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August 14th, 2006, 10:55 PM
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Major
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Join Date: Apr 2004
Location: Atlanta, Georgia
Posts: 1,152
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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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Shrapnel Fanatic
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Join Date: Jul 2001
Location: Southern CA, USA
Posts: 18,394
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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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Shrapnel Fanatic
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Join Date: Jul 2001
Location: Southern CA, USA
Posts: 18,394
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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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Shrapnel Fanatic
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Join Date: Jul 2001
Location: Southern CA, USA
Posts: 18,394
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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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