Hard Light Productions Forums

Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Topic started by: Iss Mneur on February 05, 2010, 01:49:05 am

Title: RELEASE: wxLauncher 0.10.1 beta [Updated 2015/09/26]
Post by: Iss Mneur on February 05, 2010, 01:49:05 am
Announcing wxLauncher 0.10.1 beta

(https://raw.githubusercontent.com/wiki/wxLauncher/wxlauncher/images/header.png)

wxLauncher is a cross-platform launcher for the FreeSpace 2 Open engine.  It is functionally equivalent to the Windows launcher.  wxLauncher is currently known to run on:

Please post any issues, comments, or questions in this thread.  All known issues can be found on the wxLauncher bug tracker (http://code.google.com/p/wxlauncher/issues/list), but a brief list is below. Please keep in mind that this is not feature complete and there are outstanding glitches (which is why we want feedback).

Important Known Issues

Downloads (https://github.com/wxLauncher/wxlauncher/releases)
Windows users can download the installer from the downloads page (https://github.com/wxLauncher/wxlauncher/releases/tag/release-0.10.1) of the wxLauncher website.  A debug installer can be found here (https://app.box.com/s/nsh9a4l2kh0l2foi7m9gnmh4s92at80c) if you are having trouble. Windows users can also download the source code from the downloads page.

Debian Linux users can find us as freespace2-launcher-wxlauncher on Wheezy and Jesse.  Please be aware of the version that is packaged is may be different than the currently released version.

Arch Linux users can find us as wxLauncher in the AUR.  Please be aware of the version that is packaged is may be different than the currently released version.

Linux users can download a the source from the downloads page (https://github.com/wxLauncher/wxlauncher/releases/tag/release-0.10.0). At this time, most Linux users must build wxLauncher from source.  The ReadMe (https://github.com/wxLauncher/wxlauncher/blob/release-0.10.0/ReadMe.md) has the build instructions.  The ReadMe is also included in the source archive and will be for the version that you download.

OS X users can download a .dmg disk image from the releases page (https://github.com/wxLauncher/wxlauncher/releases/tag/release-0.10.0) of the wxLauncher website.  There is a debug disk image also on the releases page if you are having trouble.  OS X users may also wish to build wxLauncher from source; the ReadMe (https://github.com/wxLauncher/wxlauncher/blob/release-0.10.0/ReadMe.md) has the build instructions.  A source tarball is available from the releases page.

If you have Diaspora R1 Patch 4 and below (1.0.4 and below). Why haven't you updated it yet?  See the release thread (http://www.hard-light.net/forums/index.php?topic=81859.0) for the patches, download this .zip file (http://www.mediafire.com/?l1i1bcb6bogzlez) of updated launcher resources and unzip it into your Diaspora folder. But really you should just update Diaspora, see the release thread

Build instructions
See the read me (https://github.com/wxLauncher/wxlauncher/blob/release-0.10.0/ReadMe.md) for build instructions and requirements.

Change log
0.10.1 fixes:
0.10.0 fixes:
0.9.6 fixes:
0.9.5 fixes:
0.9.4 fixes:
0.9.3 and 0.9.2 fixes
0.9.1 fixes:
0.9.0 fixes:

The official commit log can be viewed here (http://code.google.com/p/wxlauncher/source/list).

Troubleshooting

For Windows and OS X users, if you run into problems getting wxLauncher to run, download and install the launcher built in debug mode ("Downloads", above). Post or PM the log (which is located in %AppData%\wxLauncher\wxlauncher.log (Windows), ~/.wxlauncher/wxlauncher.log (Linux), or ~/Library/Application Support/wxlauncher (OS X; note the space in Application Support)).

For Linux users, to build a debug version of wxLauncher, follow the build instructions as above, but when running CMake, ensure that CMAKE_BUILD_TYPE is set to Debug (cmake -DCMAKE_BUILD_TYPE=Debug).[/list]
Title: Re: Announcing wxLauncher 0.7.0 public alpha
Post by: karajorma on February 05, 2010, 03:02:08 am
Profiles don't seem to either be saving or loading properly as loading in a previously saved profile results in no change for me.

I made a whole bunch of objections on IRC which I'll type up later but overall this is looking pretty good so far. :yes:
Title: Re: Announcing wxLauncher 0.7.0 public alpha
Post by: kkmic on February 05, 2010, 03:20:29 am
Linux user can download the source from the downloads location (http://code.google.com/p/wxlauncher/downloads/list) on our website.  It has been tested on Ubuntu 9.10 and Slackware ???.

That would be Slackware 13.0, 32 bit version


Profiles don't seem to either be saving or loading properly as loading in a previously saved profile results in no change for me.

We are aware of profiles not working properly. Should have been posted in the known issues list.
As a workaround, stick with one profile only for testing other stuff.
Title: Re: Announcing wxLauncher 0.7.0 public alpha
Post by: ChronoReverse on February 05, 2010, 03:40:32 am
This looks very promising.  I'll keep on using it for now and hopefully won't hit showstoppers =)
Title: Re: Announcing wxLauncher 0.7.0 public alpha
Post by: kkmic on February 05, 2010, 03:58:00 am
I'll keep on using it for now and hopefully won't hit showstoppers =)

And when you do, make sure you let us know :D
Title: Re: Announcing wxLauncher 0.7.0 public alpha
Post by: The E on February 05, 2010, 05:07:24 am
Very nice indeed. However, here are a few suggestions:

(http://i659.photobucket.com/albums/uu320/FabianW/advsettings.png)

There are several things going wrong here. Why is the feature list using a different (extremely ugly) font, and not the system default one? Why is the preset selector not rendered correctly? Why doesn't the current commandline text field show the entire current commandline, including the -mod arguments?

(http://i659.photobucket.com/albums/uu320/FabianW/bassettings.png)

The design here is very messed up, and needs to get cleaner. Controls and boxes rendered over one another are  :ick:

On a more general note, the artwork, especially the big W M A B strip, is ugly. I would prefer a cleaner, slicker design like the one featured here: http://www.hard-light.net/forums/index.php?topic=65239.0

Oh, and the links on the Welcome page should probably be to the Hard-Light Wiki and the Hard-Light Forums. There are a few different FS2 forums out there, and even though HLP is the biggest, we are not the only ones :)
While we're on the subject of links, please provide one to the Troubleshooting FAQ.


BUGS FOUND:

(http://s659.photobucket.com/albums/uu320/FabianW/modsettings.png)

The image retrieval code does not seem to be able to handle a nested mod folder structure. In this case, both "Blue Planet" and "Blue Planet 2" should show images, they don't.
The folder structure looks like this:
blueplanetsvn\
---blueplanet -> For AoA
---blueplanet2 -> For Wih

When using the mod.ini for one of the mod folders, the Launcher mangles the -mod argument beyond recognition:

Code: [Select]
FreeSpace version: 3.6.11.1111
Passed cmdline options:
  -env
  -mipmap
  -missile_lighting
  -glow
  -3dshockwave
  -dualscanlines
  -orbradar
  -targetinfo
  -3dwarp
  -ship_choice_3d
  -weapon_choice_3d
  -warp_flash
  -mod blueplanetSVN,no_adv_radico,blueplanetSVNxtras
adaricons,blueplanetSVN est_bp2,blueplanetSVNlueplanet2,blueplanetSVN est_bp,blueplanetSVNlueplanet,mediavps
  -no_set_gamma
  -no_glsl
  -debug_window
  -window
Building file index...
Found root pack 'D:\FS2\mediavps\3610_Patch.vp' with a checksum of 0x07e72699
Found root pack 'D:\FS2\mediavps\MV_Assets.vp' with a checksum of 0xc9e372bb
Found root pack 'D:\FS2\mediavps\MV_Core.vp' with a checksum of 0x0dc7bb8f
Found root pack 'D:\FS2\mediavps\MV_Effects.vp' with a checksum of 0xa3141c30
Found root pack 'D:\FS2\mediavps\mv_music.vp' with a checksum of 0x4dbbbe96
Found root pack 'D:\FS2\FS2OGGcutscenepack.vp' with a checksum of 0x84396e99
Found root pack 'D:\FS2\multi-mission-pack.vp' with a checksum of 0x377695e0
Found root pack 'D:\FS2\multi-voice-pack.vp' with a checksum of 0xd50e7442
Found root pack 'D:\FS2\root_fs2.vp' with a checksum of 0xce10d76c
Found root pack 'D:\FS2\smarty_fs2.vp' with a checksum of 0xddeb3b1e
Found root pack 'D:\FS2\sparky_fs2.vp' with a checksum of 0x164fe65a
Found root pack 'D:\FS2\sparky_hi_fs2.vp' with a checksum of 0xa11d56f1
Found root pack 'D:\FS2\stu_fs2.vp' with a checksum of 0xd77da83a
Found root pack 'D:\FS2\tango1_fs2.vp' with a checksum of 0x4c25221e
Found root pack 'D:\FS2\tango2_fs2.vp' with a checksum of 0x86920b82
Found root pack 'D:\FS2\tango3_fs2.vp' with a checksum of 0x705e8d71
Found root pack 'D:\FS2\warble_fs2.vp' with a checksum of 0xd85c305d
Searching root 'D:\FS2\blueplanetSVN\' ... 103 files
Searching root 'D:\FS2\no_adv_radico\' ... 0 files
Searching root 'D:\FS2\blueplanetSVNxtras
adaricons\' ... 0 files
Searching root 'D:\FS2\blueplanetSVN est_bp2\' ... 0 files
Searching root 'D:\FS2\blueplanetSVNlueplanet2\' ... 0 files
Searching root 'D:\FS2\blueplanetSVN est_bp\' ... 0 files
Searching root 'D:\FS2\blueplanetSVNlueplanet\' ... 0 files
Searching root 'D:\FS2\mediavps\' ... 8 files
Searching root pack 'D:\FS2\mediavps\3610_Patch.vp' ... 180 files
Searching root pack 'D:\FS2\mediavps\MV_Assets.vp' ... 1810 files
Searching root pack 'D:\FS2\mediavps\MV_Core.vp' ... 146 files
Searching root pack 'D:\FS2\mediavps\MV_Effects.vp' ... 1046 files
Searching root pack 'D:\FS2\mediavps\mv_music.vp' ... 32 files
Searching root 'D:\FS2\' ... 56 files
Searching root pack 'D:\FS2\FS2OGGcutscenepack.vp' ... 10 files
Searching root pack 'D:\FS2\multi-mission-pack.vp' ... 110 files
Searching root pack 'D:\FS2\multi-voice-pack.vp' ... 307 files
Searching root pack 'D:\FS2\root_fs2.vp' ... 157 files
Searching root pack 'D:\FS2\smarty_fs2.vp' ... 10 files
Searching root pack 'D:\FS2\sparky_fs2.vp' ... 3027 files
Searching root pack 'D:\FS2\sparky_hi_fs2.vp' ... 1337 files
Searching root pack 'D:\FS2\stu_fs2.vp' ... 2355 files
Searching root pack 'D:\FS2\tango1_fs2.vp' ... 32 files
Searching root pack 'D:\FS2\tango2_fs2.vp' ... 15 files
Searching root pack 'D:\FS2\tango3_fs2.vp' ... 10 files
Searching root pack 'D:\FS2\warble_fs2.vp' ... 52 files
Found 26 roots and 10803 files.
AutoLang: Language auto-detection successful...
Setting language to English
TBM  =>  Starting parse of 'mv_strings-lcl.tbm' ...
Initializing OpenAL...
  Using 'Generic Software' as OpenAL sound device...
  OpenAL Vendor     : Creative Labs Inc.
  OpenAL Renderer   : Software
  OpenAL Version    : 1.1

... OpenAL successfully initialized!
Failed to init speech
Initializing OpenGL graphics device at 1024x768 with 32-bit color...
  Initializing WGL...
  Requested WGL Video values = R: 8, G: 8, B: 8, depth: 32, double-buffer: 1
  Actual WGL Video values    = R: 8, G: 8, B: 8, depth: 32, double-buffer: 1
  OpenGL Vendor     : ATI Technologies Inc.
  OpenGL Renderer   : ATI Radeon Xpress 1200 Series 
  OpenGL Version    : 2.1.8544 Release

  Using extension "GL_EXT_fog_coord".
  Using extension "GL_ARB_multitexture".
  Using extension "GL_ARB_texture_env_add".
  Using extension "GL_ARB_texture_compression".
  Using extension "GL_EXT_texture_compression_s3tc".
  Using extension "GL_EXT_texture_filter_anisotropic".
  Using extension "GL_ARB_texture_env_combine".
  Using extension "GL_EXT_compiled_vertex_array".
  Using extension "GL_EXT_draw_range_elements".
  Using extension "GL_ARB_texture_mirrored_repeat".
  Using extension "GL_ARB_texture_non_power_of_two".
  Using extension "GL_ARB_vertex_buffer_object".
  Using extension "GL_ARB_pixel_buffer_object".
  Using extension "GL_SGIS_generate_mipmap".
  Using extension "GL_EXT_framebuffer_object".
  Using extension "GL_ARB_texture_rectangle".
  Using extension "GL_EXT_bgra".
  Using extension "GL_ARB_texture_cube_map".
  Using extension "GL_EXT_texture_lod_bias".
  Using extension "GL_ARB_point_sprite".
  Using extension "GL_ARB_shading_language_100".
  Using extension "GL_ARB_shader_objects".
  Using extension "GL_ARB_vertex_shader".
  Using extension "GL_ARB_fragment_shader".
  Unable to find extension "GL_ATI_shader_texture_lod".
  Found special extension function "wglSwapIntervalEXT".

