|
|
|
 |

June 13th, 2004, 01:39 AM
|
 |
Shrapnel Fanatic
|
|
Join Date: Jul 2001
Location: Southern CA, USA
Posts: 18,394
Thanks: 0
Thanked 12 Times in 10 Posts
|
|
Re: The SE4 companion - Why the long wait?.
Quote:
Originally posted by Ruatha:
I'll add an option to choose player "0" HOST for all games, and then you just choose that player, if you then make it a favorite you can autorun the turn-hosting by clicking on the favorite in the favorite drop-down box, exit the event page automatic when SE4 closes and that's it.
will most likely be in 0.8.
The good part is that that is the only addition needed to the GUI of the app, player 0 in player selection!
|
Will this execute the game to process in command line mode? No GUI for the game, suppress error Messages other than RCEs?
Ruatha, can you please make the program function more like the Mod Launcher, and automatically detect all savegames and mods, making lists of them to load? The current method is very clunky and time-consuming. You can add an option to hide a particular mod or savegame if you don't want it to show up in the list...
[ June 13, 2004, 00:41: Message edited by: Imperator Fyron ]
|

June 13th, 2004, 08:25 AM
|
 |
Major General
|
|
Join Date: May 2002
Location: Linghem, Östergötland, Sweden
Posts: 2,255
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: The SE4 companion - Why the long wait?.
Quote:
Originally posted by Imperator Fyron:
quote: Originally posted by Ruatha:
I'll add an option to choose player "0" HOST for all games, and then you just choose that player, if you then make it a favorite you can autorun the turn-hosting by clicking on the favorite in the favorite drop-down box, exit the event page automatic when SE4 closes and that's it.
will most likely be in 0.8.
The good part is that that is the only addition needed to the GUI of the app, player 0 in player selection!
|
Will this execute the game to process in command line mode? No GUI for the game, suppress error Messages other than RCEs?
Ruatha, can you please make the program function more like the Mod Launcher, and automatically detect all savegames and mods, making lists of them to load? The current method is very clunky and time-consuming. You can add an option to hide a particular mod or savegame if you don't want it to show up in the list... Yep, it's automatic with no Messages, start and stops.
Right now it requires you to locate each game once, then it should be in the drop down favorite list (You can set the "make games Favorites automatic" option, if you don't want to check the favorite box for each game).
It's quite easy if you have a few games, I can see that it becomes troublesome if one has a smany games as you.
I've been thinking of a search function to locate all savegames.
And I could change the first page to add a few lists like the modder of savegame directories..
The GUI needs an overhaul anyway.
|

June 13th, 2004, 08:37 AM
|
 |
Shrapnel Fanatic
|
|
Join Date: Jul 2001
Location: Southern CA, USA
Posts: 18,394
Thanks: 0
Thanked 12 Times in 10 Posts
|
|
Re: The SE4 companion - Why the long wait?.
Perhaps a list of all installed mods, and the ability to load SE4 using such a mod by altering Path.txt? Might as well emulate the Mod Launcher utility fully. 
|

June 13th, 2004, 09:29 AM
|
 |
Major General
|
|
Join Date: May 2002
Location: Linghem, Östergötland, Sweden
Posts: 2,255
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: The SE4 companion - Why the long wait?.
Quote:
Originally posted by Imperator Fyron:
Perhaps a list of all installed mods, and the ability to load SE4 using such a mod by altering Path.txt? Might as well emulate the Mod Launcher utility fully.
|
From 0.74 to 0.75 I removed the mod part in the command line and changed it to alter the path.txt
I was thinking along your lines here, so that one might start a new game aswell instead of only old ones.
The current development path is:
0.8: will take a while, am working on grabbing deadlines and making deadline alerts now, don't have all that much time now as I'm getting married soon. Will have mod choosing cpacity and some listboxes.
IMAP4 and compressed folders won't be incorporated.
0.8--0.89 bug fixes.
0.9: much rewriting, no new features but streamlining, removing Favorites (All games will have the same options). Making things easier and in the right sequence. Better UI. Removing bad code.
0.9-1,0 bugfixing.
[ June 13, 2004, 08:45: Message edited by: Ruatha ]
|

June 13th, 2004, 10:41 AM
|
 |
Major General
|
|
Join Date: May 2002
Location: Linghem, Östergötland, Sweden
Posts: 2,255
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: The SE4 companion - Why the long wait?.
0.76: Not any main changes:
Only changes: Can grab deadline from mail, won't alert about it, will change it to defined timezone.
Can run turns as host.
Will save ini disregarding of way of closing.
http://ruatha.homelinux.org/companion076.zip
(It doesn't work perfect, but you're welcome to Beta test the host function Fyron.)
A tip, in the favorite setting for the hosted game, set to start se4 automatic and close event page when se4 is finished.
It will show an alert if there is something wrong with the races text files, ie AI files.
But not if there is something wrong with the .plr files.
I belive this is the same at PBW, and I can't see any way around that.
[ June 13, 2004, 10:04: Message edited by: Ruatha ]
|

June 13th, 2004, 11:12 AM
|
Second Lieutenant
|
|
Join Date: Jan 2004
Location: Australia
Posts: 538
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: The SE4 companion - Why the long wait?.
Good to see it moving ahead good work there.
|

June 13th, 2004, 12:38 PM
|
 |
Shrapnel Fanatic
|
|
Join Date: Dec 2000
Location: USA
Posts: 15,630
Thanks: 0
Thanked 30 Times in 18 Posts
|
|
Re: The SE4 companion - Why the long wait?.
Big Happy SMILE FACE 
__________________
Creator of the Star Trek Mod - AST Mod - 78 Ship Sets - Conquest Mod - Atrocities Star Wars Mod - Galaxy Reborn Mod - and Subterfuge Mod.
|
Thread Tools |
|
Display Modes |
Hybrid Mode
|
Posting Rules
|
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is On
|
|
|
|
|