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Old August 14th, 2006, 08:36 AM
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Default 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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Old August 14th, 2006, 08:39 AM
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Default 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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Old August 14th, 2006, 08:59 AM
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Default 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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Old August 14th, 2006, 12:22 PM
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Default 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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Old August 14th, 2006, 01:33 PM

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Default Re: New Mod Launcher

hardcoded folder locations? well. that's of no use to me...
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Old August 14th, 2006, 02:25 PM
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Default Re: New Mod Launcher

Only if you did not have it in the SE4 directory, as you would with Matryx mod launcher. If it's in the SE4 dir, there is no issue with default locations. The default location checking is a fallback.

But anyways, I have uploaded a new version 0.11 that will prompt you with a folder browser if it could not located SE4.exe. It also now checks for SE4 in the parent directory, in case you want to stick it into some subfolder.

As an aside for the programmers in the crowd: Apparently, Application::Exit() does not actually exit the program unless you also call return... That is the most asinine thing I have ever seen.
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