  Max texture units: 8 (8)
  Max elements vertices: 2147483647
  Max elements indices: 16384
  Max texture size: 2048x2048
  Can use compressed textures: YES
  Texture compression available: YES
  Using bilinear texture filter.
... OpenGL init is complete!
Size of bitmap info = 760 KB
Size of bitmap extra info = 52 bytes
ANI cursorweb with size 24x24 (25.0% wasted)
GRAPHICS: Initializing default colors...
SCRIPTING: Beginning initialization sequence...
SCRIPTING: Beginning Lua initialization...
LUA: Opening LUA state...
LUA: Initializing base Lua libraries...
LUA: Beginning ADE initialization
ADE: Initializing enumeration constants...
ADE: Assigning Lua session...
SCRIPTING: Beginning main hook parse sequence....
Wokka!  Error opening file (scripting.tbl)!
TABLES: Unable to parse 'scripting.tbl'!  Error code = 5.
TBM  =>  Starting parse of 'flak-sct.tbm' ...
TBM  =>  Starting parse of 'velindc-sct.tbm' ...
SCRIPTING: Inititialization complete.
SCRIPTING: Splash screen overrides checked
SCRIPTING: Splash hook has been run
SCRIPTING: Splash screen conditional hook has been run
Using high memory settings...
Wokka!  Error opening file (interface.tbl)!
WMCGUI: Unable to parse 'interface.tbl'!  Error code = 5.
TBM  =>  Starting parse of 'mv_effects-sdf.tbm' ...
ANI 2_radar1 with size 209x170 (33.6% wasted)
Windows reported 16 joysticks, we found 0
Current soundtrack set to -1 in event_music_reset_choices
TBM  =>  Starting parse of 'mv_music-mus.tbm' ...
Wokka!  Error opening file (armor.tbl)!
TABLES: Unable to parse 'armor.tbl'!  Error code = 5.
TBM  =>  Starting parse of 'mv_effects-wxp.tbm' ...
BMPMAN: Found EFF (exp20.eff) with 64 frames at 30 fps.
BMPMAN: Found EFF (ExpMissileHit1.eff) with 44 frames at 30 fps.
BMPMAN: Found EFF (exp05.eff) with 47 frames at 20 fps.
BMPMAN: Found EFF (exp06.eff) with 48 frames at 20 fps.
BMPMAN: Found EFF (exp04.eff) with 37 frames at 20 fps.
BMPMAN: Found EFF (Maxim_Impact.eff) with 23 frames at 30 fps.
ANI Lamprey_Impact with size 80x80 (37.5% wasted)
TBM  =>  Starting parse of 'mv_effects-wep.tbm' ...
TBM  =>  Starting parse of 'mv_tech-wep.tbm' ...
TBM  =>  Starting parse of 'mv_models-wep.tbm' ...
TBM  =>  Starting parse of 'mv_trails-shp.tbm' ...
TBM  =>  Starting parse of 'mv_dragon-shp.tbm' ...
TBM  =>  Starting parse of 'mv_density-shp.tbm' ...
TBM  =>  Starting parse of 'mv_models-shp.tbm' ...
TBM  =>  Starting parse of 'mv_tech-shp.tbm' ...
TBM  =>  Starting parse of 'mv_escort-hdg.tbm' ...
TBM  =>  Starting parse of 'mv_effects-str.tbm' ...
loading animated cursor "cursor"
ANI cursor with size 24x24 (25.0% wasted)
Ships.tbl is : VALID
Weapons.tbl is : VALID
cfile_init() took 1517
Got event GS_EVENT_GAME_INIT (49) in state NOT A VALID STATE (0)
ANI cursor.ani with size 24x24 (25.0% wasted)
Frame  0 too long!!: frametime = 0.421 (0.421)
Got event GS_EVENT_QUIT_GAME (5) in state GS_STATE_INITIAL_PLAYER_SELECT (37)
Freeing all existing models...
... Log closed, Fri Feb 05 11:18:51 2010

This is the mod.ini used:

Code: [Select]
# PLEASE NOTE ALL INI SETTINGS ARE *OPTIONAL*

# modname:       Display name only, so you can have spaces instead of underscores for multi word MOD's
# image255x112:  Location of a 255x112 bmp you wish to display in the launcher
# infotext:      Text that will appear in the launcher
# website:       Link to your website
# forum:         Link to your forum
[launcher]
modname      = Blue Planet SVN;
infotext     = no_advanced;
website      = http://blueplanet.hard-light.net;
forum        = http://www.hard-light.net/forums/index.php/board,169.0.html;
[multimod]
primarylist  = blueplanetSVN;
secondarylist = blueplanetSVN\extras\radaricons,blueplanetSVN\test_bp2,blueplanetSVN\blueplanet2,blueplanetSVN\test_bp,blueplanetSVN\blueplanet,mediavps;
Title: Re: Announcing wxLauncher 0.7.0 public alpha
Post by: kkmic on February 05, 2010, 09:55:14 am
Keep 'em coming! The bug reports I mean  :p

@The E: Please note that kinky word in the topic title: alpha  :nod:

That means that there is still work to do until the launcher reaches the "features implementation complete" stage - and the start of beta.

The WMBAI images are, of course, placeholders. We have an artist working on some icons, but we have no ETA from him ATM.

As for the nested folder structure, we haven't planned for this. That's probably why the launcher mangles up the -mod flag.

So here comes the stupid question: is the current launcher able to handle nested folder mods? While I expect a "Yes" answer, I thought it won't hurt to ask anyway. :p
Title: Re: Announcing wxLauncher 0.7.0 public alpha
Post by: The E on February 05, 2010, 10:06:14 am
Yep, the Launcher handles those structures just fine. Except in cases where the commandline gets too long, of course.

And I noticed tha Alpha in the title, but ignored it  :p.
Title: Re: Announcing wxLauncher 0.7.0 public alpha
Post by: Bobboau on February 05, 2010, 02:38:05 pm
/*looks at feature list*/
/*notices will be available under all platforms*/
/*wipes tear from eye*/
Title: Re: Announcing wxLauncher 0.7.0 public alpha
Post by: Aardwolf on February 05, 2010, 03:04:10 pm
Installer screws up royally if I try to put it in C:\Games\wxLauncher... the launcher can't find the splash screen, then keels over dead. Works fine if I install it to the default place, though.

This is on Windows 7 (Premium)
Title: Re: Announcing wxLauncher 0.7.0 public alpha
Post by: Zacam on February 05, 2010, 04:12:08 pm
Looking through the code package, I have a few suggestions. They might be annoying and you might not like re-doing a lot of stuff, but:

Organization. Separate the code files for each of the distinctive tabs/etc into sub-folders with a defined folder for anything global and another for any includes. Just having it all sitting in the root of /code/ can make it interesting to situate which file does what, often despite the fact that they have fairly clarifying names to them.

This way, expansion on existing features can take place with additional files with sub-folders or the primary Global folder. It will also make for situating various "project" environment files easier.
Title: Re: Announcing wxLauncher 0.7.0 public alpha
Post by: ChronoReverse on February 05, 2010, 06:36:17 pm
A way to group and filter the list of mods would be nice too.  Like a textbox, for example, where I can type in "BL" and then the list would only show mods that contain "BL" (with different priorities: name starting > name contains > description starting > description contains).

Another idea would be a Multiplayer page which would let people see who's waiting for a game and/or is logged in.  At the very least a 2.0 (if not 3.0 lol) idea but might as well dream big.
Title: Re: Announcing wxLauncher 0.7.0 public alpha
Post by: Bobboau on February 05, 2010, 09:03:42 pm
I have not looked at the source but from what I see in the executable you need to use sizers, it will make your interface a lot cleaner and dynamic.

also make the play button a lot bigger and prominent.
Title: Re: Announcing wxLauncher 0.7.0 public alpha
Post by: karajorma on February 05, 2010, 10:02:39 pm
How exactly is skinning supposed to work? Create a resources directory in the game's folder?
Title: Re: Announcing wxLauncher 0.7.0 public alpha
Post by: Iss Mneur on February 05, 2010, 10:16:16 pm
[snip]

There are several things going wrong here. Why is the feature list using a different (extremely ugly) font, and not the system default one? Why is the preset selector not rendered correctly? Why doesn't the current commandline text field show the entire current commandline, including the -mod arguments?
The font is because it was reverted so that it is working, but it will have a much better presentation when finished.

Oh, and the links on the Welcome page should probably be to the Hard-Light Wiki and the Hard-Light Forums. There are a few different FS2 forums out there, and even though HLP is the biggest, we are not the only ones :)
While we're on the subject of links, please provide one to the Troubleshooting FAQ.
The URL of the Troubleshooting FAQ is?  I was only aware of gamewarden as being the only other active FS2 site, though at that this launcher is specific to the SCP's FS2Open.

The image retrieval code does not seem to be able to handle a nested mod folder structure. In this case, both "Blue Planet" and "Blue Planet 2" should show images, they don't.
The folder structure looks like this:
blueplanetsvn\
---blueplanet -> For AoA
---blueplanet2 -> For Wih

When using the mod.ini for one of the mod folders, the Launcher mangles the -mod argument beyond recognition:

This is the mod.ini used:

Code: [Select]
# PLEASE NOTE ALL INI SETTINGS ARE *OPTIONAL*

# modname:       Display name only, so you can have spaces instead of underscores for multi word MOD's
# image255x112:  Location of a 255x112 bmp you wish to display in the launcher
# infotext:      Text that will appear in the launcher
# website:       Link to your website
# forum:         Link to your forum
[launcher]
modname      = Blue Planet SVN;
infotext     = no_advanced;
website      = http://blueplanet.hard-light.net;
forum        = http://www.hard-light.net/forums/index.php/board,169.0.html;
[multimod]
primarylist  = blueplanetSVN;
secondarylist = blueplanetSVN\extras\radaricons,blueplanetSVN\test_bp2,blueplanetSVN\blueplanet2,blueplanetSVN\test_bp,blueplanetSVN\blueplanet,mediavps;
I was not aware that FSO even supported paths in the -mod line.

Installer screws up royally if I try to put it in C:\Games\wxLauncher... the launcher can't find the splash screen, then keels over dead. Works fine if I install it to the default place, though.

This is on Windows 7 (Premium)
I have not been able to reproduce this using the installer from the downloads page.  Can you please list your procedure how you got to this error?

Looking through the code package, I have a few suggestions. They might be annoying and you might not like re-doing a lot of stuff, but:

Organization. Separate the code files for each of the distinctive tabs/etc into sub-folders with a defined folder for anything global and another for any includes. Just having it all sitting in the root of /code/ can make it interesting to situate which file does what, often despite the fact that they have fairly clarifying names to them.

This way, expansion on existing features can take place with additional files with sub-folders or the primary Global folder. It will also make for situating various "project" environment files easier.
Reorgainzing the code layout has been considered, but at this time I do not see the benefit especially with the names of the files.

A way to group and filter the list of mods would be nice too.  Like a textbox, for example, where I can type in "BL" and then the list would only show mods that contain "BL" (with different priorities: name starting > name contains > description starting > description contains).
Hmm, interesting idea.

Another idea would be a Multiplayer page which would let people see who's waiting for a game and/or is logged in.  At the very least a 2.0 (if not 3.0 lol) idea but might as well dream big.
Does multi-player even have support for this type of thing?  Nevertheless, it is defiantly something for the future.

I have not looked at the source but from what I see in the executable you need to use sizers, it will make your interface a lot cleaner and dynamic.

also make the play button a lot bigger and prominent.
We are using sizers (everywhere actually) , which is why some of the elements are so flattened against each other as the sizers do not have any boarders set.  What specifically were you thinking was not done with sizers?

How exactly is skinning supposed to work? Create a resources directory in the game's folder?
The mod.ini and the tc's mod.ini ( a mod.ini in the root of the TC folder) are supposed to configure the launcher's skin (mostly just the icons, fonts and colours), but this support is not implemented so, currently the only way to reskin is to change the resources in the launchers resource folder and/or making changes to the defaults in SkinSystem.cpp.
Title: Re: Announcing wxLauncher 0.7.0 public alpha
Post by: The E on February 05, 2010, 10:27:31 pm
Quote
The URL of the Troubleshooting FAQ is?  I was only aware of gamewarden as being the only other active FS2 site, though at that this launcher is specific to the SCP's FS2Open.

I think I just lost a bit of my will to live. If even reasonable people who are actively working on the project don't know this........

http://www.hard-light.net/forums/index.php?topic=56279.0

As for other site, well, there's sectorgame and freespace.pl, for example.

Quote
I was not aware that FSO even supported paths in the -mod line.

Surprised me as well. However, for projects in development, like the mediavps or Blue Planet, this ability is essential. On that note, a conversion to the different path signifier formats (/ on *nix, \ on Win) is necessary.
Title: Re: Announcing wxLauncher 0.7.0 public alpha
Post by: Iss Mneur on February 06, 2010, 02:07:23 am
Quote
The URL of the Troubleshooting FAQ is?  I was only aware of gamewarden as being the only other active FS2 site, though at that this launcher is specific to the SCP's FS2Open.

