Author Topic: [Recalled] MWLL Tools 0.11.716.234 (0.11 fix #2) released (hotfix)  (Read 628 times)

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Offline ShdNx

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Update (19/07/11): a new hotfix (0.11.719.236) has been released, addressing all the issues this release was meant to, plus some additional ones.



Important notice
This update has been recalled (the Auto Updater won't detect it anymore) due to Visual C++ runtime incompatibility issues. You may want to consider to roll back to MWLL Tools 0.11.716.227 (you can use the direct HTTP download).
If it's not working for you, you can give this hotfix a try (direct HTTP download is the only option to get it at the moment), but note that you may encounter this crash mentioned above.

I'm very sorry for the inconvenience!
Thank you for your patience while we're working on the issue.




This hotfix brings a few critical bugfixes for the Auto Updater, and also some minor changes for the Actionmapper (resolving Az's complaint). This should make the Auto Updater once again usable for the new players (or anyone having a fresh installation of the MWLL Auto Updater). Thank you very much for your patience!

The files used by the Launcher's build repair module and the installer downloadable from the main MWLL site will be updated shortly. If the Auto Updater you currently have is having difficulty downloading this update, then try downloading the update package directly from our webserver, and extract the contents of the archive to your MWLL folder. Make sure that you allow the old files to be overwritten. Please do not use the direct HTTP download unless your current version of the Auto Updater is not functional on your machine, as we do not have the capacity to serve a large number of downloads this way.

Thank you very much for your continuing support of MWLL!
Release notes, as usual, are below.

Auto Updater
 - Fixed a critical bug with the settings file initialization that would cause the application to crash if the settings file didn't already exist.
 - Fixed a bug that prevented the installer from returning control upon error, thereby corrupting the state of the installer and causing crashes unrelated to the original issue.

Actionmapper (v0.3.9)
 - Removed dialog for autoselection when there's only one profile.

Enjoy!
« Last Edit: July 19, 2011, 10:41:30 PM by (TLL)ShdNx »
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Offline ShdNx

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Re: MWLL Tools 0.11.716.234 (0.11 fix #2) released (hotfix)
« Reply #1 on: July 16, 2011, 11:48:51 PM »
I have received automated crash reports with my most feared error message:

Quote
System.DllNotFoundException: Unable to load DLL 'mwll_torrent.dll': The application has failed to start because its side-by-side configuration is incorrect.

This crash usually happens when the client has a different version of the Visual C++ runtime than what the application was compiled with. It might be possible that I have an incorrect of the said runtime installed, which in turn would cause most people to experience a crash like this. I'm currently considering recalling the update until we can address this problem.

Anyone experiencing such a crash after having downloaded this hotfix? Or is everything working fine for you?
To test it quickly, just do this:

  • Make sure that your Auto Updater is of version 0.11.716.234 (so it's the latest version).
  • Rename your current 'MWLL' folder to 'MWLL-bak' (or anything, really)
  • Create an empty folder in Crysis Wars\Mods, name it 'MWLL' and copy the following files from your MWLL build to the newly created empty folder: MWLL.AutoUpdater.exe, Shd.dll, Ionic.Zip.dll, mwll_torrent.dll, MwllTorrent.dll
  • Start the Auto Updater. It should offer the MWLL 0.5.0 build for download. Press the 'Start download' button to begin the updating process.
  • If the download initializes and starts without any errors or crashing, you're good to go. You can cancel the update and restore your MWLL build to its original state. Please post here about your experience!

Please give me some feedback to give me an idea of what's going on. Thank you!
External tools lead developer

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What is this talk of release? Klingons do not release software. Our software escapes leaving a bloody trail of designers and quality assurance people in its wake.
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Online TAX_MAN!

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Re: MWLL Tools 0.11.716.234 (0.11 fix #2) released (hotfix)
« Reply #2 on: July 17, 2011, 12:07:53 AM »
Works fine for me.

Offline Az

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Re: MWLL Tools 0.11.716.234 (0.11 fix #2) released (hotfix)
« Reply #3 on: July 17, 2011, 12:30:52 AM »
Oh great, now I'm two versions behind. What the point of trying to give feedback if I can't deliver it when it's still relevant? Stop working so hard! It exposes my laziness -_-


I did your little test, you should have received my crash report by now... I never had an issue with the Launcher / AutoUpdater before. Let me know if you need additional info. That "side-by-side" thing is what keeps gazillions of copies of the same files in a feeble attempt to avoid DLL Hell, right?

