|  | 
| 
 
 
 
 
 
 
 
 
    
    
 |  | 
 
 
	
		|  |  |  
	
	
		
	
	
	| 
			
			 
			
				August 14th, 2006, 05:49 PM
			
			
			
		 |  
	| 
		
			|  | 
 Lieutenant General |  | 
					Join Date: Dec 2000 Location: california 
						Posts: 2,961
					 Thanks: 0 
		
			
				Thanked 0 Times in 0 Posts
			
		
	      |  |  
    
	| 
				 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.
 
				__________________...the green, sticky spawn of the stars
 (with apologies to H.P.L.)
 |  
	
		
	
	
	| 
			
			 
			
				August 14th, 2006, 08:45 PM
			
			
			
		 |  
	| 
		
			|  | 
 Shrapnel Fanatic |  | 
					Join Date: Jul 2001 Location: Southern CA, USA 
						Posts: 18,394
					 Thanks: 0 
		
			
				Thanked 12 Times in 10 Posts
			
		
	      |  |  
    
	| 
				 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. |  
	
		
	
	
	| 
			
			 
			
				August 14th, 2006, 09:29 PM
			
			
			
		 |  
	| 
		
			|  | 
 Shrapnel Fanatic |  | 
					Join Date: Dec 2000 Location: USA 
						Posts: 15,630
					 Thanks: 0 
		
			
				Thanked 31 Times in 19 Posts
			
		
	      |  |  
    
	| 
				 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.
 |  
	
		
	
	
	| 
			
			 
			
				August 14th, 2006, 09:34 PM
			
			
			
		 |  
	| 
		
			|  | 
 National Security Advisor |  | 
					Join Date: Jan 2001 Location: Ohio 
						Posts: 8,450
					 Thanks: 0 
		
			
				Thanked 5 Times in 2 Posts
			
		
	      |  |  
    
	| 
				 Re: New Mod Launcher 
 
	Quote: 
	
		| Imperator Fyron said: Java is crap,
 
 |  Sheesh.   
				__________________I used to be somebody but now I am somebody else
 Who I'll be tomorrow is anybody's guess
 |  
	
		
	
	
	| 
			
			 
			
				August 14th, 2006, 10:55 PM
			
			
			
		 |  
	| 
		
			|  | 
 Major |  | 
					Join Date: Apr 2004 Location: Atlanta, Georgia 
						Posts: 1,152
					 Thanks: 0 
		
			
				Thanked 0 Times in 0 Posts
			
		
	      |  |  
    
	| 
				 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. 
 |  Have you looked at wxWidgets ? |  
	
		
	
	
	| 
			
			 
			
				August 17th, 2006, 05:56 PM
			
			
			
		 |  
	| 
		
			|  | 
 Shrapnel Fanatic |  | 
					Join Date: Jul 2001 Location: Southern CA, USA 
						Posts: 18,394
					 Thanks: 0 
		
			
				Thanked 12 Times in 10 Posts
			
		
	      |  |  
    
	| 
				 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. |  
	
		
	
	
	| 
			
			 
			
				August 18th, 2006, 05:52 PM
			
			
			
		 |  
	| 
		
			|  | 
 Shrapnel Fanatic |  | 
					Join Date: Jul 2001 Location: Southern CA, USA 
						Posts: 18,394
					 Thanks: 0 
		
			
				Thanked 12 Times in 10 Posts
			
		
	      |  |  
    
	| 
				 Re: New Mod Launcher 
 I have uploaded v0.13, which has the ability to import passwords from Matryx Mod Launcher. |  
	
		
	
	
	| 
			
			 
			
				August 26th, 2006, 11:21 PM
			
			
			
		 |  
	| 
		
			|  | 
 Shrapnel Fanatic |  | 
					Join Date: Jul 2001 Location: Southern CA, USA 
						Posts: 18,394
					 Thanks: 0 
		
			
				Thanked 12 Times in 10 Posts
			
		
	      |  |  
    
	| 
				 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. |  
	
		
	
	
	| 
			
			 
			
				September 3rd, 2006, 12:55 PM
			
			
			
		 |  
	| 
		
			|  | 
 Major |  | 
					Join Date: Oct 2003 Location: Union, SC 
						Posts: 1,166
					 Thanks: 1 
		
			
				Thanked 2 Times in 2 Posts
			
		
	      |  |  
    
	| 
				 Re: New Mod Launcher v0.20 
 I loaded .Net after discovering the new version didn't work.
 I am getting an error message, attached.
 
				__________________Caduceus
 |  
	
		
	
	
	| 
			
			 
			
				September 3rd, 2006, 01:56 PM
			
			
			
		 |  
	| 
		
			|  | 
 Shrapnel Fanatic |  | 
					Join Date: Jul 2001 Location: Southern CA, USA 
						Posts: 18,394
					 Thanks: 0 
		
			
				Thanked 12 Times in 10 Posts
			
		
	      |  |  
    
	| 
				 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. |  
	
		
	
	
	
	
	
	
	| 
	|  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 
 |  |  |  |  |