I think I just lost a bit of my will to live. If even reasonable people who are actively working on the project don't know this........

http://www.hard-light.net/forums/index.php?topic=56279.0

As for other site, well, there's sectorgame and freespace.pl, for example.
It seems I was aware of the FAQ, but for some reason did not register the name.

I will have to check out the other sites.


Also I have posted a new revision of the launcher fixing a couple of the glaring bugs/ommisions.  Links in original post have been updated, but I have not posted update source.

Title: Re: [Updated Feb 6, 2010] Announcing wxLauncher 0.7.1 public alpha
Post by: ChronoReverse on February 06, 2010, 02:30:52 am
Uninstalled 0.7.0.  Installed 0.7.1.

Got these errors when trying to launch it:
http://img31.imageshack.us/img31/1803/error2s.png
http://img211.imageshack.us/img211/3221/error1i.png

Seems the problem is that the Startup Folder is set to "C:\Program Files (x86)\wxLauncher" instead of "C:\Program Files (x86)\wxLauncher\bin"


Incidentally, I've noticed that FSO looked different with this launcher and it was because the previous launcher had put "-ambient_factor 35 -ogl_spec 20 -spec_exp 15 -spec_point 1.2 -spec_static 1.5 -spec_tube 1.5" automatically into the extra command line arguments.  Is this an actual recommended default?  Is there an recommended default?
Title: Re: [Updated Feb 6, 2010] Announcing wxLauncher 0.7.1 public alpha
Post by: kkmic on February 06, 2010, 02:36:27 am
Yeah, one of the 0.7.1 fixes was the ability to launch the launcher directly. And we forgot to modify the shortcuts paths accordingly.

Add the \bin to the path as a temp fix

It will be fixed in the next testing release

Edit:
Add the custom flags you mentioned by hand in the custom flags list. Se how this works for you.
Title: Re: [Updated Feb 6, 2010] Announcing wxLauncher 0.7.1 public alpha
Post by: ChronoReverse on February 06, 2010, 03:25:45 am
They work fine, but since (I've found out from Zacam on IRC) these are "recommended" by the Wiki based on commentary by the folks who best set the engine defaults, I'm thinking they could be included somehow in the new launcher.
Title: Re: [Updated Feb 6, 2010] Announcing wxLauncher 0.7.1 public alpha
Post by: kkmic on February 06, 2010, 06:56:09 am
The easyflags droplist has ATM the same options as the old launcher. We'll consider adding the recommended  values to a new entry in the easyflags, since the easyflags list will get a _major_ overhaul.
Title: Re: [Updated Feb 6, 2010] Announcing wxLauncher 0.7.1 public alpha
Post by: Zacam on February 06, 2010, 06:51:10 pm
A minimize button.

And I'm probably the only one to encounter this, but I have an application called WinRoll that allows me to "window shade" rollup windows,

If I "roll up" the wxLanucher, the "Advanced Settings" feature list then completely fills the window on roll down and nothing else is available, necessitating a restart.
Title: Re: [Updated Feb 6, 2010] Announcing wxLauncher 0.7.1 public alpha
Post by: Bobboau on February 06, 2010, 09:12:37 pm

I have not looked at the source but from what I see in the executable you need to use sizers, it will make your interface a lot cleaner and dynamic.

also make the play button a lot bigger and prominent.
We are using sizers (everywhere actually) , which is why some of the elements are so flattened against each other as the sizers do not have any boarders set.  What specifically were you thinking was not done with sizers?

well the layout seems static, for one thing the border isn't resizeable, for another thing the controls aren't distributed evenly. I supposed this could just be because it's an early build, but that's normally the first thing I fix with interface code, before I even make the interface functional. but I suppose that's just the way I do it.
Title: Re: [Updated Feb 6, 2010] Announcing wxLauncher 0.7.1 public alpha
Post by: Iss Mneur on February 07, 2010, 12:52:03 am
A minimize button.
Windows does not allow having the context help question mark and a minimize/maximize box on the title bar at one time. That being said we are going to have to do something so that there is a context help button on linux and OSX as they do not provide those as options.



I have not looked at the source but from what I see in the executable you need to use sizers, it will make your interface a lot cleaner and dynamic.

also make the play button a lot bigger and prominent.
We are using sizers (everywhere actually) , which is why some of the elements are so flattened against each other as the sizers do not have any boarders set.  What specifically were you thinking was not done with sizers?

well the layout seems static, for one thing the border isn't resizeable, for another thing the controls aren't distributed evenly. I supposed this could just be because it's an early build, but that's normally the first thing I fix with interface code, before I even make the interface functional. but I suppose that's just the way I do it.
So far we have not had any reason to make the interface move controls around that is why they are "static".  As for the window not being re-sizable, it is consciously that way because as with moving the controls we have not seen the point.  That is, all of the controls and the layout are designed to be more or less the same size no matter the resolution.

As for the controls not being spaced correctly, that is more to do with that we have not finalized what controls and there respective sizes well be (actually we have yet to move some controls to a different tab all together).  Because of this, I have not spent the time to fiddle to make the controls look decently spaced.

That being said, this is the time to get your 2 cents in about the layout of the launcher, like Karajorma, The_E and Zacam have already. So if there is some design pattern that you think would work better we would be happy to hear it.
Title: Re: [Updated Feb 6, 2010] Announcing wxLauncher 0.7.1 public alpha
Post by: Bobboau on February 07, 2010, 01:18:44 am
having a resizeable frame and have all the controls inside adjust properly should be trivial to implement if your using sizers. resizeable dialogs are generally preferred in most of the HCI guidelines I recall reading, though I can't think up a specific pattern off the top of my head.

similarly with the location, sizers don't usually lend themselves to some of the odd uneven distributions, like what you see in the basic settings tab for example. I would have expected all those high level group boxes to have been even with each other, and filled the available horizontal space.

but it's WIP, very early alpha, so what eva.
Title: Re: [Updated Feb 6, 2010] Announcing wxLauncher 0.7.1 public alpha
Post by: Zacam on February 07, 2010, 02:17:00 am
A minimize button.

And I'm probably the only one to encounter this, but I have an application called WinRoll that allows me to "window shade" rollup windows,

If I "roll up" the wxLanucher, the "Advanced Settings" feature list then completely fills the window on roll down and nothing else is available, necessitating a restart.

Replicated it. I had in rolled up, and focused, and used the mouse scroll wheel and then unrolled it.

(http://img41.imageshack.us/img41/55/badscroll.png)
Title: Re: [Updated Feb 10, 2010] Announcing wxLauncher 0.7.2 public alpha
Post by: kkmic on February 11, 2010, 03:25:57 am
 :bump:

Feb 10 Update. Check the first post (http://www.hard-light.net/forums/index.php?topic=67950.msg1341695#msg1341695) for details.
Title: Re: [Updated Feb 10, 2010] Announcing wxLauncher 0.7.2 public alpha
Post by: ChronoReverse on February 11, 2010, 12:45:22 pm
What are profiles btw?
Title: Re: [Updated Feb 10, 2010] Announcing wxLauncher 0.7.2 public alpha
Post by: Iss Mneur on February 11, 2010, 05:49:34 pm
What are profiles btw?

Glad you asked, to steal the explanation directly from the (incomplete) wxLauncher help manual:
Quote from: Help > wxLauncher Overview > Profiles
Profiles are one of the biggest features introduced by wxLauncher. It allows you to save various "snapshots" of the launcher settings, for ease of access. Think of them like the "save" feature in the modern games. You can save your current settings and restore them later.
Title: Re: [Updated Feb 12, 2010] Announcing wxLauncher 0.7.3 public alpha
Post by: Iss Mneur on February 12, 2010, 02:48:35 am
wxLauncher 0.7.3 public alpha released
0.7.3 fixes:

:bump:
Title: Re: [Updated Feb 10, 2010] Announcing wxLauncher 0.7.2 public alpha
Post by: kkmic on February 12, 2010, 06:06:08 am
What are profiles btw?

Just like each user on a computer has it's own settings, files, etc., a wxLauncher profile stores the state of each game option available. That means that you can save the settings required for a particular  MOD/TC in a profile, and later, when you want to play that MOD again with the same settings, you need just to select your previously saved profile, and voila!, everything is set for that MOD. You just need to hit "Play" afterward.

Another example:
Just like each pilot file stores the internal settings of FSO (controls, hud colors, etc), each profile stores the external settings (launch options).

Profiles ARE NOT a replacement for pilots! They are completely unrelated!
Title: Re: [Updated Feb 12, 2010] Announcing wxLauncher 0.7.3 public alpha
Post by: Bobboau on February 12, 2010, 12:25:10 pm
could it be possible to share profiles? so if I tweak my lighting settings and whatnot, someone wants the save settings as me I can just post a profile file?
Title: Re: [Updated Feb 12, 2010] Announcing wxLauncher 0.7.3 public alpha
Post by: Fury on February 12, 2010, 12:59:41 pm
Actually it'd be pretty damn nice idea if mods and mediavps could ship their own profile in .vp files and launcher could read it. Then user can simply choose this profile in launcher if he/she wants.
Title: Re: [Updated Feb 12, 2010] Announcing wxLauncher 0.7.3 public alpha
Post by: The E on February 12, 2010, 01:01:56 pm
I wouldn't mind "recommended" profiles, but packing them inside a vp is not a good idea, IMHO.
Title: Re: [Updated Feb 12, 2010] Announcing wxLauncher 0.7.3 public alpha
Post by: Fury on February 12, 2010, 01:10:47 pm
Eh. It's the only reasonable place to store them if they are to be packaged at all.
Title: Re: [Updated Feb 12, 2010] Announcing wxLauncher 0.7.3 public alpha
Post by: The E on February 12, 2010, 01:18:01 pm
In my opinion, those things should be treated like mod.inis. What if a user wants to edit the recommended profile? I am not feeling comfortable with the idea of editing files in a vp. If they are not in the vp, you can edit them easily, and you don't need to bother with any override checks (as in, checking to see if there is a copy of the file outside of the vp that supercedes the one packed away).
Title: Re: [Updated Feb 12, 2010] Announcing wxLauncher 0.7.3 public alpha
Post by: chief1983 on February 12, 2010, 06:38:44 pm
A recommended profile isn't supposed to be edited, it's what's _recommended_ by the mod.  The mod.ini serves a completely different purpose.  However, if this is specific to this particular launcher I don't think keeping it with the mod is a good idea either, unless this is some sort of standard format of generic settings that could be utilized by any launcher down the road.
Title: Re: [Updated Feb 12, 2010] Announcing wxLauncher 0.7.3 public alpha
Post by: Zacam on February 12, 2010, 07:35:28 pm
Set a "Profile" group in said mod.ini (or whatever) that suggests recommended settings for the mod that they can play with, or they can select their own profile.

Problems: solved.
Title: Re: [Updated Feb 12, 2010] Announcing wxLauncher 0.7.3 public alpha
Post by: Iss Mneur on February 12, 2010, 09:38:40 pm
Set a "Profile" group in said mod.ini (or whatever) that suggests recommended settings for the mod that they can play with, or they can select their own profile.

Problems: solved.

This is our kkmic's and my preferred solution as we outlined in our proposed Mod.ini, though we call them flagsets.  They are to work more or less the same way the easy flags that FSO provides do right now.  They are going to appear above the easy flag sets in the same list in the launcher. [flagsetideal] will be the set that causes the "recommended" image to appear in the flag list (currently it appears for all).

See  http://code.google.com/p/wxlauncher/wiki/ModIniOptions#%5Bflagsetideal%5D  (http://code.google.com/p/wxlauncher/wiki/ModIniOptions#%5Bflagsetideal%5D)
Title: Re: [Updated Feb 12, 2010] Announcing wxLauncher 0.7.3 public alpha
Post by: ChronoReverse on February 13, 2010, 05:30:24 pm
Do you think it's possible to implement a "multi mode" button?  I have a number of things for testing inside my data folder (because I use them with other mods) and thus have a separate folder that I rename to "data" whenever I try multiplayer in order to get it clean.  Something like that would be nice.

Anyone with ideas about how that ought to work?
Title: Re: [Updated Feb 12, 2010] Announcing wxLauncher 0.7.3 public alpha
Post by: Iss Mneur on February 14, 2010, 12:41:29 am
Do you think it's possible to implement a "multi mode" button?  I have a number of things for testing inside my data folder (because I use them with other mods) and thus have a separate folder that I rename to "data" whenever I try multiplayer in order to get it clean.  Something like that would be nice.

Anyone with ideas about how that ought to work?

There are certainly a number of things that we can do as wxLauncher learns more about the structure of FSO data files (so it can patch them for example), so there are very few things that we would not be able to do.

That being said, what you are wanting to do would be a good use of the mod system.  You put your testing data into a folder called foo, for example. Put a mod.ini file in that folder, which is just a text file (or just copy the whole thing).  In the mod.ini copy the entire [multimod] section of the mod that you are using, placing the name of the mod that you want to test the updated files on (ie. the one that you just copied the mod.ini file of) at the beginning of the secondarylist (if you copied the entire file make sure that you change the modname value as well so that you can tell them apart more easily in wxLauncher).

