.com.unity Forums
  The Official e-Store of Shrapnel Games

This Month's Specials

Air Assault Task Force- Save $8.00
World Supremacy- Save $10.00

   







Go Back   .com.unity Forums > Shrapnel Community > Space Empires: IV & V

Reply
 
Thread Tools Display Modes
  #1  
Old August 13th, 2006, 07:15 PM
Fyron's Avatar

Fyron Fyron is offline
Shrapnel Fanatic
 
Join Date: Jul 2001
Location: Southern CA, USA
Posts: 18,394
Thanks: 0
Thanked 12 Times in 10 Posts
Fyron is an unknown quantity at this point
Default New Mod Launcher v0.22

Partially out of boredom, I have been working on a new mod launcher. Matryx' is great, but it has a few quirks that have always irked me, such as being unable to move or resize it.

Differences between the two:
- Can resize and move the window.
- 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 following locations:

..\ (the parent of the folder it is run from)
C:\Program Files\Strategy First\Malfador Machinations\Space Empires IV Deluxe
C:\Program Files\Shrapnel Games\Malfador Machinations\Space Empires IV Gold
C:\Program Files\Shrapnel Games\Malfador Machinations\Space Empires IV

If these fail, it will provide a prompt to specify a location.

I am not sure what the exact default install locations are though, so please correct me if I am wrong.

- 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.

The launcher uses the same modinfo.txt files that Matryx' does. You will have to reenter player numbers and passwords for your savegames though, as I am not entirely sure how Matryx has them stored in Launcher.ini. My mod launcher will store them in its own file, separate from Matryx'.

Please post any suggestions for additional features you would like to see in a mod launcher. I am contemplating a "Host Process" button that will run the savegame as host to process the turn, for the expedition of non-PBW PBEM games.

The program requires the .NET .NE Framework 2.0. It should be considered under development, but it seems to work correctly.

Download location:

http://www.spaceempires.net/files/te...auncherv22.zip
__________________
It's not whether you win or lose that counts: it's how much pain you inflict along the way.
--- SpaceEmpires.net --- RSS --- SEnet ModWorks --- SEIV Modding 101 Tutorial
--- Join us in the #SpaceEmpires IRC channel on the Freenode IRC network.
--- Due to restrictively low sig limits, you must visit this link to view the rest of my signature.
Reply With Quote
  #2  
Old August 14th, 2006, 06:57 AM
Black_Knyght's Avatar

Black_Knyght Black_Knyght is offline
Captain
 
Join Date: Sep 2005
Location: Woodland,CA
Posts: 918
Thanks: 14
Thanked 2 Times in 2 Posts
Black_Knyght is on a distinguished road
Default Re: New Mod Launcher

Well, I'm willing to give it a shot. Let you know what a think a bit later.
__________________
Run if you like, you'll only die tired....

Reply With Quote
  #3  
Old August 14th, 2006, 07:02 AM
Black_Knyght's Avatar

Black_Knyght Black_Knyght is offline
Captain
 
Join Date: Sep 2005
Location: Woodland,CA
Posts: 918
Thanks: 14
Thanked 2 Times in 2 Posts
Black_Knyght is on a distinguished road
Default Re: New Mod Launcher

Quote:
Black_Knyght said:
Well, I'm willing to give it a shot. Let you know what a think a bit later.
Scratch that.

I downloaded it and tried to open it, and in the attachment above is what I got.
Attached Images
File Type: jpg 438477-Fyron\' Mod Launcher.jpg (41.0 KB, 203 views)
__________________
Run if you like, you'll only die tired....

Reply With Quote
  #4  
Old August 14th, 2006, 08:23 AM
Captain Kwok's Avatar

Captain Kwok Captain Kwok is offline
National Security Advisor
 
Join Date: Oct 2001
Location: Toronto, Canada
Posts: 5,624
Thanks: 1
Thanked 14 Times in 12 Posts
Captain Kwok is on a distinguished road
Default Re: New Mod Launcher

It lacks the charm of Matryx's application.
__________________
Space Empires Depot | SE:V Balance Mod
Reply With Quote
  #5  
Old August 14th, 2006, 08:36 AM
dogscoff's Avatar

dogscoff dogscoff is offline
General
 
Join Date: Mar 2001
Location: UK
Posts: 4,245
Thanks: 0
Thanked 0 Times in 0 Posts
dogscoff is on a distinguished road
Default Re: New Mod Launcher

