img]http://puu.sh/6PU91.png[/img]
As you can see, it doesn't recognize the HUD or the hitsound or anything. It just recognizes the name of the folder the hitsound/hud or whatever is in. Is that normal?[/quote]
That's normal, the plugins got recognized properly but none of them has any metadata or thumbnails :)[/quote]
Alright, thanks for the quick response!
The Plugin gallery does not work at all for me
The Plugin gallery does not work at all for me
fourv1.1
Additions
- Added a Plugin Gallery Website
- Added sppi:// protocol
- Added updates via a custom server, hosted by tsc
- Added "(ESC to close)" text to the text viewer
- Made a plugin gallery here
Works like a charm. Thank you so much for doing this <3
[quote=four]v1.1
Additions
- Added a Plugin Gallery Website
- Added sppi:// protocol
- Added updates via a custom server, hosted by tsc
- Added "(ESC to close)" text to the text viewer
- Made a plugin gallery [url=http://4plug.fwdcp.net/]here[/url][/quote]
Works like a charm. Thank you so much for doing this <3
:(
[img]http://i.imgur.com/aU6eYnd.png[/img]
If this could work with the tf2huds.net site that would be amazing. Like an sppi download link on the new info page they're creating or something.
If this could work with the tf2huds.net site that would be amazing. Like an sppi download link on the new info page they're creating or something.
I added omni and I'm working on improving 4plug a bit :)
I added omni and I'm working on improving 4plug a bit :)
In the image you provided in the introductory post, metadata and a thumbnail are provided for a VPK file. How is this done? If I place a VPK in a folder, 4plug recognizes it as "Something Else". Thanks!
In the image you provided in the introductory post, metadata and a thumbnail are provided for a VPK file. How is this done? If I place a VPK in a folder, 4plug recognizes it as "Something Else". Thanks!
FusilliIn the image you provided in the introductory post, metadata and a thumbnail are provided for a VPK file. How is this done? If I place a VPK in a folder, 4plug recognizes it as "Something Else". Thanks!
It should show up as a vpk if it is in the custom folder, image and metadata are stored in different files
[quote=Fusilli]In the image you provided in the introductory post, metadata and a thumbnail are provided for a VPK file. How is this done? If I place a VPK in a folder, 4plug recognizes it as "Something Else". Thanks![/quote]
It should show up as a vpk if it is in the custom folder, image and metadata are stored in different files
So, vpk in /custom, and thumbnail40.png and readme.txt in /custom/[vpk name]? Sorry to be dense, I've looked through the documentation and can't seem find this info.
So, vpk in /custom, and thumbnail40.png and readme.txt in /custom/[vpk name]? Sorry to be dense, I've looked through the documentation and can't seem find this info.
run.command not working for me (on Mac)
EDIT: Here's what it says:
[ERROR] FATAL UNHANDLED EXCEPTION: System.TypeInitializationException: An exception was thrown by the type initializer for System.Drawing.KnownColors ---> System.TypeInitializationException: An exception was thrown by the type initializer for System.Drawing.GDIPlus ---> System.DllNotFoundException: libgdiplus.dylib
at (wrapper managed-to-native) System.Drawing.GDIPlus:GdiplusStartup (ulong&,System.Drawing.GdiplusStartupInput&,System.Drawing.GdiplusStartupOutput&)
at System.Drawing.GDIPlus..cctor () [0x00000] in <filename unknown>:0
--- End of inner exception stack trace ---
at System.Drawing.KnownColors..cctor () [0x00000] in <filename unknown>:0
--- End of inner exception stack trace ---
at System.Drawing.Color.get_Black () [0x00000] in <filename unknown>:0
at _4Plug.Form1..ctor () [0x00000] in <filename unknown>:0
at (wrapper remoting-invoke-with-check) _4Plug.Form1:.ctor ()
at _4Plug.Program.Start () [0x00000] in <filename unknown>:0
at _4Plug.Program.Main (System.String[] args) [0x00000] in <filename unknown>:0
logout
[Process Completed]
run.command not working for me (on Mac)
EDIT: Here's what it says:
[ERROR] FATAL UNHANDLED EXCEPTION: System.TypeInitializationException: An exception was thrown by the type initializer for System.Drawing.KnownColors ---> System.TypeInitializationException: An exception was thrown by the type initializer for System.Drawing.GDIPlus ---> System.DllNotFoundException: libgdiplus.dylib
at (wrapper managed-to-native) System.Drawing.GDIPlus:GdiplusStartup (ulong&,System.Drawing.GdiplusStartupInput&,System.Drawing.GdiplusStartupOutput&)
at System.Drawing.GDIPlus..cctor () [0x00000] in <filename unknown>:0
--- End of inner exception stack trace ---
at System.Drawing.KnownColors..cctor () [0x00000] in <filename unknown>:0
--- End of inner exception stack trace ---
at System.Drawing.Color.get_Black () [0x00000] in <filename unknown>:0
at _4Plug.Form1..ctor () [0x00000] in <filename unknown>:0
at (wrapper remoting-invoke-with-check) _4Plug.Form1:.ctor ()
at _4Plug.Program.Start () [0x00000] in <filename unknown>:0
at _4Plug.Program.Main (System.String[] args) [0x00000] in <filename unknown>:0
logout
[Process Completed]
it crashes automatically for me. help
it crashes automatically for me. help
Hey Four, if you're seeing this, we love you and want you back D:
Hey Four, if you're seeing this, we love you and want you back D:
Hate to be that guy, but this link
fourYou can install plugins from here with one click!
doesn't seem to be working anymore. Did the website go down, or has the link been changed? If so, please share the link, since I would like to see some more mods that are compatible with 4plug.