For example, say you want to test a new mission for Blue Planet.
Code: (extract of the Blue Planet mod.ini) [Select]
[multimod]
primarylist  = ;
secondarylist = mediavps;

assuming you installed Blue Planet in the folder blueplanet:
Code: (foo/mod.ini) [Select]
[multimod]
primarylist  = ;
secondarylist = blueplanet,mediavps;

With this setup you then will be able to test modifications by choosing the mod testing from the list in wxLauncher and choose Blue Planet when you want to play multi with Blue Planet.
Title: Re: [Updated Feb 12, 2010] Announcing wxLauncher 0.7.3 public alpha
Post by: Fury on February 14, 2010, 04:17:11 am
The installer automatically picks Program Files as install location. This is not advisable on Vista/Win7 as writing to Program Files requires admin privileges. By default install location should be C:\Games\FreeSpace2 as this is default in the FS2 installation. Total Conversions on the other hand either will package this with their downloads or have clear installation instructions.

In the mod selection list, it is a bit annoying that infotext disappears when you select mod. For some reason wxLauncher does not detect OpenAL and detect is grayed out. Another issue is that the launcher seems to think Windows reports 1 joystick with 3 or 4 plugged in. Old launcher only displays one. Calibrate button doesn't work for any of the four joysticks and they're all named as "Microsoft PC joystick driver", making it a wee bit harder to find the one that is actually my joystick.

And finally, profiles still doesn't seem to work. No matter what settings I tick, once I press "Play" the launcher uses default settings. None of the settings in mods, basic settings or advanced settings are used.

Launcher doesn't seem to detect uniquely named fs2 open executables, only those that follow certain naming scheme. Didn't find a way to select differently named exes manually either.

As I couldn't get the launcher to use any settings beyond very defaults, I'll let you know more feedback once these have been sorted out.

It seems that with this launcher I can no longer use fs2_open exe directly to fire up my games. I only used the old launcher when I needed to change mod folder or change a setting, other than that I always used fs2 open exe directly. Oh well, I'll adapt I think. :p
Title: Re: [Updated Feb 12, 2010] Announcing wxLauncher 0.7.3 public alpha
Post by: chief1983 on February 14, 2010, 04:30:57 am
If you're installing a program, installing to program files shouldn't be a big deal.  Needing admin privs for that shouldn't be a problem.  Subsequently writing data to that directory, however, is.
Title: Re: [Updated Feb 12, 2010] Announcing wxLauncher 0.7.3 public alpha
Post by: Iss Mneur on February 14, 2010, 04:15:41 pm
The installer automatically picks Program Files as install location. This is not advisable on Vista/Win7 as writing to Program Files requires admin privileges. By default install location should be C:\Games\FreeSpace2 as this is default in the FS2 installation. Total Conversions on the other hand either will package this with their downloads or have clear installation instructions.
This launcher is not intended or designed to be installed directly in the FS2 (or any other TC's) folder.  This launcher is designed to be completely independent of the mod of FSO installed.

In the mod selection list, it is a bit annoying that infotext disappears when you select mod.
This certainly can be changed, it is mostly like this because when the list was designed there was not going to be enough room.  Does anyone like the infotext disappearing when a mod is selected?

For some reason wxLauncher does not detect OpenAL and detect is grayed out.
Hmm, can you run the debug build (linked at the bottom of my original post) and post the log (instuctions for finding it in the Original post).

Another issue is that the launcher seems to think Windows reports 1 joystick with 3 or 4 plugged in. Old launcher only displays one. Calibrate button doesn't work for any of the four joysticks and they're all named as "Microsoft PC joystick driver", making it a wee bit harder to find the one that is actually my joystick.
Hmm, do you have any other controllers installed, like a game pad?  In any case, as above I would need to see a log from a debug build.

And finally, profiles still doesn't seem to work. No matter what settings I tick, once I press "Play" the launcher uses default settings. None of the settings in mods, basic settings or advanced settings are used.
Hmm, can you also include the profile files. They are in the same folder as the log and are name pro*.ini.

Launcher doesn't seem to detect uniquely named fs2 open executables, only those that follow certain naming scheme. Didn't find a way to select differently named exes manually either.
Currently it will only enumerate executables that start with fs2_open. I was not aware of exes that are FSO that do not have that naming scheme.  I will talk to kkmic about adding a way to add exes separately.

At that, I am aware that an executable named fs2_open_includes.exe, for example, would be shown as just FreeSpace Open Release.  I need to adjust the filename parser so that any extra text in the file name would be shown in the list.

As I couldn't get the launcher to use any settings beyond very defaults, I'll let you know more feedback once these have been sorted out.
Okay, looking forward to the additional information as I am not sure what you are getting at here.

It seems that with this launcher I can no longer use fs2_open exe directly to fire up my games. I only used the old launcher when I needed to change mod folder or change a setting, other than that I always used fs2 open exe directly. Oh well, I'll adapt I think. :p
Hmm, I will have to look into this because it is not supposed change anything in that regard.

If you're installing a program, installing to program files shouldn't be a big deal.  Needing admin privs for that shouldn't be a problem.  Subsequently writing data to that directory, however, is.
The only time the launcher should be have its folder written to is when it is being upgraded.  Everything that this launcher writes is done to its folder in the users profile or to the TC's folder (fso_cmdline.cfg).
Title: Re: [Updated Feb 12, 2010] Announcing wxLauncher 0.7.3 public alpha
Post by: chief1983 on February 14, 2010, 04:30:54 pm
I wouldn't get too heavy into file name parsing, we don't exactly have a standard.  Filenames have traditionally started with fs2_open though, but having a 'show all exes' option would be helpful.  Does this launcher include FRED launching support by the way?
Title: Re: [Updated Feb 12, 2010] Announcing wxLauncher 0.7.3 public alpha
Post by: Iss Mneur on February 14, 2010, 06:52:23 pm
I wouldn't get too heavy into file name parsing, we don't exactly have a standard.  Filenames have traditionally started with fs2_open though, but having a 'show all exes' option would be helpful.  Does this launcher include FRED launching support by the way?
Not currently but it is planned, the button for it even is still in the code, but it is currently commented out.
Title: Re: [Updated Feb 12, 2010] Announcing wxLauncher 0.7.3 public alpha
Post by: chief1983 on February 15, 2010, 03:02:56 am
Testing wxLauncher 0.7.3:

I think the WMBAI thing is kinda corny.  Would prefer something a little sharper.
When a TC/Retail folder isn't set yet, just take me to Basic Settings or something, don't tell me I have to go there.  Or ask me directly for the info needed (where the TC is, etc).
First time setup wizard (ie point launcher to game data root folders) for getting this info would be nice.
Like I said before, not a huge fan of the filename parsing.  It's not going to stay consistent probably, as much as I'd like.  Either just showing filenames, having an 'all' option to actually pick the exe from a popup window, or polling the exes for the version data directly when that is finished would be preferred.
Do AA/AF and texture filtering settings do anything yet?  Didn't think they did.
Audio says:  Unknown version; Download OpenAL and Detect are disabled (greyed out).
Old launcher had a 'no sound' option, where did it go?
Joystick device is listed twice, old launcher only lists it once.
Port/IP should somehow indicate that they are optional overrides.  Also Port defaults to 0 instead of empty string, seems misleading.

Activate button is not disabled for the active mod.
Mod image looks horrible stretched to fit current size.  Will it handle an image that doesn't need scaling at least?

Need way to go to wiki entry for a command line option from the Advanced Settings tab.

That's all the nitpicks I have so far.  Might be some that are just uncompleted features, but figured I'd include everything now.
Title: Re: [Updated Feb 12, 2010] Announcing wxLauncher 0.7.3 public alpha
Post by: kkmic on February 15, 2010, 07:11:11 am
I think the WMBAI thing is kinda corny.  Would prefer something a little sharper.

As I sid before, the WMBAI are just placeholders. We'll have proper icons in the final release.

When a TC/Retail folder isn't set yet, just take me to Basic Settings or something, don't tell me I have to go there.  Or ask me directly for the info needed (where the TC is, etc).

Trying to get to the mods tabs and being shown the basic settings tab if it is not correctly configured is  very confusing for a non-technical user. OTOH, a first-run wizard would be nice.

Like I said before, not a huge fan of the filename parsing.  It's not going to stay consistent probably, as much as I'd like.  Either just showing filenames, having an 'all' option to actually pick the exe from a popup window, or polling the exes for the version data directly when that is finished would be preferred.
We thought that all/most exes include the "fs2_open" string. A "show all executables" option would be nice, but then we rely on the user that he knows which exe he selects. Not good for non-technical users.

Do AA/AF and texture filtering settings do anything yet?  Didn't think they did.
Not for the moment. AFAIK they are passed to FSO but the engine does not know how to use them.

Port/IP should somehow indicate that they are optional overrides.  Also Port defaults to 0 instead of empty string, seems misleading.
They are mentioned as optional in the help file.

Activate button is not disabled for the active mod.
Mod image looks horrible stretched to fit current size.  Will it handle an image that doesn't need scaling at least?
Keeping the images' original size for the mod list will result in a big entry for each item from that list. We'll look into a smooth scaling method. As for the activate button, we'll keep it active as long as the old launcher is around.

Need way to go to wiki entry for a command line option from the Advanced Settings tab.
There will be a description displayed by the launcher in the right panel and an option to open the wiki page.

That's all the nitpicks I have so far.  Might be some that are just uncompleted features, but figured I'd include everything now.
Well, the launcher is in the Alpha stage (http://en.wikipedia.org/wiki/Software_release_life_cycle#Alpha), so there are a lot of things that do not work or are not yet implemented. Bear with us :p

And thanks for the detailed post.
Title: Re: [Updated Feb 12, 2010] Announcing wxLauncher 0.7.3 public alpha
Post by: chief1983 on February 15, 2010, 01:37:17 pm
Like I said before, not a huge fan of the filename parsing.  It's not going to stay consistent probably, as much as I'd like.  Either just showing filenames, having an 'all' option to actually pick the exe from a popup window, or polling the exes for the version data directly when that is finished would be preferred.
We thought that all/most exes include the "fs2_open" string. A "show all executables" option would be nice, but then we rely on the user that he knows which exe he selects. Not good for non-technical users.
Well, if we can get to some sort of standardized naming scheme, including everything after the fs2_open, that'd be great.  We just don't have one currently so it's not telling enough info a lot of the time.  Sometimes we even rename builds ourselves because the coders who released them don't give them any extra designation, those would probably not follow any scheme at all (mine still all start with fs2_open though).

Port/IP should somehow indicate that they are optional overrides.  Also Port defaults to 0 instead of empty string, seems misleading.
They are mentioned as optional in the help file.
Who reads help files?  :P

Activate button is not disabled for the active mod.
Mod image looks horrible stretched to fit current size.  Will it handle an image that doesn't need scaling at least?
Keeping the images' original size for the mod list will result in a big entry for each item from that list. We'll look into a smooth scaling method. As for the activate button, we'll keep it active as long as the old launcher is around.
The only reason the activate button doesn't disable for the currently active mod, is because of the old launcher?  That sounds silly as it doesn't make much sense there either.  Not even quite sure what you're talking about actually.  There's no functionality exactly like that in the old launcher.

Well, the launcher is in the Alpha stage (http://en.wikipedia.org/wiki/Software_release_life_cycle#Alpha), so there are a lot of things that do not work or are not yet implemented. Bear with us :p

And thanks for the detailed post.
Yup.  Forgot to say, outside of all my nitpicks it's pretty awesome so far.  Keep it up.
Title: Re: [Updated Feb 12, 2010] Announcing wxLauncher 0.7.3 public alpha
Post by: Iss Mneur on February 15, 2010, 09:06:28 pm
Like I said before, not a huge fan of the filename parsing.  It's not going to stay consistent probably, as much as I'd like.  Either just showing filenames, having an 'all' option to actually pick the exe from a popup window, or polling the exes for the version data directly when that is finished would be preferred.
We thought that all/most exes include the "fs2_open" string. A "show all executables" option would be nice, but then we rely on the user that he knows which exe he selects. Not good for non-technical users.
Well, if we can get to some sort of standardized naming scheme, including everything after the fs2_open, that'd be great.  We just don't have one currently so it's not telling enough info a lot of the time.  Sometimes we even rename builds ourselves because the coders who released them don't give them any extra designation, those would probably not follow any scheme at all (mine still all start with fs2_open though).
As I mentioned above, kkmic and I are discussing our options and where we are going to put the button and/or options.

Activate button is not disabled for the active mod.
Mod image looks horrible stretched to fit current size.  Will it handle an image that doesn't need scaling at least?
Keeping the images' original size for the mod list will result in a big entry for each item from that list. We'll look into a smooth scaling method. As for the activate button, we'll keep it active as long as the old launcher is around.
The only reason the activate button doesn't disable for the currently active mod, is because of the old launcher?  That sounds silly as it doesn't make much sense there either.  Not even quite sure what you're talking about actually.  There's no functionality exactly like that in the old launcher.
What kkmic is referring to is that the current launcher (or any other launcher for that matter) can change the current mod that is represented in the cmdline_fso.cfg file, but wxLauncher does not read the contents of the environment after its first run.  wxLauncher gets its settings from its profiles and pushes them into the places that FSO looks for them, so actually it does not matter if the mod is changed outside of wxLauncher as it will erase any changes that are made outside of wxLauncher.

