Releases: loco-choco/DIMOWA
DIMOWA v.1.0.4.3
DIMOWAModLoader
- (Fix) Made the mods reload on scene reload
- Made it better work with games that have more then two scenes
IMOWAGUI
- Made the mod menu scrollable (no more mods just disappearing or having its info getting cut in the middle)
DIMOWA v.1.0.4.2
- Made both branches have the same code base
- DIMOWAModLoader no longer uses json to read the file with the mod list
- CAMOWA now has again the BasicOWRigidbodyGO in the OWA version
- Both versions of the loader (not the manager) are in .net framework 2.0
DIMOWA v.1.0.4.1
- Fixed the problem with mod loading conflicting with the loader loading
- Made that mods are loaded at runtime, making it easier to update them and not requiring files to be moved
A tutorial for using the mod manager can be accessed here.
DIMOWA v.1.0.4
-
Doesn't require to be in the same folder as the game's dlls folder
-
Getting ready for it to work with OWMM
only the GUI version from the TABZ branch
- GUI version:
- Checks for missing assemblies
- Automatically moves files
- Doesn't crash when a fatal error happens, sending a message in the console window
DIMOWA v.1.0.3.3
- New multithread way to send info to the debbuger
If you already have DIMOWA v.1.0.3.x installed, you only need to replace DIMOWAModLoader.dll and CAMOWA.dll ( your mods will be unistalled).
DIMOWA v.1.0.3.2
DIMOWA v.1.0.3.2
- Added
ModDebugger
, it is kept inside theMod Debugger
folder and doesn't require any other dll to run. It connects to the game/CAMOWA by sockets, so your firewall may complain about it.- To use it you have to run it before opening the game, or else it won't connect to it;
- You can choose what type of message will be prompeted on the debugger (LOG, WARNING & ERROR), which will be colored depending on it;
- The message comes with a time stamp from a in-game counter that starts when the game starts;
- To call the
SendString
method (used to promp your message to the debugger), you need to first find the"DIMOWALevelLoaderHandler"
game object, and then get the ´ClientDebuggerSide´ class:
debugger = GameObject.Find("DIMOWALevelLoaderHandler").GetComponent<ClientDebuggerSide>();
debugger.SendString("Your Message",DebugType.LOG, LogingType.SEND_AND_LOG);
- Edit:
- Improved packets for
Mod Debugger
; - Fixed the never ending loop that would happen to the
Mod Debugger
when the game was closed, preventing it to close normaly; - Added names to the console executables, no longer showing the directory they were run in;
- Improved packets for
If you already have DIMOWA v.1.0.3.x installed, you only need to replace DIMOWAModLoader.dll and your mods will be unistalled.
DIMOWA v.1.0.3.1
DIMOWA v.1.0.3.1
- Patched the Assembly.LoadFrom() exception
- Patched mods not re-loading after the player has died in the SolarSystem scene
If you already have DIMOWA v.1.0.3 installed, you only need to replace DIMOWA.exe, CAMOWA.dll and DIMOWAModLoader.dll, and your mods will be unistalled
DIMOWA v.1.0.3
DIMOWA v.1.0.3
- Safer Mod Instalation (Mods are now installed in a seperated dll called DIMOWAModLoader, which is patched into the game via dimowa Installer & Unistaller)
- Added DIMOWA Installer and Unistaller
- New video showing how to install DIMOWA from the releses page
- Instead of downloading each file, a single .zip downlad is the only thing required
DIMOWA v.1.0.2
- New icon to the executable
DIMOWA v.1.0.1
-
Small Bug Fix ( if there was no mod and
install all
orunistall all
was called, the program would still try to perform this action): -
When a
mods
folder isn't found, the program will create one (Before: If the foldermods
did not existed, the program would crash) -
The method choosen as the ModInnit is the one that has the Annotation, no matter the name that it has (Before: Mods that didn't have the ModInnit called ModInnit would crash the program)