View Full Version : Request - Mod Launcher Source Code
Matryx
October 13th, 2004, 10:52 AM
Hello again everyone, I've been absent for a lot longer than I wanted.
This may seem like a strange request, but I was hoping someone here would still have a copy of the source-code for the Mod Launcher.
I know I mailed it off to several people, but due to a rather catastrophic hard-drive failure back in February, I no longer have either the code, nor the details of who I sent it off to.
Any assistance would be appreciated.
Ed Kolis
October 13th, 2004, 12:58 PM
I don't have YOUR mod launcher (at least not the source), but I do think I still have the code for my mod selector, which admittedly isn't quite as full-featured... it's in VB.NET I think, if that would be of any use to you...
Perhaps we should work together on the next mod launcher? http://forum.shrapnelgames.com/images/smilies/wink.gif
Matryx
October 13th, 2004, 01:26 PM
Thanks for the offer Ed, but I was really looking for the source code to *my* launcher.
I think Ruatha had some questions about it (he was enquiring a week or so ago), but I don't think I'll be able to answer them without the code :-/
Then again, if he asks I may be able to assist anyway if I rack my brains a bit!
As for the next mod launcher, well without the code there would be no new Versions of this one, so it'd be a complete re-write, and I'd probably wait till SE5 to do a launcher for that unless there was a pressing need for something which wasn't covered already by any of the utility programs out there.
tesco samoa
October 13th, 2004, 02:23 PM
back eh.....
Atrocities
October 13th, 2004, 02:33 PM
Howdy. http://forum.shrapnelgames.com/images/smilies/happy.gif
Matryx
October 13th, 2004, 03:10 PM
Heh, Howdy to those that remember me.
Suffice to say that the 'life changing' events (job / home / girl) which caused me to disappear have settled down so yes I'm back (and sat on #spaceempires I might add).
Nice to be welcomed back http://forum.shrapnelgames.com/images/smilies/biggrin.gif
TerranC
October 13th, 2004, 06:34 PM
Whoa. Howdy indeed. Nice to see you again Matryx, after all these months.
dogscoff
October 15th, 2004, 05:42 AM
Wb Matryx, you've been missed.
mac5732
October 15th, 2004, 11:08 PM
Hidey Hoe Matryx. good to see ya back, did you ckeck with Memphisto on those codes? Maybe he has a copy
Matryx
October 17th, 2004, 01:55 PM
Hey guys, *wave*
Thanks for the suggestion mac, I'll try to give Memphisto a shout.
I know they had the compiled Version for the TDM Modpack, but I can't remember if they had the sources.
Mephisto
October 18th, 2004, 09:00 AM
Sorry, I never had the source code. http://forum.shrapnelgames.com/images/smilies/frown.gif
Ruatha
October 18th, 2004, 09:32 AM
As I was rewriting the Companion in another easier to use Version I was thinking on watching the Mod Launchers code to see if I could get any tips on how to make things better, as the Companion is a mod launcher aswell, just not as easy to use as the old modlauncher.
But it's not vital, I'll get back to programming the companion eventually.
I hope to have a finished Version before SE5 get's out(!)
SE5 won't need any mod launcher as such, as that will be incorporated in the game if I understood Aaron right.
But perhaps something similar to the Companion that will work with SE5 and PBW2, and then in the next UI Version, tabbed interface with plug-ins.
Ed Kolis
October 18th, 2004, 12:32 PM
Assuming any work ever gets done on PBW2... darn, wasn't I supposed to be one of the developers? http://forum.shrapnelgames.com/images/smilies/rolleyes.gif
Will
October 18th, 2004, 08:39 PM
Don't worry Ed, as I said in the other thread... there isn't really anything to develop at this point (beyond simple stuff like "mail file_x to player_y at this time").
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