The real reason is that I forgot, though it also allows the user to reset the Advance Settings Page when it messes up without having to restart the launcher.  I filed a bug report as I don't plan on fixing this right now. https://code.google.com/p/wxlauncher/issues/detail?id=43
Title: Re: [Updated Feb 12, 2010] Announcing wxLauncher 0.7.3 public alpha
Post by: Zacam on February 16, 2010, 11:14:05 am
Just to put these here so that they exist outside of IRC conversation:

Having a manifest file (probably a .txt though the extension doesn't matter to me) that contains a Version and Release Date lines. Additionally to contain some form of hashing (SHA-1 + file size was suggested. I'm okay with that or MD5, but definitely anything other than CRC especially not FSO's CRC. Don't get me wrong, it's nice, but it is outdated now and inaccurate to other CRC shemas, nevermind that it takes ages for a full file read). This file would be present at the root of each VP, so the hashing would be for the files in the VP itself. Additionally to potentially contain the -spew out put for tables/missions to assist in validation. (And if/when an installer/updater is added, the same style of manifest file can be included in the root of the archive that will give the hashing data for the VP it contains (or VP's in the case of a package like Total which has all the individual VPs in it)).

Other additional: (And probably the most work to implement) As the MediaVPs contain quite a few components that may be desirable to turn off or on as the situation warrants, have in (say, MV_Core since it will always be on) a list file that will allow for optionals (like MV_Advanced, MV_AnimatedMaps or any other additional optional component) to be selectable as on or off when the MediaVPs are chosen as a mod. This can also be expanded to other mods or TC's that may have "Option Plus" content.
Title: Re: [Updated Feb 12, 2010] Announcing wxLauncher 0.7.3 public alpha
Post by: Fury on February 16, 2010, 11:27:13 am
Hmm, can you run the debug build (linked at the bottom of my original post) and post the log (instuctions for finding it in the Original post).
Can't run debug launcher because it gives error "The application has failed to start because its side-by-side configuration is incorrect."
Title: Re: [Updated Feb 12, 2010] Announcing wxLauncher 0.7.3 public alpha
Post by: Iss Mneur on February 17, 2010, 01:33:05 am
Hmm, can you run the debug build (linked at the bottom of my original post) and post the log (instuctions for finding it in the Original post).
Can't run debug launcher because it gives error "The application has failed to start because its side-by-side configuration is incorrect."
Fixed, rebuilt the debug wxLauncher to use the same runtime that was included in the installer.

Get it in the first post (http://www.hard-light.net/forums/index.php?topic=67950.msg1341695#msg1341695).
Title: Re: [Updated Feb 12, 2010] Announcing wxLauncher 0.7.3 public alpha
Post by: Fury on February 17, 2010, 02:06:49 pm
Debug log here: http://hlp.pastebin.com/m2470e5ae

However, the debug launcher works better than standard one for some odd reason. Except that cloning settings from one profile to another doesn't work. But at least debug saves settings, which standard didn't.
Title: Re: [Updated Feb 12, 2010] Announcing wxLauncher 0.7.3 public alpha
Post by: Iss Mneur on February 19, 2010, 01:59:50 am
Debug log here: http://hlp.pastebin.com/m2470e5ae

However, the debug launcher works better than standard one for some odd reason. Except that cloning settings from one profile to another doesn't work. But at least debug saves settings, which standard didn't.

For the record, Fury and I have done some further troubleshooting on IRC and most of his problems that he was having with the launcher disappeared with after installing and running the debug wxLauncher once.

Also, wxLauncher 0.7.4 Alpha has now been released.  You can get it from the usual place (http://code.google.com/p/wxlauncher/downloads/list) or see the first post (http://www.hard-light.net/forums/index.php?topic=67950.0), which also contains the change log highlights.

Title: Re: [Updated Feb 18, 2010] Announcing wxLauncher 0.7.4 public alpha
Post by: kkmic on February 19, 2010, 09:17:32 am
Announcing wxLauncher 0.7.8 public alpha

Wow. Iss Mneur, you seem to get ahead of yourself with these updates  :p My heart started beating fast when I saw the version number  ;)

(for the record, the correct version is 0.7.4)
Title: Re: [Updated Feb 18, 2010] Announcing wxLauncher 0.7.4 public alpha
Post by: Colonol Dekker on June 09, 2010, 05:49:14 pm
:bump:

Apologies for the bump. Just wanted to express my extreme satisfaction with this launcher. It is marvellous :yes:
Title: Re: [Updated Feb 18, 2010] Announcing wxLauncher 0.7.4 public alpha
Post by: kkmic on June 10, 2010, 05:09:32 am
Thank you.

In other news, the launcher is still actively worked on. You might even see another alpha version around here pretty soon. With OSX and Linux (almost) full support  :p
Title: Re: [Updated July 1, 2010] Announcing wxLauncher 0.8.0 public alpha
Post by: Iss Mneur on July 01, 2010, 03:02:23 pm
wxLauncher 0.8.0 public alpha has been released.  See the first post (http://www.hard-light.net/forums/index.php?topic=67950.msg1341695#msg1341695) for download information.

Have a happy Canada's Day.
Title: Re: [Updated July 1, 2010] Announcing wxLauncher 0.8.0 public alpha
Post by: kkmic on July 02, 2010, 01:43:01 pm
* blows a vuvuzela*

Well, I know the development is slow (you're welcome  to help if you wish) but really no one has anything to say? :)
Title: Re: [Updated July 1, 2010] Announcing wxLauncher 0.8.0 public alpha
Post by: General Battuta on July 02, 2010, 02:35:54 pm
I'll check it out!
Title: Re: [Updated July 1, 2010] Announcing wxLauncher 0.8.0 public alpha
Post by: Iss Mneur on July 03, 2010, 11:19:26 pm
A patched binary for you FREDers to try.

Note: requires wxLauncher to already be installed.

1) Download this zip: http://www.box.net/shared/bmuicdkxba
2) Unzip the contents into the bin directory of your wxLauncher install (overwrite the wxlauncher.exe and registry_helper.exe).
3) Find global.ini in %AppData%/wxlauncher. Open this file in a text editor and add to the end of the .ini:
Code: [Select]
[opt]
configfred=1

You will now see a button to the left of the Play button labelled "Fred" which is, as you can probably guess, launch FRED using the currently configured mod options.  You can select the FRED binary on the Basic Settings page.
Title: Re: [Updated July 1, 2010] Announcing wxLauncher 0.8.0 public alpha
Post by: sutekh on September 14, 2010, 10:22:10 am
the .deb is 64 bit, might want to make a 32 bit version  :)
Title: Re: [Updated July 1, 2010] Announcing wxLauncher 0.8.0 public alpha
Post by: Iss Mneur on September 14, 2010, 11:18:26 am
the .deb is 64 bit, might want to make a 32 bit version  :)
Hmm, so it is.  Strange no one has mentioned anything about it till now. :doubt:
Title: Re: [Updated August 6th, 2011] RELEASE: wxLauncher 0.8.0 public alpha
Post by: Iss Mneur on August 06, 2011, 12:16:53 pm
Well, it took 13 months, but we finally have a Mac OS X version of wxLauncher.  Many thanks to jg18 and his tireless work over the last 2 months on getting wxLauncher working on OS X.  Download information is in the OP.

Special thanks to our pre-alpha testers (Androgeos Exeunt, chief1983, Echelon9, and swashmebuckle) and others who gave suggestions and feedback (The E, Valathil, and Zacam).

(http://wiki.wxlauncher.googlecode.com/hg/images/wxl_osx_release_welcome.png)
(http://wiki.wxlauncher.googlecode.com/hg/images/wxl_osx_release_mods.png)
(http://wiki.wxlauncher.googlecode.com/hg/images/wxl_osx_release_basic.png)
(http://wiki.wxlauncher.googlecode.com/hg/images/wxl_osx_release_advanced.png)
Title: Re: [Updated 2011/08/06] RELEASE: wxLauncher 0.8.0 public alpha (now on OS X!)
Post by: Echelon9 on August 07, 2011, 02:54:04 am
This is a great development. Thanks jg18.
Title: Re: [Updated 2011/08/06] RELEASE: wxLauncher 0.8.0 public alpha (now on OS X!)
Post by: Valathil on August 07, 2011, 06:16:56 am
This is a great development. Thanks jg18.

A great development no doubt. But is it also great development? That remains to be seen  ;7
Title: Re: [Updated 2011/08/06] RELEASE: wxLauncher 0.8.0 public alpha (now on OS X!)
Post by: Echelon9 on August 07, 2011, 07:07:48 am
This is a great development. Thanks jg18.

A great development no doubt. But is it also great development? That remains to be seen  ;7
We will see ;)
Title: Re: [Updated 2011/08/06] RELEASE: wxLauncher 0.8.0 public alpha (now on OS X!)
Post by: jg18 on August 07, 2011, 09:31:19 am
This is a great development. Thanks jg18.

A great development no doubt. But is it also great development? That remains to be seen  ;7

Decide for yourself (http://code.google.com/r/jg18scp-osxalpha/source/list) :p
Title: Re: [Updated 2011/08/06] RELEASE: wxLauncher 0.8.0 public alpha (now on OS X!)
Post by: MetalMilitia on August 20, 2011, 08:22:55 pm
Hi guys,
It sucks to admit that I'm a noob  :D , but I really am..
I downloaded FS2 from GOG, what's next to get the updates for the game? Can anyone show me how to apply the new material or at least show me a noob friendly  thread?
Much thanx..
Title: Re: [Updated 2011/08/06] RELEASE: wxLauncher 0.8.0 public alpha (now on OS X!)
Post by: rscaper1070 on August 20, 2011, 08:33:39 pm
Everything you need to know is in this thread (http://www.hard-light.net/forums/index.php?topic=47640.0). I don't have any beams handy so someone else will have to do that. Welcome to the HLP. :)
Title: Re: [Updated 2011/08/06] RELEASE: wxLauncher 0.8.0 public alpha (now on OS X!)
Post by: MetalMilitia on August 21, 2011, 08:30:32 am
Everything you need to know is in this thread (http://www.hard-light.net/forums/index.php?topic=47640.0). I don't have any beams handy so someone else will have to do that. Welcome to the HLP. :)
Thanx  :D
Wow, that was a lot of work, still downloading the mediavps, and will see what happens  :rolleyes:

another noob question, what do you mean by (beams)  :banghead:

Title: Re: [Updated 2011/08/06] RELEASE: wxLauncher 0.8.0 public alpha (now on OS X!)
Post by: headdie on August 21, 2011, 09:53:56 am
:welcome:
Title: Re: [Updated 2011/08/25] wxLauncher 0.8.0 public alpha (OS X 0.8.1)
Post by: mjn.mixael on September 16, 2011, 01:45:43 am
For Wings of Dawn.. just use this .bmp. I took the original and just resaved it, it loads just fine. Perhaps Spoon created a diseased .bmp image?

EDIT: Reporting a minor status bar bug. See attached image. Happens after I run FSO then quit and return to the launcher.

[attachment deleted by ninja]
Title: Re: [Updated 2011/08/25] RELEASE: wxLauncher 0.8.0 public alpha (OS X 0.8.1)
Post by: Killbot on March 10, 2012, 02:29:54 pm
[Thread necro'ing; sry]

The 0.8.0 sources refuse to "Make" on ArchLinux.

Code: [Select]
File "scripts/onlinehelpmaker.py", line 17
    print "ERROR: Unable to import markdown the markup parser."
                                                                                                    ^
SyntaxError: invalid syntax
make[2]: *** [CMakeFiles/helpmaker] Error 1
make[1]: *** [CMakeFiles/helpmaker.dir/all] Error 2
make: *** [all] Error 2

Any ideas?
I've got the required dependancies installed and the sources cmake without errors.
Title: Re: [Updated 2011/08/25] RELEASE: wxLauncher 0.8.0 public alpha (OS X 0.8.1)
Post by: jg18 on March 10, 2012, 02:50:10 pm
No worries about necro-ing; you picked the right place to post. :)

Some things:

(1) I highly recommend building from trunk rather than the 0.8.0 source tarball. Instructions for checking out a copy of the source are in the readme (http://code.google.com/p/wxlauncher/source/browse/ReadMe.txt).

(2) Are you sure that you have the markdown module for Python (called Markdown in Python (http://freewisdom.org/projects/python-markdown)) installed? One way to check is to start up the python interpreter at the command line (that is, type python at the shell prompt) and then type

Code: [Select]
import markdown
If the markdown module is installed, then the interpreter will continue without printing any errors.

Hope that helps.

EDIT: I forgot to mention that you need Python 2.6 or higher, but not Python 3.
Title: Re: [Updated 2011/08/25] RELEASE: wxLauncher 0.8.0 public alpha (OS X 0.8.1)
Post by: Killbot on March 10, 2012, 03:18:05 pm
Wow, that was quick!

Well, I've already switched to plan B: Having a little WINE. It's more flexible than a pure Linux build.

Should I ever want to try again, I'll try your SVN suggestion.


I've got Python 1,2,3 installed, as well as mercurial, markdown (for Python 2) and hg.
I've even tried removing the offending passage from the script but that (naturally) didn't work either.