On the bright side, the Actionmapper "last profile" thing is fixed :).

Offline Bloodycrow

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Re: MWLL Tools 0.11.716.234 (0.11 fix #2) released (hotfix)
« Reply #4 on: July 17, 2011, 12:48:16 AM »
I have received automated crash reports with my most feared error message:

Quote
System.DllNotFoundException: Unable to load DLL 'mwll_torrent.dll': The application has failed to start because its side-by-side configuration is incorrect.

This crash usually happens when the client has a different version of the Visual C++ runtime than what the application was compiled with. It might be possible that I have an incorrect of the said runtime installed, which in turn would cause most people to experience a crash like this. I'm currently considering recalling the update until we can address this problem.

Anyone experiencing such a crash after having downloaded this hotfix? Or is everything working fine for you?
To test it quickly, just do this:

  • Make sure that your Auto Updater is of version 0.11.716.234 (so it's the latest version).
  • Rename your current 'MWLL' folder to 'MWLL-bak' (or anything, really)
  • Create an empty folder in Crysis Wars\Mods, name it 'MWLL' and copy the following files from your MWLL build to the newly created empty folder: MWLL.AutoUpdater.exe, Shd.dll, Ionic.Zip.dll, mwll_torrent.dll, MwllTorrent.dll
  • Start the Auto Updater. It should offer the MWLL 0.5.0 build for download. Press the 'Start download' button to begin the updating process.
  • If the download initializes and starts without any errors or crashing, you're good to go. You can cancel the update and restore your MWLL build to its original state. Please post here about your experience!

Please give me some feedback to give me an idea of what's going on. Thank you!

Followed these instructions to the letter.

When the download for 0.5.0 started, it experienced a Runtime Error, which offered an apology, a notice that the developers had been notified with a crash report and an offer to try and start the update again. Unfortunately, that itself suffered a Stopped Running error:

Description:
  Stopped working

Problem signature:
  Problem Event Name:   CLR20r3
  Problem Signature 01:   mwll.autoupdater.exe
  Problem Signature 02:   0.11.716.234
  Problem Signature 03:   4e21e350
  Problem Signature 04:   MwllTorrent
  Problem Signature 05:   1.0.716.2
  Problem Signature 06:   4e21df4c
  Problem Signature 07:   5
  Problem Signature 08:   0
  Problem Signature 09:   System.DllNotFoundException


Offline ShdNx

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Re: MWLL Tools 0.11.716.234 (0.11 fix #2) released (hotfix)
« Reply #5 on: July 17, 2011, 12:53:46 AM »
Oh great, now I'm two versions behind. What the point of trying to give feedback if I can't deliver it when it's still relevant? Stop working so hard! It exposes my laziness -_-

My sincere apologies! I promise, if I manage to get the Auto Updater stable again, you'll have at least a month to work on your feedback. ;-)

I did your little test, you should have received my crash report by now... I never had an issue with the Launcher / AutoUpdater before. Let me know if you need additional info. That "side-by-side" thing is what keeps gazillions of copies of the same files in a feeble attempt to avoid DLL Hell, right?

What you're thinking about is .NET's similar concept. The main difference (that I know of) is that the .NET version of side-by-side runtimes actually works, so it's not the thing that's causing the crash.

Here the issue is caused by the Visual C++ runtime version: I mostly likely have some update installed that you don't, and therefore mwll_torrent.dll (which is a native library, written in C++) requires the configuration I have on my machine to work, otherwise this crash will occur. I've been trying to get my VC++ runtime to be the correct version for quite a time now, and I assumed I've succeeded when the binaries I compiled worked for all the alpha testers who were kind enough to give me a hand in testing (special thanks to Cygma and ragor, who are among the best ATs I ever had the pleasure of working with!).

Apparently, I was wrong. At the time of writing, I have received 14 18 crash reports regarding this problem from 3 5 people, among them you and Bloodycrow.

On the bright side, the Actionmapper "last profile" thing is fixed :).

You can thank CapperDeluxe for that - he fixed it really quickly (not that I gave him the time to be lazy :P).



