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				August 14th, 2006, 05:49 PM
			
			
			
		  
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				Lieutenant General 
				
				
				
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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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				August 14th, 2006, 08:45 PM
			
			
			
		  
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				Re: New Mod Launcher
			 
             
			
		
		
		
		MFC is an atrocity and I can't get WTL/ATL working.    I had to go with some sort of framework... java, .net, wxpython, gtk, whatever. Java is crap, python + wxpython is probably more complicated for most to get installed, and I know nothing of gtk, so I am left with .net.  
		
	
		
		
		
		
		
		
			
		
		
		
		
		
		
	
		
		
	
	
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				August 14th, 2006, 09:29 PM
			
			
			
		  
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				Shrapnel Fanatic 
				
				
				
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				Re: New Mod Launcher
			 
             
			
		
		
		
		Nice program Fyron, however I don't like the icon you are using for it.     Perhaps in a later version you could change that.    
		
	
		
		
		
		
		
		
			
				__________________ 
				Creator of the Star Trek Mod - AST Mod - 78 Ship Sets - Conquest Mod - Atrocities Star Wars Mod - Galaxy Reborn Mod - and Subterfuge Mod.
			 
		
		
		
		
		
		
	
		
		
	
	
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				August 14th, 2006, 09:34 PM
			
			
			
		  
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				Re: New Mod Launcher
			 
             
			
		
		
		
		
	Quote: 
	
	
		
			
				Imperator Fyron said: 
Java is crap,  
			
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 Sheesh.     
		
	
		
		
		
		
		
		
			
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				August 14th, 2006, 10:55 PM
			
			
			
		  
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				Re: New Mod Launcher
			 
             
			
		
		
		
		
	Quote: 
	
	
		
			
				Imperator Fyron said: 
MFC is an atrocity and I can't get WTL/ATL working.   I had to go with some sort of framework... java, .net, wxpython, gtk, whatever. Java is crap, python + wxpython is probably more complicated for most to get installed, and I know nothing of gtk, so I am left with .net.  
			
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 Have you looked at  wxWidgets?  
		
	
		
		
		
		
		
		
			
		
		
		
		
		
		
	
		
		
	
	
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				August 17th, 2006, 05:56 PM
			
			
			
		  
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				Re: New Mod Launcher
			 
             
			
		
		
		
		I've uploaded v0.12, which adds the ability to delete savegames and fixes an issue with trying to launch a savegame as host without a password. Default player # for new savegames has been set to 1 instead of 0. I've been trying to get password importing from matryx mod launcher working, but .net is being very finicky about reading in the encrypted characters. 
		
	
		
		
		
		
		
		
			
		
		
		
		
		
		
	
		
		
	
	
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				August 18th, 2006, 05:52 PM
			
			
			
		  
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				Re: New Mod Launcher
			 
             
			
		
		
		
		I have uploaded v0.13, which has the ability to import passwords from Matryx Mod Launcher. 
		
	
		
		
		
		
		
		
			
		
		
		
		
		
		
	
		
		
	
	
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				August 26th, 2006, 11:21 PM
			
			
			
		  
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				Re: New Mod Launcher v0.20
			 
             
			
		
		
		
		Due to some OS malfunctions, I have had to reinstall windows. I upgraded to vs 2k5, which results in the project being upgraded to .NET 2.0. From now on, it will require the 2.0 framework: 
.NET 2.0 Framework
Now, for the update! This new version 0.20 adds the ability to process turns as host, storing a separate password from the player password. The confirm dialog displays a report on the existence of the plr files.  
		
	
		
		
		
		
		
		
			
		
		
		
		
		
		
	
		
		
	
	
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				September 3rd, 2006, 12:55 PM
			
			
			
		  
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				Re: New Mod Launcher v0.20
			 
             
			
		
		
		
		I loaded .Net after discovering the new version didn't work. 
 
I am getting an error message, attached. 
		
	
		
		
			
		
		
		
		
		
		
		
			
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				September 3rd, 2006, 01:56 PM
			
			
			
		  
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				Re: New Mod Launcher v0.21
			 
             
			
		
		
		
		Try the new version 0.21 (in first post).   
v0.21 will automatically zip up the savegame files for you when you use the host process function.  
		
	
		
		
		
		
		
		
			
		
		
		
		
		
		
	
		
		
	
	
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