But thanks anyway!
Title: Re: [Updated 2011/08/25] RELEASE: wxLauncher 0.8.0 public alpha (OS X 0.8.1)
Post by: Sushi on April 27, 2012, 09:23:35 am
So let's say a certain soon-to-release total conversion wanted to use this, have the launcher pre-configured with a set of command-line flags and settings so that it's immediately ready to go, and not mention FS2 at all. Listing TC-specific mods would be a definite bonus.

How much of this is possible right now without changing the source? What would I need to do this?

What are the barriers preventing me from using wxlauncher as part of a TC release?
Title: Re: [Updated 2011/08/25] RELEASE: wxLauncher 0.8.0 public alpha (OS X 0.8.1)
Post by: Iss Mneur on April 27, 2012, 03:38:46 pm
So let's say a certain soon-to-release total conversion wanted to use this, have the launcher pre-configured with a set of command-line flags and settings so that it's immediately ready to go, and not mention FS2 at all. Listing TC-specific mods would be a definite bonus.

How much of this is possible right now without changing the source? What would I need to do this?
Removing mention of FS2 will require (some) modification of the source code (change some strings basically).

Having the launcher pre-configured with a set of command-line flags and settings would be doable with some modification to the installer (that is, change some of the profile information that the launcher has by default, though at this time, it would have to be specific to the user that installed it.  To allow these defaults to affect all users on a system some modification to the source code would be required (to change the default profile and have the launcher look somewhere else by default for the TC [it currently defaults to nothing]).

I am not really sure what you mean by "Listing TC-specific mods", but I think it does that already without modification.

What are the barriers preventing me from using wxlauncher as part of a TC release?
I would highly suggest looking at a "trunk" build of wxLauncher for a TC release.

The things that are missing for a TC release is the support for the customisation at a TC level (changing the strings).

There is a bug in the handling of profile creation that will blank the Advanced settings tab. jg18 is currently working on a fix for this.

There is no support for the new openal code in FSO. I will be doing the OpenAL stuff in May.


I should be on IRC in about 4 hours, if you want to talk about specifics.  Or feel free to PM me with the specifics.
Title: Re: [Updated 2011/08/25] RELEASE: wxLauncher 0.8.0 public alpha (OS X 0.8.1)
Post by: Sushi on May 16, 2012, 09:25:41 am
Straightforward bug I'm running into:

I seem stuck with 16-bit color depth, no matter what I set the "color depth" option to.
Title: Re: [Updated 2011/08/25] RELEASE: wxLauncher 0.8.0 public alpha (OS X 0.8.1)
Post by: Iss Mneur on May 16, 2012, 11:30:28 am
Straightforward bug I'm running into:

I seem stuck with 16-bit color depth, no matter what I set the "color depth" option to.

Assuming you are using the version that is this thread, because there have been so many bug fixes to the trunk version I would suggest that you try compiling it first.  If you can't compile wxLauncher I can build one tonight.

If it is a trunk version that you are using, I would need a debug log from wxLauncher and the platform you are trying this on. See the instructions in the OP for where to find it.
Title: Re: [Updated 2011/08/25] RELEASE: wxLauncher 0.8.0 public alpha (OS X 0.8.1)
Post by: jg18 on May 17, 2012, 07:47:52 am
Straightforward bug I'm running into:

I seem stuck with 16-bit color depth, no matter what I set the "color depth" option to.

This was (or should have been) fixed in revision 5a3bb98a09e5 (http://code.google.com/p/wxlauncher/source/detail?r=5a3bb98a09e534e86e0badb34c89748804d219ea) from last August.
Title: RELEASE: wxLauncher 0.9.0 public alpha [Updated 2012/05/30]
Post by: Iss Mneur on May 30, 2012, 10:51:33 pm
:bump:

wxLauncher 0.9.0 alpha has been released.  You can download it from the release post (http://www.hard-light.net/forums/index.php?topic=67950.msg1341695#msg1341695).

Summary of changes since 0.8.0 affecting all platforms:

New look!
  * Replaced big blue icons along the left side with plain tabs along the top
  * Removed components that don't (yet) work or were otherwise unnecessary
  * Removed components from platforms that currently don't support them
  * Reformatted whatever components were left
  * Added spacing and padding around and between components
  * Components that were previously cut off the edge of the launcher window are no longer cut off
  * Launcher is now minimizable
  * Removed status bar fields that are currently unused

Profile changes:
  * Profile cloning is now supported
  * On a profile switch, the newly loaded profile's settings and flags are loaded correctly
  * On profile switch, on profile creation, and on launcher exit, if the current profile has unsaved changes and the "Automatically save profiles" box is unchecked, you'll be asked whether you want to save the changes
  * Global profile (which includes things like last profile used, whether profile autosaving is on, most recently retrieved HLP highlights) is now always saved on launcher exit
  * Default values in the launcher are automatically written to new, uninitialized profiles
  * New profiles are automatically saved to disk right after they are initialized

Welcome page changes:
  * "Automatically save profiles" checkbox now works correctly. If the checkbox is checked, then profiles are automatically saved before a profile switch and on launcher exit, as well as right after you check the checkbox.

Basic Settings page changes:
  * After OpenAL is detected, default sound device is the first device on the list
  * Default video settings are now maximum supported screen resolution and 32-bit color depth
  * List of screen resolutions is now sorted by aspect ratio, then by size, both in descending order, with a header for each aspect ratio category
  * "Force local port:" box no longer displays 0 if no value is entered
  * Refresh buttons for the list of FSO executables (and on Windows, for the list of FRED executables as well)
  * If there is no valid root folder and FSO executable selected, the settings other than root folder/executable selection disappear
  * Various improvements and corrections to FSO filename parsing
  * Better descriptions for "Connection type" and "Connection speed" options (special thanks to KyadCK for help with coming up with them)

Advanced Settings page changes:
  * Lighting presets box added
  * Double-clicking on a flag brings up its online documentation, if available
  * Text in "Current command line" box now wraps properly
  * If the flag list box has an error (invalid root folder, etc.), the other components on the page disappear, and the error text is centered in the flag list box

Other changes:
  * Fix for launcher window expanding if the launcher is started with a profile that doesn't have a valid FS2/TC root folder selected.
  * Some revisions to help system content, although it needs a lot more work
  * Numerous formatting adjustments and text revisions
  * Assorted bug fixes
  * ReadMe.txt updated with improved build instructions for all platforms

Changes affecting Windows only:
- Icon added
- FRED launching!

To enable it, open the file global.ini in the directory %AppData%\wxlauncher in a text editor and then add the following text to the end of the file:

Code: [Select]
[opt]
configfred=1

Be sure to make this change while wxLauncher is not running.
(well, GUI support for FRED launching is available on all platforms, but FRED is currently only available on Windows)
- Improved presentation of the flag list (special thanks to The E for formatting advice)
- Multiplayer now works! (special thanks to KyadCK for help with testing)
- Checkboxes for speech settings now work correctly
- Text-to-speech is now turned off by default

Changes affecting Linux only:
- wxL now generates valid fs2_open.ini files
- "make install" now installs to /usr/local instead of /usr/local/local
- If the "data" folder (for writing cmdline_fso.cfg) in the current FS2/TC root folder doesn't exist, wxL will attempt to automatically create it
- Fixed a false warning when parsing filenames of release builds
- Error text on mods page is now properly centered

Changes affecting OS X only:
- OS X support!



The wxLauncher Team would like to thank our testers since version 0.8.0:

Windows: Axem, BlasterNT, mjn.mixael, Mongoose, pecenipicek, Woolie Wool
Linux: Eli2, niffiwan, qazwsx, r8dhex, Swantz
OS X: Androgeos Exeunt, chief1983, Echelon9, fortozs, swarmster, swashmebuckle

as well as others who helped fix bugs (Halleck, KyadCK) or gave valuable suggestions and feedback (The E, Valathil, and Zacam).
Title: Re: RELEASE: wxLauncher 0.9.0 public alpha [Updated 2012/05/30]
Post by: niffiwan on May 31, 2012, 03:54:03 am
nice work guys!  :yes:
Title: Re: RELEASE: wxLauncher 0.9.0 public alpha [Updated 2012/05/30]
Post by: The E on May 31, 2012, 05:04:40 am
This is great. How far would you say are we from recommending this as the official Launcher over 5.5g?
Title: Re: RELEASE: wxLauncher 0.9.0 public alpha [Updated 2012/05/30]
Post by: Kobrar44 on May 31, 2012, 01:41:04 pm
5.5g works just fine. Does it need to be dropped since it requires no installation to be used?
Title: Re: RELEASE: wxLauncher 0.9.0 public alpha [Updated 2012/05/30]
Post by: FelixJim on May 31, 2012, 02:30:24 pm
5.5g works just fine. Does it need to be dropped since it requires no installation to be used?
Why is not needing an installation a bad thing? I've been assuming wxLauncher doesn't require one either... am I wrong?

EDIT: I just realised what you meant by "installation" (I was assuming an FS2 install). Ignore me, please.
Title: Re: RELEASE: wxLauncher 0.9.0 public alpha [Updated 2012/05/30]
Post by: The E on May 31, 2012, 02:34:53 pm
We want to replace the old Launcher as the default option because a) it only works on one platform, b) it's not that friendly for developers, c) it is built for expert FSO users, d) it is not really extendable.

wxLauncher, on the other hand, is much easier for newcomers to learn, and can be easily extended to interface with the next installer version, and is cross-platform of course.
Title: Re: RELEASE: wxLauncher 0.9.0 public alpha [Updated 2012/05/30]
Post by: jg18 on May 31, 2012, 11:51:47 pm
This is great. How far would you say are we from recommending this as the official Launcher over 5.5g?
Thanks. Glad you like the new version. :)

As for your question, Iss Mneur and I have been discussing it, and we're not entirely sure.

There are several things that we feel are must-haves before we would consider it suitable for wide release: (1) support for the new sound code (currently in progress), (2) automatic self-update (Windows and OS X, plus maybe one or two Linux distros) or automatic update notification (all other Linux distros), possibly (3) a portable version on Windows, and of course (4) more testing.

As someone who spends a lot of time on FSO support, what features would you like to see included before you think it could replace 5.5g?
Title: Re: RELEASE: wxLauncher 0.9.0 public alpha [Updated 2012/05/30]
Post by: totya on June 01, 2012, 04:13:07 pm
Hi!

I see this application.

1. This app can't works. If I click to "play" I get error messages: "Unable to write FSO2 settings to registry (0x2)
EDIT: See log, created with debug version.
If run this app with admin rights, this app is working, "play" is executed.

2. Basic settings tab / joystick / calibrate don't works. (With  launcher 5.5g this is works)

3. If I click to play, game is started, but language settings in registry is lost.
This is mean: If I set language to German is registry, with wxLauncher game language is english. With launcher 5.5g, language is equal with registry settings.

Thanks.

Win7 x64 FSO2 3.6.12, wxLauncher version is 0.9.0

[attachment deleted by a ninja]
Title: Re: RELEASE: wxLauncher 0.9.0 public alpha [Updated 2012/05/30]
Post by: Iss Mneur on June 02, 2012, 11:57:26 am
Hi!

I see this application.

1. This app can't works. If I click to "play" I get error messages: "Unable to write FSO2 settings to registry (0x2)
If run this app with admin rights, this app is working, "play" is executed.

2. Basic settings tab / joystick / calibrate don't works. (With  launcher 5.5g this is works)

3. If I click to play, game is started, but language settings in registry is lost.
This is mean: If I set language to German is registry, with wxLauncher game language is english. With launcher 5.5g, language is equal with registry settings.

Thanks.

Win7 x64 FSO2 3.6.12, wxLauncher version is 0.9.0

Please install the debug version of wxLauncher as linked in the post at the top of this thread.  And reproduce the problems indicated and attach the wxlauncher.log as described in the original post.

I am able to reproduce the calibrate button not working. I will look into why it doesn't work. Has been assigned issue 81 (https://code.google.com/p/wxlauncher/issues/detail?id=81).

We should not be setting language whatsoever. The log will probably help here though. I have assigned issue 82 (https://code.google.com/p/wxlauncher/issues/detail?id=82) to this problem.
Title: Re: RELEASE: wxLauncher 0.9.0 public alpha [Updated 2012/05/30]
Post by: totya on June 02, 2012, 01:16:13 pm
(...)
We should not be setting language whatsoever. The log will probably help here though. I have assigned issue 82 (https://code.google.com/p/wxlauncher/issues/detail?id=82) to this problem.

Hi!

This report is wrong, bcause launcher 5.5g can't set language.
I wrote this:
I set FS2 language (in registry).
I see this (languages settings) in launcher 5.5g registry tab.
If I click run in launcher 5.5g, game is run with language in registry.
But with wxLauncher, this registry settings is lost.

Well, I think wxLauncher uses wrong registry path of this game, and first and third problem is equal.
Correct registry path on my system (Win7 x64) is: [HKEY_CURRENT_USER\Software\Classes\VirtualStore\MACHINE\SOFTWARE\Wow6432Node\Volition\Freespace2]
Title: Re: RELEASE: wxLauncher 0.9.0 public alpha [Updated 2012/05/30]
Post by: Iss Mneur on June 02, 2012, 02:19:42 pm
Okay, issue 82 has been updated to reflect the clarified information.

