Jacob1's Mod

  • jacob1
    22nd Sep 2023 Developer 1 Permalink
    Version 54.1 Released!

    Version 54.1 2023-09-21
    • Update to script manager 3.14
    • Fix bug preventing script manager updates from working if you already had script manager in autorun.lua


    This is a smaller update, mostly issued to fix a bug preventing script manager updates. Script manager updates would be written to scriptmanager.lua instead of autorun.lua in my mod. But this creates a conflict with autorun.lua (which is loaded first), and only the older version gets run. I'm not sure how the update system was ever supposed to work.
    I've removed scriptmanager.lua now. It will get deleted on startup if it exists. This won't cause any problems because the built-in version is loaded instead, so long as script manager wasn't already loaded through autorun.lua.
    A hack was added to handle script manager updates if you update from <= 3.14. These versions still try writing updates to scriptmanager.lua, but the hack in my mod will rename it to autorun.lua before restarting.

    Download Version 54.1 for Windows
    Download Version 54.1 for macOS
    Download Version 54.1 for 64 bit linux.
    Download Version 54.1 for 32 bit linux.
    Edited 2 times by jacob1. Last: 22nd Sep 2023
  • Elijohana836774
    27th Sep 2023 Member 0 Permalink

    Net

  • qn3441777
    29th Sep 2023 Member 0 Permalink

    It appears that after updating from ver 54 to 54.1, Windows defender flags the executable as a malware? (spefically, "Trojan:Win32/Bearfoos.B!ml")

    Edit: After thinking for a bit, it might be flagged cause of the hack that you made for the script manager?

    Edited once by qn3441777. Last: 29th Sep 2023
  • jacob1
    29th Sep 2023 Developer 0 Permalink
    @qn3441777 (View Post)
    Different terminology, I don't mean "hack" in a malicious sense, it's another definition that means "ugly workaround".

    Anyway, the virus warning can be safely ignored. That's not a real virus, the new version of my mod just hasn't built up enough reputation to be trusted yet. You can also tell it's not real because of the !ml at the end of the malware name, that means it hasn't matched any actual known malware, but it is just trying to use machine learning to guess if it is or not.
    Note that every new update, even to the official game, will cause this error.
  • qn3441777
    29th Sep 2023 Member 0 Permalink

    @jacob1 (View Post)

     Well, yeah, I did mean "hack" as the ugly workaround, but I forgot to put the double quotes there, sorry.

    Anyway, it's probably because the game was downloading and executing the new binary, which is very malware-y.

    Thanks for the quick response! : )

    Edited once by qn3441777. Last: 29th Sep 2023
  • jacob1
    29th Sep 2023 Developer 0 Permalink
    @qn3441777 (View Post)
    Yeah there's a lot that tpt does that is shady. Downloading a new .exe file to replace yourself with is suspicious. Lua and Luajit are also suspicious. Currently the only way we know of to stop being flagged is to pay for a .exe signing key, which I'm not willing to do.
  • qn3441777
    30th Sep 2023 Member 0 Permalink

    @jacob1 (View Post)

     I do think that you should add some sort of dialog before tpt updates so people won't get confused.

  • qn3441777
    2nd Oct 2023 Member 0 Permalink

    @jacob1 (View Post)

     I've noticed that the script "Alloy brushes" works in Cracker1000's mod (and maybe vanilla too, I haven't tested on that), but it is nearly completely broken on your mod? (already made alloys from the other instance do work when I switch to your mod's instance tho)

    Edited 3 times by qn3441777. Last: 2nd Oct 2023
  • jacob1
    2nd Oct 2023 Developer 0 Permalink
    @qn3441777 (View Post)
    Oh yeah, it's completely broken. I'm not sure why, but there's definitely more than one problem affecting it.

    The biggest issue is with gfx.setClipRect, which is a function I just made changes to in my mod. It's supposed to cull certain sections out when drawing. It's not implemented properly in my mod though. And, even if I try to fix that bug, it still doesn't fix the script.
    I'm not sure why the script is coded this way, perhaps the script is trying to cull out any drawing that happens outside the window borders, although in my mod it is impossible to do this anyway, and I think the coordinates the script uses are wrong.

    After fixing gfx.setClipRect, I tried just removing it from the script entirely, but a bunch of stuff still doesn't render properly.

    Then there's also the icons, which don't display properly.
  • qn3441777
    2nd Oct 2023 Member 0 Permalink

    @jacob1 (View Post)

     I wonder why you changed that function?