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-   Space Empires: IV & V (http://forum.shrapnelgames.com/forumdisplay.php?f=20)
-   -   New Mod Launcher v0.22 (http://forum.shrapnelgames.com/showthread.php?t=29816)

Puke August 14th, 2006 05:49 PM

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.

Fyron August 14th, 2006 08:45 PM

Re: New Mod Launcher
 
MFC is an atrocity and I can't get WTL/ATL working. http://forum.shrapnelgames.com/images/smilies/frown.gif 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.

Atrocities August 14th, 2006 09:29 PM

Re: New Mod Launcher
 
Nice program Fyron, however I don't like the icon you are using for it. http://forum.shrapnelgames.com/images/smilies/frown.gif Perhaps in a later version you could change that. http://forum.shrapnelgames.com/images/smilies/happy.gif

geoschmo August 14th, 2006 09:34 PM

Re: New Mod Launcher
 
Quote:

Imperator Fyron said:
Java is crap,

Sheesh. http://forum.shrapnelgames.com/image...s/rolleyes.gif

douglas August 14th, 2006 10:55 PM

Re: New Mod Launcher
 
Quote:

Imperator Fyron said:
MFC is an atrocity and I can't get WTL/ATL working. http://forum.shrapnelgames.com/images/smilies/frown.gif 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.

Have you looked at wxWidgets?

Fyron August 17th, 2006 05:56 PM

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.

Fyron August 18th, 2006 05:52 PM

Re: New Mod Launcher
 
I have uploaded v0.13, which has the ability to import passwords from Matryx Mod Launcher.

Fyron August 26th, 2006 11:21 PM

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.

Caduceus September 3rd, 2006 12:55 PM

Re: New Mod Launcher v0.20
 
1 Attachment(s)
I loaded .Net after discovering the new version didn't work.

I am getting an error message, attached.

Fyron September 3rd, 2006 01:56 PM

Re: New Mod Launcher v0.21
 
Try the new version 0.21 (in first post). http://forum.shrapnelgames.com/images/smilies/happy.gif

v0.21 will automatically zip up the savegame files for you when you use the host process function.


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