How FSO interacts with the registry has many flaws and manifests various issues, however, considering that wxLauncher is reported to work for many testers (though I don't think any of them use a non-English install of Freespace 2), I don't see how wxLauncher can be getting the registry path incorrect, however, please get me the wxLauncher.log from a debug install of wxLauncher so that I can see what the problem is and then I can actually help you.
Title: Re: RELEASE: wxLauncher 0.9.0 public alpha [Updated 2012/05/30]
Post by: totya on June 02, 2012, 02:44:04 pm
Okay, issue 82 has been updated to reflect the clarified information.

How FSO interacts with the registry has many flaws and manifests various issues, however, considering that wxLauncher is reported to work for many testers (though I don't think any of them use a non-English install of Freespace 2), I don't see how wxLauncher can be getting the registry path incorrect, however, please get me the wxLauncher.log from a debug install of wxLauncher so that I can see what the problem is and then I can actually help you.

Hi

See log file in my first post.
My FS2 install is english, but my OS is not english.

Why I think this app uses wrong registry path? Simple.

Without admin rights, this app is crashed, with admin rights, not.
Vista and Win7 limit the registry uses for applications.
See my previous post, and registry key :"VirtualStore"
VirtualStore mean, OS is denided to registry use of applications, and place to under VirtualStore key.
If this app is crashed, then this app can't handle this situation (OS is denided access to required registry key).
With admin rights, I see,  wxLauncher created registry path this: [HKEY_LOCAL_MACHINE\SOFTWARE\Wow6432Node\Volition\Freespace2]
This is different from original registry path, therefore can't use original language registry key (third problem).
Title: Re: RELEASE: wxLauncher 0.9.0 public alpha [Updated 2012/05/30]
Post by: Iss Mneur on June 02, 2012, 03:41:22 pm
Hi

See log file in my first post.
Oh I see.  In the future when someone asks you for a log, please reply to their post rather than attaching it to a previous one.

My FS2 install is english, but my OS is not english.
Huh?  So then what is the problem?  If your FS2 install is English then it doesn't matter what language is set in the registry for FSO (at least as far as I know, being an English speaker, running an English FS2, on an English Windows 7 x64, but being a wxLauncher dev and a SCP dev, I am fairly familiar with the code that FSO has to deal with languages)?

Why I think this app uses wrong registry path? Simple.

Without admin rights, this app is crashed, with admin rights, not.
Vista and Win7 limit the registry uses for applications.
See my previous post, and registry key :"VirtualStore"
VirtualStore mean, OS is denided to registry use of applications, and place to under VirtualStore key.
If this app is crashed, then this app can't handle this situation (OS is denided access to required registry key).
With admin rights, I see,  wxLauncher created registry path this: [HKEY_LOCAL_MACHINE\SOFTWARE\Wow6432Node\Volition\Freespace2]
This is different from original registry path, therefore can't use original language registry key (third problem).
Indeed. I know this all too well. That is why I am confused, wxLauncher goes to extensive lengths to get this just right becuase of how messed up FS2/FSO and the windows registry virtualization and 32-bit registry virtualization is.  wxLauncher includes a registry_helper.exe whose job it is to make all of the magic happen, so I suppose the real question is, why do you have to run wxLauncher as admin, when everyone else is able to run wxLauncher as a normal user.  registry_helper cannot do its job if wxLauncher has been run as admin.

The log that you attached to the post above does not show the registry helper being invoked, which means either you didn't try to start FSO during that run or you ran wxLauncher as admin.  The log also does not show wxLauncher's shutdown, so please rerun the debug wxLauncher as a regular user, run FSO, and then after it fails exit wxLauncher so that the log gets flushed.
Title: Re: RELEASE: wxLauncher 0.9.0 public alpha [Updated 2012/05/30]
Post by: totya on June 02, 2012, 04:17:09 pm
My FS2 install is english, but my OS is not english.
Huh?  So then what is the problem?  If your FS2 install is English then it doesn't matter what language is set in the registry for FSO (at least as far as I know, being an English speaker, running an English FS2, on an English Windows 7 x64, but being a wxLauncher dev and a SCP dev, I am fairly familiar with the code that FSO has to deal with languages)?

I have translation (mod).... new version needs change language registry key from default.

(...)
The log that you attached to the post above does not show the registry helper being invoked, which means either you didn't try to start FSO during that run or you ran wxLauncher as admin.  The log also does not show wxLauncher's shutdown, so please rerun the debug wxLauncher as a regular user, run FSO, and then after it fails exit wxLauncher so that the log gets flushed.

Previous log show: wxLauncher run with normal user (not admin), click to play, this app show error window, ask: "do you want stop the program?" I click to yes. After wxLauncher is freeze.

Now this attached log show: wxLauncher run with normal user (not admin), click to play, this app show error window, ask: "do you want stop the program?" I click to No. I get "unable to write registry" messages. After I close this app.

I see log, translate for you (last char is missing from log) :
"a hozzáférés megtagadva" : access denided
"a rendszer nem találja a megadott elérési utat": system can't find the specified path

[attachment deleted by a ninja]
Title: Re: RELEASE: wxLauncher 0.9.0 public alpha [Updated 2012/05/30]
Post by: Iss Mneur on June 02, 2012, 07:32:58 pm
I have translation (mod).... new version needs change language registry key from default.
Ahh, I see.

Previous log show: wxLauncher run with normal user (not admin), click to play, this app show error window, ask: "do you want stop the program?" I click to yes. After wxLauncher is freeze.

Now this attached log show: wxLauncher run with normal user (not admin), click to play, this app show error window, ask: "do you want stop the program?" I click to No. I get "unable to write registry" messages. After I close this app.
Okay.

Can you please take screenshots of these dialog that pop up?

I have reviewed the log and it is telling me that the access denied error comes from being unable to create a temporary directory, which wxLauncher uses to communicate with the registry_helper. Because this file cannot be created, it then fails to open the non-existent file for writing, obviously this doesn't work so well.

Please generate a wxLauncher.log the same as you did this time, with this new build (https://www.box.com/s/8c81e86cbd08420e7f74) so we can try and figure out how we are failing to create a temporary directory.

Also, please post or attach the output of the set command when you run it in a command prompt.
Title: Re: RELEASE: wxLauncher 0.9.0 public alpha [Updated 2012/05/30]
Post by: totya on June 03, 2012, 03:25:40 am
Can you please take screenshots of these dialog that pop up?

I have reviewed the log and it is telling me that the access denied error comes from being unable to create a temporary directory, which wxLauncher uses to communicate with the registry_helper. Because this file cannot be created, it then fails to open the non-existent file for writing, obviously this doesn't work so well.

Please generate a wxLauncher.log the same as you did this time, with this new build (https://www.box.com/s/8c81e86cbd08420e7f74) so we can try and figure out how we are failing to create a temporary directory.

Also, please post or attach the output of the set command when you run it in a command prompt.

Okay.

[attachment deleted by a ninja]
Title: Re: RELEASE: wxLauncher 0.9.0 public alpha [Updated 2012/05/30]
Post by: Iss Mneur on June 03, 2012, 10:04:29 am
Thank you.

The dialog is because there is no file to open.

Why is TMP and TEMP set to C:\TMP and not a directory in your profile?  If you run
Code: [Select]
echo >C:\TMP\test.file in the same ordinary command prompt, what happens?

From the log it appears that wxLauncher is trying to use C:\TMP as the temporary directory, but your user account does not have access to the directory for some reason.
Title: Re: RELEASE: wxLauncher 0.9.0 public alpha [Updated 2012/05/30]
Post by: totya on June 03, 2012, 11:10:41 am
Thank you.

The dialog is because there is no file to open.

Why is TMP and TEMP set to C:\TMP and not a directory in your profile?  If you run
Code: [Select]
echo >C:\TMP\test.file in the same ordinary command prompt, what happens?

From the log it appears that wxLauncher is trying to use C:\TMP as the temporary directory, but your user account does not have access to the directory for some reason.

Hi!

Because this is short path. If I execute this command:
Code: [Select]
echo >C:\TMP\test.fileI get test.file in C:\TMP dir, contain: "ECHO ON".

I see C:\TMP driectory rights, and I see, I have full access to this directory.
Title: Re: RELEASE: wxLauncher 0.9.0 public alpha [Updated 2012/05/30]
Post by: Iss Mneur on June 03, 2012, 08:30:07 pm
Hi!

Because this is short path. If I execute this command:
Code: [Select]
echo >C:\TMP\test.fileI get test.file in C:\TMP dir, contain: "ECHO ON".

I see C:\TMP driectory rights, and I see, I have full access to this directory.
Okay. So after some more research.

1) Try running wxLauncher as a normal user with you antivirus disabled.  What antivirus software are you running?
2) Microsfot KB 892613 (http://support.microsoft.com/kb/982613) sounds like it may apply to this situation, please try the hotfix in the KB if you feel safe to do so.
Title: Re: RELEASE: wxLauncher 0.9.0 public alpha [Updated 2012/05/30]
Post by: totya on June 04, 2012, 02:04:17 am
Hi!

Because this is short path. If I execute this command:
Code: [Select]
echo >C:\TMP\test.fileI get test.file in C:\TMP dir, contain: "ECHO ON".

I see C:\TMP driectory rights, and I see, I have full access to this directory.
Okay. So after some more research.

1) Try running wxLauncher as a normal user with you antivirus disabled.  What antivirus software are you running?
2) Microsfot KB 892613 (http://support.microsoft.com/kb/982613) sounds like it may apply to this situation, please try the hotfix in the KB if you feel safe to do so.

Hi!

My system is working correctly. Problem with only this application. Why do you think this is problem with my computer and not with wxLauncher? All other applications working correctly.
I try turn off already my antiviurs and other defense software, but nothing change. Antivir Avira & Comodo firewall my defense systems.

I see this hotfix, but this is old date,
Kernelbase.dll patch version is: 6.1.7600.20693
Kernelbase.dll on my system: 6.1.7601.17651, 6.1.7601.21772 etc... this is newer than patch date.

But if I run this patch, patcher is say (translated): This patch is invalid for this computer. I try x86, x64 patch too (not ia64). This is old patch, and outdated I think, and I see.
Title: Re: RELEASE: wxLauncher 0.9.0 public alpha [Updated 2012/05/30]
Post by: Iss Mneur on June 05, 2012, 12:53:10 am
Hi!

My system is working correctly. Problem with only this application. Why do you think this is problem with my computer and not with wxLauncher? All other applications working correctly.
I try turn off already my antiviurs and other defense software, but nothing change. Antivir Avira & Comodo firewall my defense systems.

I see this hotfix, but this is old date,
Kernelbase.dll patch version is: 6.1.7600.20693
Kernelbase.dll on my system: 6.1.7601.17651, 6.1.7601.21772 etc... this is newer than patch date.

But if I run this patch, patcher is say (translated): This patch is invalid for this computer. I try x86, x64 patch too (not ia64). This is old patch, and outdated I think, and I see.
Hello

I think the problem may be with your system because you are the first (or at least the first to report this problem) of almost 10,000 downloads of wxLauncher for Windows.  More specifically I think it might by a problem with your system because the code that is failing, I did not write, it comes from the wxWidgets (http://www.wxwidgets.org/) project which has been in existence for over 10 years.  Of course, that doesn't mean wxWidgets doesn't have a problem as well, but it is unlikely.  In addition the specific function that is failing with the access denied error, is GetTempFileName (http://msdn.microsoft.com/en-us/library/windows/desktop/aa364991%28v=vs.85%29.aspx) which is a windows system call; this is why I suggested the hotfix.

I had noticed that the hotfix was older, but it didn't call out what service pack it was for so I figured may as well try it.  However the hotfix is the first result in google for "GetTempFileName Access Denied", which is the problem that you are having.  This made the hotfix seem like a good idea to try, especially after reading the description it could very well have been the cause of the problem.

Either way, please don't take offence to the solutions that I am proposing. Its not personal, am not attacking you, its just tech support.  That is, I am trying out ideas in the hope that something works because as noted above most people do not have this problem. Yes, I am just guessing at this point.  Sometimes it happens in tech support.  If you have further ideas, they are more than welcome, however keep in mind what I noted above, most people have not had a problem with this, so either your system is causing wxLauncher (and/or wxWidgets, and/or GetTempFileName) to hit an edge case.  The question right now is, which one is it.

I have reviewed what you have written previously and I have some more questions (read, shots in the dark):
1) Why does TMP need to be a short path?
2) What is the output of:
Code: [Select]
cacls %TMP%
cacls %TEMP%
cacls %LOCALAPPDATA%\Temp
3) Try running wxLauncher after defining TMPDIR to be C:\Users\totya\AppData\Local\Temp
4) I have googled both of you Anti Virus products (why 2?) and they don't appear to have a specific reputation for interfering with temporary file creation (not really a surprise, but some Anti Virus can be really bad about interfering with a system).
5) The fix for the joystick calibration issue is in trunk and will be in the next release of wxLauncher. Thank you for pointing it out.


I'm am sorry wxLauncher currently isn't working for you and I appreciate your being willing to try ideas out to figure out what the problem is.
Title: Re: RELEASE: wxLauncher 0.9.0 public alpha [Updated 2012/05/30]
Post by: totya on June 06, 2012, 05:32:28 pm
Hi!

I'm now return from work.

...I had noticed that the hotfix was older, but it didn't call out what service pack it was for so I figured may as well try it.  However the hotfix is the first result in google for "GetTempFileName Access Denied", which is the problem that you are having.  This made the hotfix seem like a good idea to try, especially after reading the description it could very well have been the cause of the problem.

