Couple of questions regarding managing add-ons as an author

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nate
Wyrmic
Posts: 261
Joined: Fri Jan 18, 2013 8:35 am

Couple of questions regarding managing add-ons as an author

#1 Post by nate »

Couple of questions. These are both regarding the Chronometer add-on at http://te4.org/games/addons/tome/chronometer

1) I'm having MD5 woes. I've entered the MD5 from a freshly downloaded version, double checked that I'm writing the MD5 to the correct version of my add-on-- don't know what else to do. Didn't do any editing while running; made sure I wasn't getting the ToME MD5 (although I entered that as well, just to check if I was crazy). Copy/paste from edit window for Chronometer 2.1: "d8ab0f6b0c82b040a7289b9602ef97cd" (no quotes, obviously). Copy/paste from my log: "[MODULE LOADER] addon chrono MD5 d8ab0f6b0c82b040a7289b9602ef97cd computed in 28 "

2) Not sure why, but my add-on isn't listed as a filter when browsing the character vault like so many (all?) other add-ons are. I'd love to be able to see that people are using it. Is there something I should do to get it there? Is there something I did wrong that is the reason it's not there, so I can avoid the trouble next time?
Proud father of Fx4fx and Chronometer add-ons; proud mother of Fated add-on

HousePet
Perspiring Physicist
Posts: 6215
Joined: Sun Sep 09, 2012 7:43 am

Re: Couple of questions regarding managing add-ons as an aut

#2 Post by HousePet »

1) I get the same md5 as you do, so no idea what is wrong.

2) I think it is automatically added when there is an entry in the vault, which won't happen if it is rejecting the md5.
My feedback meter decays into coding. Give me feedback and I make mods.

daftigod
Archmage
Posts: 300
Joined: Fri Feb 18, 2011 6:15 am

Re: Couple of questions regarding managing add-ons as an aut

#3 Post by daftigod »

also get the same md5 as you guys, with the 2.1 version. only thing I can think of is to triple check the addon page to make sure the correct md5 is entered. make sure to physically delete the entire text area to be sure there aren't any characters "off screen" to the left of the input area (I believe the md5 string is actually longer than the input area is wide, so it's possible that you are pasting the string after some sneaky characters). make sure you didn't accidentally copy any spaces also.

Also, if you have auto complete on, make sure you're not inadvertently selecting an older md5 string.

I can't think of anything else other than that. You could probably try to move any new engine files you created to the data folder, like the art assets and the natelib folder, just to see if that works. Since those files are now in the overload folder, and aren't actually overloading anything, the engine might be getting confused? I don't know, wish I could be of more help.

nate
Wyrmic
Posts: 261
Joined: Fri Jan 18, 2013 8:35 am

Re: Couple of questions regarding managing add-ons as an aut

#4 Post by nate »

Thanks for the double and triple check. Sometimes my brain farts, and it's nice to have a backup on that.

I'm pretty sure previous versions uploaded have validated properly, but never shown up as a filter, so I don't think the validation problem is connected to the filter problem. Of course, I could have brain-farted that.

My plan right now is to make a few code changes that need to happen anyways, upload a new version and MD5, and see if it validates. (That's more important to me than the vault filter, which would be nice, but isn't important to anybody except me and my fragile ego.)

If it won't validate with an updated version, I'll try to delete the add-on from the server and recreate it, see if that solves the problem. (The add-on page has been updated numerous times, sometimes with incorrect MD5s, sometimes with incorrect ToME version numbers, so it doesn't seem impossible that somehow along the way, something in the server code could have gotten confused.)

EDIT: Uploading a new version didn't help. Deleting and recreating the entire page did. It also made it finally show up on the vault filter. So problem solved, and if others suffer the same problems, delete and recreate.
Proud father of Fx4fx and Chronometer add-ons; proud mother of Fated add-on

aardvark
Wyrmic
Posts: 200
Joined: Wed Aug 22, 2012 12:16 am

Re: Couple of questions regarding managing add-ons as an aut

#5 Post by aardvark »

I had a similar problem with my lore library fix addon. In my case it was because I mistyped the addon short_name on the web site. The "Short Name" field (the second on the addon editing page) MUST identically match the short_name field in the addon's init.lua or it won't work. Just something else to check.

P.S. If that does turn out to be the problem, you have to update the file afterward to get the change to register, i.e. (on the te4.org web site):
  1. Edit the addon.
  2. Change the "Short Name" as appropriate.
  3. Save the changes to the addon.
  4. Edit the addon's file entry.
  5. Save the "changes" to the file.
It doesn't update an addon's files when you update the addon itself. You have to manually re-save them to get the upstream changes to propagate.

nate
Wyrmic
Posts: 261
Joined: Fri Jan 18, 2013 8:35 am

Re: Couple of questions regarding managing add-ons as an aut

#6 Post by nate »

Thanks aardvark-- I wouldn't be surprised if that's what I got wrong.
Proud father of Fx4fx and Chronometer add-ons; proud mother of Fated add-on

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