Hmmm, how about adding the zillion features of Ruatha's SE4 companion (auto-check, download and unzip of turn files from PBW, auto-upload of completed turns, shipset management, mp3 player, history file editor, tea-maker, car-washer, dog-walker...)
Reply With Quote
  #6  
Old August 14th, 2006, 08:39 AM
Suicide Junkie's Avatar
Suicide Junkie Suicide Junkie is offline
Shrapnel Fanatic
 
Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
Posts: 11,451
Thanks: 1
Thanked 4 Times in 4 Posts
Suicide Junkie is on a distinguished road
Default Re: New Mod Launcher

Why hardcode locations for SE4?
Just have a dialog box for locating it, and save that location in the INI for later.
Reply With Quote
  #7  
Old August 14th, 2006, 08:59 AM
dogscoff's Avatar

dogscoff dogscoff is offline
General
 
Join Date: Mar 2001
Location: UK
Posts: 4,245
Thanks: 0
Thanked 0 Times in 0 Posts
dogscoff is on a distinguished road
Default Re: New Mod Launcher

I get the same error as BK, but I don't think I have .NET installed. I'm guessing that's the source of the error.
Reply With Quote
  #8  
Old August 14th, 2006, 12:22 PM
Fyron's Avatar

Fyron Fyron is offline
Shrapnel Fanatic
 
Join Date: Jul 2001
Location: Southern CA, USA
Posts: 18,394
Thanks: 0
Thanked 12 Times in 10 Posts
Fyron is an unknown quantity at this point
Default Re: New Mod Launcher

.NET Framework 1.1

BK: Do you have a version of .NET Framework installed that is not 1.1? If so, what version is it?

Dogscoff: You are crazy. I do not seek to replicate the SE4 Companion.

Kwok: Charm-schmarm!
__________________
It's not whether you win or lose that counts: it's how much pain you inflict along the way.
--- SpaceEmpires.net --- RSS --- SEnet ModWorks --- SEIV Modding 101 Tutorial
--- Join us in the #SpaceEmpires IRC channel on the Freenode IRC network.
--- Due to restrictively low sig limits, you must visit this link to view the rest of my signature.
Reply With Quote
  #9  
Old August 14th, 2006, 01:33 PM

bearclaw bearclaw is offline
Captain
 
Join Date: Oct 2001
Location: Prince George BC, Canada
Posts: 840
Thanks: 0
Thanked 0 Times in 0 Posts
bearclaw is on a distinguished road
Default Re: New Mod Launcher

hardcoded folder locations? well. that's of no use to me...
__________________
Nick (bearclaw)
You don't know the Power of the Dark Side. I must obey my Master.
Potestatem obscuri lateris nescitis
A+ Se+++ GdY $++ Fr- C+ Csp Sf* AuO M++ MpTFdAM St RTNH Pw++ Fq++ Nd++ Rp++ G++ Mm++ Bb++ L+ Tcp-
Reply With Quote
  #10  
Old August 14th, 2006, 02:25 PM
Fyron's Avatar

Fyron Fyron is offline
Shrapnel Fanatic
 
Join Date: Jul 2001
Location: Southern CA, USA
Posts: 18,394
Thanks: 0
Thanked 12 Times in 10 Posts
Fyron is an unknown quantity at this point
Default Re: New Mod Launcher

Only if you did not have it in the SE4 directory, as you would with Matryx mod launcher. If it's in the SE4 dir, there is no issue with default locations. The default location checking is a fallback.

But anyways, I have uploaded a new version 0.11 that will prompt you with a folder browser if it could not located SE4.exe. It also now checks for SE4 in the parent directory, in case you want to stick it into some subfolder.

As an aside for the programmers in the crowd: Apparently, Application::Exit() does not actually exit the program unless you also call return... That is the most asinine thing I have ever seen.
__________________
It's not whether you win or lose that counts: it's how much pain you inflict along the way.
--- SpaceEmpires.net --- RSS --- SEnet ModWorks --- SEIV Modding 101 Tutorial
--- Join us in the #SpaceEmpires IRC channel on the Freenode IRC network.
--- Due to restrictively low sig limits, you must visit this link to view the rest of my signature.
Reply With Quote
Reply

Bookmarks


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is On

Forum Jump


All times are GMT -4. The time now is 07:37 AM.


Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2025, Shrapnel Games, Inc. - All Rights Reserved.