I've recalled this update, hiding it from the Auto Updater. You may want to consider to roll back to MWLL Tools 0.11.716.227 (you can use the direct HTTP download).
If it's not working for you, you can give this hotfix a try (direct HTTP download is the only option to get it at the moment), but note that you may encounter this crash mentioned above.

Thank you for your patience while we're working on the issue.
« Last Edit: July 17, 2011, 01:02:19 AM by (TLL)ShdNx »
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Offline Cygma

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Re: MWLL Tools 0.11.716.234 (0.11 fix #2) released (hotfix)
« Reply #6 on: July 17, 2011, 03:55:21 AM »
If it's a side-by-side issue with the C++ part, it's most likely caused by KB2538242, which apparently isn't installed automatically for everyone (thanks MS...).
Those users affected could try manually installing the redistributable linked above and see if that fixes it.
<Insert cool content here>

Offline Az

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Re: MWLL Tools 0.11.716.234 (0.11 fix #2) released (hotfix)
« Reply #7 on: July 17, 2011, 04:16:40 AM »
Bingo, that did the trick.


What you're thinking about is .NET's similar concept.

Not really, I've got a bunch a similar files in my WinSxS folder that don't have anything to do with .NET. Though I'll admit I'm not too familiar with either .NET or WinSxS. The .NET version of it is the one where you install .NET 4.0, then .NET 3.5, then .NET 3.0, then .NET 2.0, then you hope you'll never need that intermediate version you never heard about, right? :P


I'm now going to post my week-old reply, hopefully before fix #3 is released. I feel so stupid taking that much time to put my thoughts in order, that's not even funny. And probably not worth the effort, that's the saddest part.

I'll have some more remarks to make about the Launcher and Actionmapper, but... later. (I swear. But knowing myself I don't want to set any date :)
« Last Edit: July 17, 2011, 10:25:22 AM by Az »

Offline Az

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Re: MWLL Tools 0.11.703.220 released
« Reply #8 on: July 17, 2011, 10:32:38 AM »
As far as I know - although I don't know too much about this topic - the MWLL actionmaps is a superset of the Crysis Wars actionmaps. This means that both Crysis Wars and MWLL should be able to operate with the same profile. Naturally, if the user changes anything in the actionmaps within Crysis Wars, the MWLL actionmaps settings will be lost (as actionmaps.xml is re-generated), and effectively the MWLL control settings (the ones that are not present in Crysis Wars) are reset to default. At least, that's my theory.

I tested your theory, as well as mine. It turns out the profile files (actionmaps.xml, attributes.xml, profile.xml) are rewritten as soon as they are loaded. I think the game simply reads then dumps the XMLs in order to ensure their conformity. I would have thought Crysis would keep the unused sections intact (e.g. "aerospace" when under Wars, "seavehicle" when under MWLL) but it doesn't; they are mercilessly deleted. It's harder to figure out what happens exactly to the common sections, because oddly enough the same actions aren't always rewritten in the same order for Wars and MWLL. I think they're all reverted to default too.
I'm sure of that much: a new profile created with MWLL then loaded with Wars will be identical to a newly created Wars profile, and vice versa.

So the active profile is set globally, not per mod, and the actionmaps is reset as soon as it is loaded. That's basically the worst possible case. Launching Wars will destroy your MWLL profile.
Add to this the fact that the linux dedicated server is unable to load mods, and mod support for Crysis now really looks like an afterthought.


Such users indeed wouldn't be detected as first-time players, which is not very good, but it isn't tragic either. I honestly have no idea at this point as to how to solve this issue.

Actually, there's a pretty simple way to tell a MWLL profile from a vanilla one: look in actionmaps.xml for a line matching " <actionmap name="mech" version="19">".
But it wouldn't help in the case of a user creating a profile in vanilla Wars first in order to join a server and avoid gamespy/key issues within MWLL. There would be no way for the launcher to tell that this profile is intended for MWLL use, at least not until some kind of DirectMind® API is released... but that would leave out XP users anyway ;).
So yeah, back to: I honestly have no idea at this point as to how to solve this issue.


I'm a lot more concerned with existing players unable to run the Auto Updater, for instance.

Of course, that's the priority. But there is nothing I can do about that. Until I'm hit by such a bug, then I'd be able to report my issues... but I'm not specifically looking forward to this ^^.
What I can do is nitpick over UI details, and mull over trivial features. I think that's within my reach, I'm giving it my best! And if done right, it might save you devs some time thinking about those petty things. Time you can then waste on implementing them. My plan is almost perfect.


