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  #11  
Old August 14th, 2006, 05:49 PM
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Default 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.
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  #12  
Old August 14th, 2006, 08:45 PM
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Default 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.
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  #13  
Old August 14th, 2006, 09:29 PM
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Default 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.
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  #14  
Old August 14th, 2006, 09:34 PM
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Default Re: New Mod Launcher

Quote:
Imperator Fyron said:
Java is crap,
Sheesh.
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  #15  
Old August 14th, 2006, 10:55 PM
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Default 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?
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  #16  
Old August 17th, 2006, 05:56 PM
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Default 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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  #17  
Old August 18th, 2006, 05:52 PM
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Default Re: New Mod Launcher

I have uploaded v0.13, which has the ability to import passwords from Matryx Mod Launcher.
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  #18  
Old August 26th, 2006, 11:21 PM
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Default 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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  #19  
Old September 3rd, 2006, 12:55 PM
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Default Re: New Mod Launcher v0.20

I loaded .Net after discovering the new version didn't work.

I am getting an error message, attached.
Attached Images
File Type: jpg 442281-error_ModLauncher.jpg (109.1 KB, 104 views)
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  #20  
Old September 3rd, 2006, 01:56 PM
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Default 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.
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