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August 13th, 2006, 07:15 PM
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Shrapnel Fanatic
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Join Date: Jul 2001
Location: Southern CA, USA
Posts: 18,394
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New Mod Launcher v0.22
Partially out of boredom, I have been working on a new mod launcher. Matryx' is great, but it has a few quirks that have always irked me, such as being unable to move or resize it.
Differences between the two:
- Can resize and move the window.
- Double clicking on a mod name is equivalent to hitting Launch SE4 button.
- Double clicking on a savegame name is equivalent to hitting Load Game button. You can also hit enter to run the savegame when the cursor is in the player number or password boxes.
- You can specify an alternate mod path. This is useful if you prefer to keep all of your mods in a Mods folder.
- You can process turns as host directly from the interface, without changing the player number and password every time you want to play the turn, then process it manually.
- You do not have to run the launcher from the SE4 folder. If you do not, it will check the following locations:
..\ (the parent of the folder it is run from)
C:\Program Files\Strategy First\Malfador Machinations\Space Empires IV Deluxe
C:\Program Files\Shrapnel Games\Malfador Machinations\Space Empires IV Gold
C:\Program Files\Shrapnel Games\Malfador Machinations\Space Empires IV
If these fail, it will provide a prompt to specify a location.
I am not sure what the exact default install locations are though, so please correct me if I am wrong.
- Savegames are listed in a tree view, categorized by mod folder name.
- When you select a savegame, the date last played will be displayed in the status bar.
The launcher uses the same modinfo.txt files that Matryx' does. You will have to reenter player numbers and passwords for your savegames though, as I am not entirely sure how Matryx has them stored in Launcher.ini. My mod launcher will store them in its own file, separate from Matryx'.
Please post any suggestions for additional features you would like to see in a mod launcher. I am contemplating a "Host Process" button that will run the savegame as host to process the turn, for the expedition of non-PBW PBEM games.
The program requires the .NET .NE Framework 2.0. It should be considered under development, but it seems to work correctly.
Download location:
http://www.spaceempires.net/files/te...auncherv22.zip
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August 14th, 2006, 06:57 AM
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Captain
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Join Date: Sep 2005
Location: Woodland,CA
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Re: New Mod Launcher
Well, I'm willing to give it a shot. Let you know what a think a bit later.
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August 14th, 2006, 07:02 AM
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Captain
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Join Date: Sep 2005
Location: Woodland,CA
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Re: New Mod Launcher
Quote:
Black_Knyght said:
Well, I'm willing to give it a shot. Let you know what a think a bit later.
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Scratch that.
I downloaded it and tried to open it, and in the attachment above is what I got.
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August 14th, 2006, 08:23 AM
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National Security Advisor
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Join Date: Oct 2001
Location: Toronto, Canada
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Re: New Mod Launcher
It lacks the charm of Matryx's application. 
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August 14th, 2006, 08:36 AM
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General
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Join Date: Mar 2001
Location: UK
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Re: New Mod Launcher
Hmmm, how about adding the zillion features of Ruatha's SE4 companion (auto-check, download and unzip of turn files from PBW, auto-upload of completed turns, shipset management, mp3 player, history file editor, tea-maker, car-washer, dog-walker...)
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August 14th, 2006, 08:39 AM
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Shrapnel Fanatic
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Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
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Re: New Mod Launcher
Why hardcode locations for SE4?
Just have a dialog box for locating it, and save that location in the INI for later.
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Things you want:
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August 14th, 2006, 08:59 AM
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General
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Join Date: Mar 2001
Location: UK
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Re: New Mod Launcher
I get the same error as BK, but I don't think I have .NET installed. I'm guessing that's the source of the error.
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August 14th, 2006, 12:22 PM
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Shrapnel Fanatic
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Join Date: Jul 2001
Location: Southern CA, USA
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Re: New Mod Launcher
.NET Framework 1.1
BK: Do you have a version of .NET Framework installed that is not 1.1? If so, what version is it?
Dogscoff: You are crazy.  I do not seek to replicate the SE4 Companion.
Kwok: Charm-schmarm!
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August 14th, 2006, 01:33 PM
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Captain
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Join Date: Oct 2001
Location: Prince George BC, Canada
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Re: New Mod Launcher
hardcoded folder locations? well. that's of no use to me...
__________________
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August 14th, 2006, 05:49 PM
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Lieutenant General
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Join Date: Dec 2000
Location: california
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Re: New Mod Launcher
i dunno, a small little app like that shouldnt need all those .net schenanigans.
and besides, theres a certain je ne sais quoi to the old launcher that yours lacks. its just missing the charm.
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(with apologies to H.P.L.)
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