I don't really understand what you're suggesting here. The Actionmapper is distributed along with the other MWLL Tools, like the Launcher and the Auto Updater. It doesn't bring a new default_actionmaps.xml with it

Actually, it does, though it's named actionmaps_default.xml. It's zipped inside Actionmapper.jar, and is the file used to create new actionmaps.

Quoting the previous changelog:
Actionmapper
 - Cross-tab conflict detection added.
 - Missing actions from older actionmaps no longer require a new actionmaps to be created, instead it will be added automatically once user tries to bind the new action.
 - Added a label that shows up when modifications are made indicating the user must restart MWLL for changes to take effect.
 - Default actionmaps missing actions added back in.
 - Default actionmaps conflicts corrected (e.g. "c" key flushes coolant in Vehicle and no longer pitches up in Aero also).
 - Spectator actions no longer show conflicts with non-spectator actions if bound to the same key.
 - Added missing action for 'Target Nearest Friendly'.


That embedded default actionmaps received a bunch a small improvements, but you need to use the Actionmapper to benefit from them. A new player installing 0.5.1 would probably play right away, trusting the default controls. Then he'd try out ASF, fly at low altitude and flush coolant. Surprise! :D

The default controls work quite well(*), so not everyone will feel the need to tweak them right away and generate a new actionmaps. But as they can and do get refined over time, new players are missing out on the improvements. In the past, the mod's default_actionmaps.xml and Actionmapper's actionmaps_default.xml weren't always synchronised. Now that the Actionmapper is updated separately it will happen more often, and since Tools updates are more easily released it would make sense for it to also keep default_actionmaps.xml up-to-date. That was the reasoning behind my suggestion.

Now, I understand the reluctance about modifying the default_actionmaps.xml as part of tools releases. Synchronising the two files for each "minor" mod update should be enough then, but I'll suggest a small change. When loading a "fresh" profile with the Actionmapper, a message box is shown saying "Since it appears to be the first time using Actionmapper for this profile the original actionmaps has been backed up and named 'original'.". That message could be expanded to recommend the creation of a new actionmaps, which would ensure the use of the latest defaults.

[On a completely unrelated subject, if any expert in orthotypography can tell me how I should have handled that '.". sequence, I'm interested. I mean, WTH?]


* I tend to believe the eject key bound to F by default is actually a clever ploy to prompt players to use the Actionmapper. It works! It's also pretty effective at giving away newbies. Often a very dead giveaway.
More seriously, that's the only control I have to change to play, I'm pretty sure it can be improved.
I think the Eject functionality should split away from Use / Get in. It is a destructive emergency measure that has little to do with picking up a weapon or hopping in a vehicle. A dev opposed this idea saying different keys to get in and out of an asset wouldn't make sense and confuse people. Both are valid opinions, there must be a way to reconcile them.
Let's define "ejecting" as getting out of a powered up vehicle, whether the ejection mechanism is active, blown up or non-existent (the league cvar might follow a slightly different definition). The current action would be renamed Use / Get in / Get out and allow getting out of a powered down vehicle, thus partly (mostly?) solving the consistency problem. At this point, it would be possible to bind the two actions to the same key without conflicts, and emulate the current behaviour. Or bind them to different keys, and benefit from both an easily accessible key to enter assets (and leave them in non-combat situations) and a "hard to hit by mistake" one for ejection.
It would also make sense for the Eject key to allow getting out – in a non-explosive manner – of a powered down asset. But this would potentially conflict with the Use action, if bound to the same key. If the engine can gracefully handle that, then I can't find any downside to this suggestion. Which I realise isn't related to the Actionmapper – I'm getting a bit sidetracked here.


It doesn't appear to be a serious issue (for me, that is) at all. In my opinion it's always better to let the user exactly know what's going on and if possible, give them a choice. What I mean is: make user choices explicit. This may feel inconvenient for you sometimes, but I do believe that it also potentially helps a lot of users keeping up with what's the program is doing.

But it is not a serious issue, I never stated or thought that. On the other hand, I don't think a proposed fix or feature has to be related to a serious issue to be worth looking at either. I noticed that potentially unnecessary step since the Actionmapper was first released with MWLL, but I only bothered to post about it now, and not really out of a sense of urgency.

