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February 23rd, 2007, 06:05 PM
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Shrapnel Fanatic
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Join Date: Jul 2001
Location: Southern CA, USA
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Re: SE 4: Disabling Splash Screens?
Personally, I'd recommend my mod launcher over Matryx'. It features a number of improvements, such as:
- Acts as a normal window. This means you can resize and move it around.
- Double clicking on a mod name is equivalent to hitting Launch SE4 button.
- Double clicking on a savegame name is equivalent to hitting Load Game button. You can also hit enter to run the savegame when the cursor is in the player number or password boxes.
- You can specify an alternate mod path. This is useful if you prefer to keep all of your mods in a Mods folder.
- You can process turns as host directly from the interface, without changing the player number and password every time you want to play the turn, then process it manually.
- You do not have to run the launcher from the SE4 folder. If you do not, it will check the default installation locations. If this fails, it will provide a prompt to specify a location.
- Savegames are listed in a tree view, categorized by mod folder name.
- When you select a savegame, the date last played will be displayed in the status bar.
Fyron's Mod Launcher download link.
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February 23rd, 2007, 07:21 PM
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Major General
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Join Date: Nov 2000
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Re: SE 4: Disabling Splash Screens?
Fyron's Mod Launcher
The program requires the .NET Framework 2.0.

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As for AI the most effective work around to this problem so far is to simply use an American instead, they tend to put up a bit more of a fight than your average Artificial Idiot.
... James McGuigan on rec.games.computer.stars somewhen back in 1998 ...
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February 23rd, 2007, 07:27 PM
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Shrapnel Fanatic
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Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
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Re: SE 4: Disabling Splash Screens?
Using SE4 v1.91 works great to avoid the splash screens.
You only need deluxe to process turns, and only if the mod includes anti-missile missiles.
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February 23rd, 2007, 08:26 PM
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Shrapnel Fanatic
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Join Date: Jul 2001
Location: Southern CA, USA
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Re: SE 4: Disabling Splash Screens?
Quote:
Arralen said:
The program requires the .NET Framework 2.0.
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Right, it use modern technology, rather than shoddy c++ com32 api programming from a decade ago.
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February 23rd, 2007, 11:32 PM
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General
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Join Date: Feb 2001
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Re: SE 4: Disabling Splash Screens?
I have never understood why people are so annoyed at those splash screens. Strategy First added a whopping two clicks to starting a game that takes dozens of clicks per turn, and at least a couple hundred per play session (in solo). How can people who think that two clicks is an intolerable slowdown even play 4X games?
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Cap'n Q
"Good morning, Pooh Bear," said Eeyore gloomily. "If it is a good morning," he said. "Which I doubt," said he.
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February 23rd, 2007, 11:35 PM
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Shrapnel Fanatic
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Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
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Re: SE 4: Disabling Splash Screens?
Negative. Value. Added.
On purpose, no less.
Shrapnel wouldn't have done that to us.
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February 24th, 2007, 01:16 AM
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National Security Advisor
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Join Date: Oct 2001
Location: Toronto, Canada
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Re: SE 4: Disabling Splash Screens?
So it wasn't Shrapnel Games that added a splash screen to Star Fury?
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February 24th, 2007, 03:24 AM
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Shrapnel Fanatic
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Re: SE 4: Disabling Splash Screens?
There is a difference between having a splash screen the whole time, and adding one (well two) after a long while.
Removing a feature is far more noticable.
The least it could do is load the modfiles in the background instead of doing nothing at all until you click or it times out.
It is a pity that so many programs don't start right away when you click go. Just get a move on, show the logos in a nonintrusive way that dosen't slow things down, I say. Take pride in your work, but not on my time.
I know this is out of proportion, but its a pet peeve of mine.
So, I stick with 1.91 as an upgrade from 1.94+ where possible.
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February 24th, 2007, 10:14 PM
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Lieutenant Colonel
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Join Date: Mar 2001
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Re: SE 4: Disabling Splash Screens?
Quote:
Imperator Fyron said:
Quote:
Arralen said:
The program requires the .NET Framework 2.0.
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Right, it use modern technology, rather than shoddy c++ com32 api programming from a decade ago.
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Nothing wrong with using C++ Win32/COM. It was, and still is, useful. In fact, you can do all the features you listed for your modlauncher with that "decade old" technology. As a bonus, it doesn't require users to download a 280MB VM framework (and that's just the x86 version! IA-64 is more than double that), it will just run with the *.exe. Takes less memory, too.
"Modern Technology" ain't always all it's cracked up to be.
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GEEK CODE V.3.12: GCS/E d-- s: a-- C++ US+ P+ L++ E--- W+++ N+ !o? K- w-- !O M++ V? PS+ PE Y+ PGP t- 5++ X R !tv-- b+++ DI++ D+ G+ e+++ h !r*-- y?
SE4 CODE: A-- Se+++* GdY $?/++ Fr! C++* Css Sf Ai Au- M+ MpN S Ss- RV Pw- Fq-- Nd Rp+ G- Mm++ Bb@ Tcp- L+
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February 24th, 2007, 10:18 PM
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Shrapnel Fanatic
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Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
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Re: SE 4: Disabling Splash Screens?
When adding a custom icon to your .exe doubles the size of the download, you know you're doing good.
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