Hate to be that guy, but this link
[quote=four]You can install plugins from [url=http://4plug.fwdcp.net/]here[/url] with one click![/quote]
doesn't seem to be working anymore. Did the website go down, or has the link been changed? If so, please share the link, since I would like to see some more mods that are compatible with 4plug.
Didn't want to start a new thread, so..
Looking for a way to switch between my casting HUD and non-casting HUD, is this still the best way to do it? Is this outdated/is there a better way?
Didn't want to start a new thread, so..
Looking for a way to switch between my casting HUD and non-casting HUD, is this still the best way to do it? Is this outdated/is there a better way?
Provided the plugin still works, this should do what you want to do #57.
However, since all you want to do is swap huds you can do it manually very easily. Because tf2 only looks for the core directories two levels into custom/, you can effectively remove custom files by placing them one level deeper into custom/.
Therefore, you can make an extra folder in custom/ called "disabled", and move whatever hud you don't want to use into that directory, leaving the hud you wish to use in custom/. Then you can just cut and paste the hud (from custom/disabled/ to custom/ and vice versa) when you want to swap them.
Path to used hud: tf/custom/HUD/
Path to disabled hud: tf/custom/disabled/HUD/
Provided the plugin still works, this should do what you want to do #57.
However, since all you want to do is swap huds you can do it manually very easily. Because tf2 only looks for the core directories two levels into custom/, you can effectively remove custom files by placing them one level deeper into custom/.
Therefore, you can make an extra folder in custom/ called "disabled", and move whatever hud you don't want to use into that directory, leaving the hud you wish to use in custom/. Then you can just cut and paste the hud (from custom/disabled/ to custom/ and vice versa) when you want to swap them.
Path to used hud: tf/custom/HUD/
Path to disabled hud: tf/custom/disabled/HUD/
Stochast1cHowever, since all you want to do is swap huds you can do it manually very easily. Because tf2 only looks for the core directories two levels into custom/, you can effectively remove custom files by placing them one level deeper into custom/.
This will work, but you're not quite correct in that tf2 does not have a limit as to how deep it will search when loading custom content. The reason this works is due to the way the custom folder contents are merged into the game's virtual filesystem:
readme.txtWhen the game boots, this folder is automatically scanned for VPK files or
subfolders. Each subfolder or VPK is added as a search path, so the files
inside those VPK's or subfolders will override the default game files.
So when you have a hud in /custom/hud/, it's mounted in the game's root filesystem like so:
/custom/hud/materials/vgui/custom_ui_thing.res
^ the contents of this folder are placed in the root of the game's virtual
filesystem, so the file overrides the default /materials/vgui/custom_ui_thing.res
When you move it to a disabled folder like this:
/custom/disabled/hud/materials/vgui/custom_ui_thing.res
^ the contents of this folder are still being searched!
however, the custom file is now at /hud/materials/vgui/custom_ui_thing.res, so
when the game loads /materials/vgui/custom_ui_thing.res, it uses its own copy.
You are still adding a new search path, so you are still suffering a potential performance hit from the game having to call out to the filesystem to check for custom content in that path. This can be actually noticeable if you are loading from a hard drive rather than a solid state drive. It is also possible to end up accidentally changing files that you didn't want to, depending on what you name your custom folders.
Personally, I prefer to keep my mods in vpks (which can be made by dragging a custom folder on /common/Team Fortress 2/bin/vpk.exe). Then you can just rename vpks to whatever.vpk.disabled when you want to disable them and then you are actually removing them from the game entirely - no performance hit, no accidental collisions, etc. This is what my custom folder looks like:
http://i.imgur.com/mOR7JFv.png
The only downside to my method that I've found so far is that fonts don't work in vpks, so you have to have them in a folder outside of a vpk.
[quote=Stochast1c]However, since all you want to do is swap huds you can do it manually very easily. Because tf2 only looks for the core directories two levels into custom/, you can effectively remove custom files by placing them one level deeper into custom/.[/quote]
This will work, but you're not quite correct in that tf2 does not have a limit as to how deep it will search when loading custom content. The reason this works is due to the way the custom folder contents are merged into the game's virtual filesystem:
[quote=readme.txt]When the game boots, this folder is automatically scanned for VPK files or
subfolders. Each subfolder or VPK is added as a search path, so the files
inside those VPK's or subfolders will override the default game files.[/quote]
So when you have a hud in /custom/hud/, it's mounted in the game's root filesystem like so:
[code]/custom/hud/materials/vgui/custom_ui_thing.res
^ the contents of this folder are placed in the root of the game's virtual
filesystem, so the file overrides the default /materials/vgui/custom_ui_thing.res[/code]
When you move it to a disabled folder like this:
[code]/custom/disabled/hud/materials/vgui/custom_ui_thing.res
^ the contents of this folder are still being searched!
however, the custom file is now at /hud/materials/vgui/custom_ui_thing.res, so
when the game loads /materials/vgui/custom_ui_thing.res, it uses its own copy.[/code]
You are [b]still adding a new search path,[/b] so you are still suffering a potential performance hit from the game having to call out to the filesystem to check for custom content in that path. This can be actually noticeable if you are loading from a hard drive rather than a solid state drive. It is also possible to end up accidentally changing files that you didn't want to, depending on what you name your custom folders.
Personally, I prefer to keep my mods in vpks (which can be made by dragging a custom folder on /common/Team Fortress 2/bin/vpk.exe). Then you can just rename vpks to whatever.vpk.disabled when you want to disable them and then you are actually removing them from the game entirely - no performance hit, no accidental collisions, etc. This is what my custom folder looks like:
[img]http://i.imgur.com/mOR7JFv.png[/img]
The only downside to my method that I've found so far is that fonts don't work in vpks, so you have to have them in a folder outside of a vpk.
yo can you add the option for outline damage numbers
yo can you add the option for outline damage numbers