I can't agree more with you on the subject of user choice and information; I'd rather have too much control than not enough. Too much information can be inconvenient at times, but it's not as frustrating and infuriating as some software doing as it goddamn pleases. Arguably a matter of temperament. I screwed up a Debian install once, it led to lots of fun – the Dwarf Fortress definition of "fun". I also learned quite a bit from that. My Windows partition is named F: and only Gates knows why. I guess I learned XP's installer is still stuck in the 80s.

So while I agree with you on the general principle, in this case it's a recurrent choice that isn't likely to change often and has no ill effect (as it is possible to switch profile right away without modifying anything). And that's exactly how Crysis itself handles profiles anyway: it picks one, displays its name at the top of the screen, and offers a menu to switch.

About the displayed name: I was about to suggest in my previous post that the Actionmapper should do the same... before realising it already does. It's legible, it's in the right place, but somehow it didn't register.
I think it's all the more important to give user feedback when implicit choices are made. Maybe it's the relatively low contrast with the grey background, maybe it's the alignment with the tabs, or maybe it's just me, but it couldn't hurt to make the selected profile name more obvious. By putting it in bold, adding it to the title bar...
The more I think about it, the more I believe it's just me though :).

Offline ShdNx

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Re: MWLL Tools 0.11.716.234 (0.11 fix #2) released (hotfix)
« Reply #9 on: July 17, 2011, 04:46:19 PM »
Bingo, that did the trick.

Nice job, Cygma. :O
If this works, then I'll just tell the user to install that security update if the downloader initialization fails.

What you're thinking about is .NET's similar concept.

Not really, I've got a bunch a similar files in my WinSxS folder that don't have anything to do with .NET. Though I'll admit I'm not too familiar with either .NET or WinSxS. The .NET version of it is the one where you install .NET 4.0, then .NET 3.5, then .NET 3.0, then .NET 2.0, then you hope you'll never need that intermediate version you never heard about, right? :P

I'll be honest: I have no idea what other stuff is in the WinSxS folder.
Yes, the .NET side-by-side is the one that you described. :)

In .NET, the dll hell is resolved by the GAC (Global Assembly Cache). That is a different thing, it doesn't operate with runtimes, but instead with the class libraries that define the .NET Framework's base class library (BCL).

I'm now going to post my week-old reply, hopefully before fix #3 is released. I feel so stupid taking that much time to put my thoughts in order, that's not even funny. And probably not worth the effort, that's the saddest part.

I'll have some more remarks to make about the Launcher and Actionmapper, but... later. (I swear. But knowing myself I don't want to set any date :)

Damn, I wasn't quick enough with fix #3. :(
:D

As far as I know - although I don't know too much about this topic - the MWLL actionmaps is a superset of the Crysis Wars actionmaps. This means that both Crysis Wars and MWLL should be able to operate with the same profile. Naturally, if the user changes anything in the actionmaps within Crysis Wars, the MWLL actionmaps settings will be lost (as actionmaps.xml is re-generated), and effectively the MWLL control settings (the ones that are not present in Crysis Wars) are reset to default. At least, that's my theory.

I tested your theory, as well as mine. It turns out the profile files (actionmaps.xml, attributes.xml, profile.xml) are rewritten as soon as they are loaded. I think the game simply reads then dumps the XMLs in order to ensure their conformity. I would have thought Crysis would keep the unused sections intact (e.g. "aerospace" when under Wars, "seavehicle" when under MWLL) but it doesn't; they are mercilessly deleted. It's harder to figure out what happens exactly to the common sections, because oddly enough the same actions aren't always rewritten in the same order for Wars and MWLL. I think they're all reverted to default too.
I'm sure of that much: a new profile created with MWLL then loaded with Wars will be identical to a newly created Wars profile, and vice versa.

So the active profile is set globally, not per mod, and the actionmaps is reset as soon as it is loaded. That's basically the worst possible case. Launching Wars will destroy your MWLL profile.
Add to this the fact that the linux dedicated server is unable to load mods, and mod support for Crysis now really looks like an afterthought.

Interesting. Thanks for your research!

I'm a lot more concerned with existing players unable to run the Auto Updater, for instance.

Of course, that's the priority. But there is nothing I can do about that. Until I'm hit by such a bug, then I'd be able to report my issues... but I'm not specifically looking forward to this ^^.
What I can do is nitpick over UI details, and mull over trivial features. I think that's within my reach, I'm giving it my best! And if done right, it might save you devs some time thinking about those petty things. Time you can then waste on implementing them. My plan is almost perfect.

Any ideas and suggestions are always very welcome. Please don't hesitate to share any thoughts you have!

I don't really understand what you're suggesting here. The Actionmapper is distributed along with the other MWLL Tools, like the Launcher and the Auto Updater. It doesn't bring a new default_actionmaps.xml with it

Actually, it does, though it's named actionmaps_default.xml. It's zipped inside Actionmapper.jar, and is the file used to create new actionmaps.

Quoting the previous changelog:
Actionmapper
 - Cross-tab conflict detection added.
 - Missing actions from older actionmaps no longer require a new actionmaps to be created, instead it will be added automatically once user tries to bind the new action.
 - Added a label that shows up when modifications are made indicating the user must restart MWLL for changes to take effect.
 - Default actionmaps missing actions added back in.
 - Default actionmaps conflicts corrected (e.g. "c" key flushes coolant in Vehicle and no longer pitches up in Aero also).
 - Spectator actions no longer show conflicts with non-spectator actions if bound to the same key.
 - Added missing action for 'Target Nearest Friendly'.


That embedded default actionmaps received a bunch a small improvements, but you need to use the Actionmapper to benefit from them. A new player installing 0.5.1 would probably play right away, trusting the default controls. Then he'd try out ASF, fly at low altitude and flush coolant. Surprise! :D

The default controls work quite well(*), so not everyone will feel the need to tweak them right away and generate a new actionmaps. But as they can and do get refined over time, new players are missing out on the improvements. In the past, the mod's default_actionmaps.xml and Actionmapper's actionmaps_default.xml weren't always synchronised. Now that the Actionmapper is updated separately it will happen more often, and since Tools updates are more easily released it would make sense for it to also keep default_actionmaps.xml up-to-date. That was the reasoning behind my suggestion.

Now, I understand the reluctance about modifying the default_actionmaps.xml as part of tools releases. Synchronising the two files for each "minor" mod update should be enough then, but I'll suggest a small change. When loading a "fresh" profile with the Actionmapper, a message box is shown saying "Since it appears to be the first time using Actionmapper for this profile the original actionmaps has been backed up and named 'original'.". That message could be expanded to recommend the creation of a new actionmaps, which would ensure the use of the latest defaults.

Ahh, okay, I see your point. Apparently you know more about actionmaps than I do. :)
I'll talk this over with CapperDeluxe and see what we can do. Thanks!

[On a completely unrelated subject, if any expert in orthotypography can tell me how I should have handled that '.". sequence, I'm interested. I mean, WTH?]

I'm no expert, but as far as I know in this case you just omit the dot after the closing quote. Like saying "The cake is a lie."

* I tend to believe the eject key bound to F by default is actually a clever ploy to prompt players to use the Actionmapper. It works! It's also pretty effective at giving away newbies. Often a very dead giveaway.
More seriously, that's the only control I have to change to play, I'm pretty sure it can be improved.
I think the Eject functionality should split away from Use / Get in. It is a destructive emergency measure that has little to do with picking up a weapon or hopping in a vehicle. A dev opposed this idea saying different keys to get in and out of an asset wouldn't make sense and confuse people. Both are valid opinions, there must be a way to reconcile them.
Let's define "ejecting" as getting out of a powered up vehicle, whether the ejection mechanism is active, blown up or non-existent (the league cvar might follow a slightly different definition). The current action would be renamed Use / Get in / Get out and allow getting out of a powered down vehicle, thus partly (mostly?) solving the consistency problem. At this point, it would be possible to bind the two actions to the same key without conflicts, and emulate the current behaviour. Or bind them to different keys, and benefit from both an easily accessible key to enter assets (and leave them in non-combat situations) and a "hard to hit by mistake" one for ejection.
It would also make sense for the Eject key to allow getting out – in a non-explosive manner – of a powered down asset. But this would potentially conflict with the Use action, if bound to the same key. If the engine can gracefully handle that, then I can't find any downside to this suggestion. Which I realise isn't related to the Actionmapper – I'm getting a bit sidetracked here.

You should open a new topic for this, because that's absolutely not my jurisdiction. :)

It doesn't appear to be a serious issue (for me, that is) at all. In my opinion it's always better to let the user exactly know what's going on and if possible, give them a choice. What I mean is: make user choices explicit. This may feel inconvenient for you sometimes, but I do believe that it also potentially helps a lot of users keeping up with what's the program is doing.

But it is not a serious issue, I never stated or thought that. On the other hand, I don't think a proposed fix or feature has to be related to a serious issue to be worth looking at either. I noticed that potentially unnecessary step since the Actionmapper was first released with MWLL, but I only bothered to post about it now, and not really out of a sense of urgency.

I can't agree more with you on the subject of user choice and information; I'd rather have too much control than not enough. Too much information can be inconvenient at times, but it's not as frustrating and infuriating as some software doing as it goddamn pleases. Arguably a matter of temperament. I screwed up a Debian install once, it led to lots of fun – the Dwarf Fortress definition of "fun". I also learned quite a bit from that. My Windows partition is named F: and only Gates knows why. I guess I learned XP's installer is still stuck in the 80s.

So while I agree with you on the general principle, in this case it's a recurrent choice that isn't likely to change often and has no ill effect (as it is possible to switch profile right away without modifying anything). And that's exactly how Crysis itself handles profiles anyway: it picks one, displays its name at the top of the screen, and offers a menu to switch.

About the displayed name: I was about to suggest in my previous post that the Actionmapper should do the same... before realising it already does. It's legible, it's in the right place, but somehow it didn't register.
I think it's all the more important to give user feedback when implicit choices are made. Maybe it's the relatively low contrast with the grey background, maybe it's the alignment with the tabs, or maybe it's just me, but it couldn't hurt to make the selected profile name more obvious. By putting it in bold, adding it to the title bar...
The more I think about it, the more I believe it's just me though :).

Okay, I see your point. And since I can't counter your wall of text with another wall of text, I'll just silently agree and go back to coding. ;)
On a serious note, I haven't given it as much thought as you have here, and coming to think of it, you're right. Giving too much explicit control (like a popup window saying "Here is this shiny big red button, wanna press it now?") to the user might be destructive. :)
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Offline =CJW=YalK

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Re: [Recalled] MWLL Tools 0.11.716.234 (0.11 fix #2) released (hotfix)
« Reply #10 on: July 17, 2011, 05:23:20 PM »
So......now, what do I need too do again?



Expecting understanding and empathy on the internet (especially in Toast [especially by Bill]) = fail.

And I say hey hey hey....I said hey, what's goin' on And I say hey.... hey....I said hey, what's goin' on

Offline ShdNx

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Re: [Recalled] MWLL Tools 0.11.716.234 (0.11 fix #2) released (hotfix)
« Reply #11 on: July 17, 2011, 05:48:09 PM »
So......now, what do I need too do again?

Nothing, for the time being. We're working on including the installer for the correct VC++ redist, which the Auto Updater will automatically install if the download initialization fails with the DllNotFoundException error. It will be released either later today or tomorrow.

Please be patient.

If you don't yet have the security update that Cygma linked installed, then you could also help me by alpha-testing this workaround. If so, please add me on MSN, my address is: kozargabor {at} gmail {dot} com.
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Re: [Recalled] MWLL Tools 0.11.716.234 (0.11 fix #2) released (hotfix)
« Reply #12 on: July 17, 2011, 06:02:32 PM »
Ok, so don't need to do anything except be patient....I can do that, easily....



Expecting understanding and empathy on the internet (especially in Toast [especially by Bill]) = fail.

And I say hey hey hey....I said hey, what's goin' on And I say hey.... hey....I said hey, what's goin' on

Offline Taemien

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Re: [Recalled] MWLL Tools 0.11.716.234 (0.11 fix #2) released (hotfix)
« Reply #13 on: July 17, 2011, 11:34:30 PM »
Downloaded the 227 update, and didn't get the 234 one. However now MWLL won't launch without being minimized. When I try to maximize or switch to it in task manager it just minimizes again.

Offline ShdNx

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Re: [Recalled] MWLL Tools 0.11.716.234 (0.11 fix #2) released (hotfix)
« Reply #14 on: July 18, 2011, 12:25:44 AM »
Downloaded the 227 update, and didn't get the 234 one. However now MWLL won't launch without being minimized. When I try to maximize or switch to it in task manager it just minimizes again.

That shouldn't be related, nothing has been changed regarding how MWLL is launched.
You should try opening a new topic for it.
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