I answered already:
... if I run this patch, patcher is say (translated): This patch is invalid for this computer. I try x86, x64 patch too (not ia64).

...please don't take offence to the solutions that I am proposing. Its not personal, am not attacking you, its just tech support.

For me don't need this app, I try is, because I want look it, and I want help for developer, because I'm a good tester.

At the moment your app is can't run on windows 7 system, if temp path is different from original.

I have reviewed what you have written previously and I have some more questions (read, shots in the dark):
1) Why does TMP need to be a short path?
2) What is the output of:
Code: [Select]
cacls %TMP%
cacls %TEMP%
cacls %LOCALAPPDATA%\Temp
3) Try running wxLauncher after defining TMPDIR to be C:\Users\totya\AppData\Local\Temp
4) I have googled both of you Anti Virus products (why 2?) and they don't appear to have a specific reputation for interfering with temporary file creation (not really a surprise, but some Anti Virus can be really bad about interfering with a system).
5) The fix for the joystick calibration issue is in trunk and will be in the next release of wxLauncher. Thank you for pointing it out.

Answer for your questions:

1. Different temp path is very popular, see google. Short path is need, if I don't want use cleaner applications. Delete temp files is recommended, example before install application, and I see easy this directory, contain, size...

2.
cacls %TMP%
Code: [Select]
C:\Tmp NT AUTHORITY\Hitelesített felhasználók:(OI)(CI)F
       totya-PC\totya:(OI)(CI)F
       BUILTIN\Felhasználók:(OI)(CI)F
       BUILTIN\Rendszergazdák:(ID)F
       BUILTIN\Rendszergazdák:(OI)(CI)(IO)(ID)F
       NT AUTHORITY\SYSTEM:(ID)F
       NT AUTHORITY\SYSTEM:(OI)(CI)(IO)(ID)F
       BUILTIN\Felhasználók:(OI)(CI)(ID)R
       NT AUTHORITY\Hitelesített felhasználók:(ID)C
       NT AUTHORITY\Hitelesített felhasználók:(OI)(CI)(IO)(ID)C

cacls %TEMP% see: cacls %TMP%

cacls %LOCALAPPDATA%\Temp
Code: [Select]
C:\Users\totya\AppData\Local\Temp NT AUTHORITY\SYSTEM:(OI)(CI)F
                                 BUILTIN\Rendszergazdák:(OI)(CI)F
                                 totya-PC\totya:(OI)(CI)F


translate:
Felhasználók - users
Rendszergazdák - administrators
Hitelesített felhasználók: authorized users

3. Run without problem.

4.
Quote
I have googled both of you Anti Virus products (why 2?)

Avira free antivirus is realtime virus scanner only. Comodo firewall is firewall, and proactive defense system. This is three different things.

5. Okay.


Title: Re: RELEASE: wxLauncher 0.9.0 public alpha [Updated 2012/05/30]
Post by: The E on June 06, 2012, 05:37:48 pm
Quote
1. Different temp path is very popular, see google. Short path is need, if I don't want use cleaner applications. Delete temp files is recommended, example before install application, and I see easy this directory, contain, size...
However, given that there's an easy tool for just this purpose that comes with Windows, this, to me, seems like one of those cargo-cult type things people keep doing because they've been doing them for a long time (like messing with Windows' pagefile settings for no reason).
Title: Re: RELEASE: wxLauncher 0.9.0 public alpha [Updated 2012/05/30]
Post by: Iss Mneur on June 07, 2012, 12:21:13 am
I answered already:
... if I run this patch, patcher is say (translated): This patch is invalid for this computer. I try x86, x64 patch too (not ia64).
Sorry if I wasn't clear. That meant as an explanation of the reasoning, not a request for you to try again.

For me don't need this app, I try is, because I want look it, and I want help for developer, because I'm a good tester.
Okay.  Thank you. And thanks to your perseverance, I have now been able to reproduce your issue and because I could run the debugger on the code, I was able to quickly come up with a fix.

The problem wasn't that wxLauncher couldn't handle paths that were different than default, but it couldn't handle paths that did not have their immediate parent directory writable by wxLauncher.  So in the case of C:\TMP, we were actually trying to use C:\ as the directory and TMP as the prefix of the temp filename.  And now because, a normal user cannot write to C:\ (or at least CreateTempFileName refuses to create a temp file in C:\) resulting the Access Denied.

Please try this new build (https://www.box.com/s/67f1db2bdeb19a95ff5b). It contains both the fix for the temp dir issue and for calibrate not working.  Please test and see if it is actually fixed.
Title: Re: RELEASE: wxLauncher 0.9.0 public alpha [Updated 2012/05/30]
Post by: totya on June 07, 2012, 02:00:51 am
The problem wasn't that wxLauncher couldn't handle paths that were different than default, but it couldn't handle paths that did not have their immediate parent directory writable by wxLauncher.  So in the case of C:\TMP, we were actually trying to use C:\ as the directory...

Hi!

Okay, this is clean now, this is wxLauncher code error, because this app not uses Temp directory, this app uses parent of Temp directory.

New build is working correctly, and joystick calibrate window dialog is opened now. Thanks, good job.

If I try quick compare launcher 5.5g and wxLauncher, I look these differents, these missings from wxLauncher:

- easy setup/all feature on
- video/aniso/AA settings (In game I don't see AA working with this settings)
- video general setings (lowest-high, "highest" option is missing but recommended :) ), use large textures checkbox..
- audio/enable EFX (new speech effect on 3.6.14)
- registry tab (show regisry settings)
Title: Re: RELEASE: wxLauncher 0.9.0 public alpha [Updated 2012/05/30]
Post by: jg18 on June 07, 2012, 02:29:32 am
I'm glad that the new build works. Thanks for your help with tracking down the problem. We really appreciate your feedback.

As for your comparison of 5.5g and wxL, here's an explanation:

- easy setup/all feature on
I removed "all features on" because it didn't make sense to me -- what would it mean for all features to be on? I was concerned that that option would confuse people. The "flag sets" box needs some more work, since it should change after you apply a flag set and then change the flag list yourself.

- video/aniso/AA settings (In game I don't see AA working with this settings)
The anisotropic filtering and AA settings for FSO currently don't work in Windows. They do, however, work in Linux and OS X, so those settings appear in wxL on those platforms. Once they're working on Windows, the settings will be added to the Windows version of wxL.

- video general setings (lowest-high, "highest" option is missing but recommended :) ), use large textures checkbox..
Adjusting the general settings in 5.5g didn't seem to have an effect the last time I tried, but as I remember, they change the in-game detail settings and correspond to the detail presets available in the in-game options. The "highest" option is deceptive in that it doesn't really max out all detail settings, which is the main reason I decided to leave the general settings out.

"Use large textures" and "Fix font distortion problem" are from when FSO used Direct3D. Now that FSO only uses OpenGL, those options aren't needed.

- audio/enable EFX (new speech effect on 3.6.14)
This is the new sound code that was added after 3.6.12 was released. I'm currently working on adding support for it. It will appear in the next version (0.9.1).

- registry tab (show regisry settings)
It would take significant work to make something like this on all platforms in wxL, and my opinion is that this functionality is really for advanced users. If people need to check the registry (or fs2_open.ini on OS X/Linux), they can use regedit on Windows (or a text editor on OS X/Linux). Also note that wxL doesn't make any changes to your registry until you press the Play button.

Hope that helps, and thanks for your help.
Title: Re: RELEASE: wxLauncher 0.9.0 public alpha [Updated 2012/05/30]
Post by: karajorma on June 07, 2012, 02:45:41 am
Seems silly to implement a registry tab if we're going to go over to using .ini files eventually anyway.
Title: Re: RELEASE: wxLauncher 0.9.0 public alpha [Updated 2012/05/30]
Post by: The E on June 07, 2012, 03:14:14 am
Quote
As someone who spends a lot of time on FSO support, what features would you like to see included before you think it could replace 5.5g

Not rightly sure. A separate button that does the following, maybe?

1. Launch the appropriate debug build for the currently selected build
2. After that exits, pop up a window with the log in [code] tags ready to be copypasta'd into a forum post
Title: Re: RELEASE: wxLauncher 0.9.0 public alpha [Updated 2012/05/30]
Post by: FreeSpaceFreak on June 07, 2012, 10:43:42 am
Just compiled and started wxLauncher on Lubuntu. The readme is well-written, allowing a linux noob like me to build an actual program :yes:

Encountered an issue with the program itself though. In the Basic Settings tab, FS2 or TC root folder selector: the pop-up window won't allow me to choose a directory, I only get ' cancel'  and 'open'  buttons.
Then a couple cosmetic things:
- w/o root folder selected, the Mods and Advanced Settings tabs both tell me that I should select a root folder; however they do so in different ways. The Mods tab has a nice panel with an info icon and message (word wrap is a little screwed up here), the Advanced Settings tab has a fairly cheapo-looking black-on-white message (also with bad word wrap).
- The 'Check out these links' window is sized a little poorly, see screenshot.

[attachment deleted by a ninja]
Title: Re: RELEASE: wxLauncher 0.9.0 public alpha [Updated 2012/05/30]
Post by: Iss Mneur on June 07, 2012, 02:25:38 pm
- registry tab (show regisry settings)
It would take significant work to make something like this on all platforms in wxL, and my opinion is that this functionality is really for advanced users. If people need to check the registry (or fs2_open.ini on OS X/Linux), they can use regedit on Windows (or a text editor on OS X/Linux). Also note that wxL doesn't make any changes to your registry until you press the Play button.
Truthfully, consolidating it would make a lot of sense.  And is something that I have thought about implementing (though is a more generic way, probably using wxLauncher's internal representation of the data that is stored in the registry).  This would probably implemented as part of the "I have a technical problem that I cannot solve" button or as a special support ninja menu (maybe accessible only via a keyboard combo) that has various debugging tools that the ninja's can ask people to use.  It definitely does not need to be visible by default though.

Seems silly to implement a registry tab if we're going to go over to using .ini files eventually anyway.
True, but wxLauncher still builds a representation of the settings internally that we could make available, and once reading the existing settings works (which would require implementation for every system anyway) we would always have that feature covered.

Just compiled and started wxLauncher on Lubuntu. The readme is well-written, allowing a linux noob like me to build an actual program :yes:
Thats good to hear.

Encountered an issue with the program itself though. In the Basic Settings tab, FS2 or TC root folder selector: the pop-up window won't allow me to choose a directory, I only get ' cancel'  and 'open'  buttons.
You should only get a cancel and an open button.  You don't get a file tree to pick from?  Can you please screenshot this?


Then a couple cosmetic things:
- w/o root folder selected, the Mods and Advanced Settings tabs both tell me that I should select a root folder; however they do so in different ways. The Mods tab has a nice panel with an info icon and message (word wrap is a little screwed up here), the Advanced Settings tab has a fairly cheapo-looking black-on-white message (also with bad word wrap).
Thanks. That is something we had forgotten about in the 'excitement' of the issues we have had with that tab. We will definitely make sure that it gets the same treatment that the Mods tab gets.

- The 'Check out these links' window is sized a little poorly, see screenshot.
Is that the default font size for your system?  It seems to be absurdly large. The wxLauncher window is the same height (in pixels) as what I have here but the font is much larger all around. Hmm....
Title: Re: RELEASE: wxLauncher 0.9.0 public alpha [Updated 2012/05/30]
Post by: FreeSpaceFreak on June 07, 2012, 02:50:51 pm
You should only get a cancel and an open button.  You don't get a file tree to pick from?  Can you please screenshot this?

It's the regular file selection window, just with all files greyed out and only directories selectable. But I can't find a way to actually return a folder: the "Open" button will just go into the directory and display its contents, instead of returning to the launcher.

Quote
Is that the default font size for your system?  It seems to be absurdly large. The wxLauncher window is the same height (in pixels) as what I have here but the font is much larger all around. Hmm....

It appears to be the default font size, yeah. Now that you mention it, it is kinda large compared to my Windows boot. It's a fresh install of Lubuntu 12.04 though, can't remember to have fiddled with the font sizes.
Title: Re: RELEASE: wxLauncher 0.9.0 public alpha [Updated 2012/05/30]
Post by: totya on June 07, 2012, 02:51:21 pm
As for your comparison of 5.5g and wxL, here's an explanation: (...)

Thanks for answers.

"all features on" this is mean for me: all-features-on. :) All new features turned on, example all graphics enhanced options, all 3D HUD options, all gameplay options etc. It's not really important, but short way.

Other: In "lighting preset" tab, I think good idea add to MediaVP 3.6.12 deafult recommended preset.

Code: [Select]
==> In the "Custom Flags field" copy & paste (Without the quotes):
   "-ambient_factor 35 -ogl_spec 20 -spec_exp 15 -spec_point 1.2 -spec_static 1.5 -spec_tube 1.5"

But it's not important.
Title: Re: RELEASE: wxLauncher 0.9.0 public alpha [Updated 2012/05/30]
Post by: jg18 on June 07, 2012, 03:22:36 pm
Just as a general announcement, I'm in the middle of preparing for a 3,000-mile (4,800 km) relocation for the summer, so responses may be slow for the next several days. That said...

Then a couple cosmetic things:
- w/o root folder selected, the Mods and Advanced Settings tabs both tell me that I should select a root folder; however they do so in different ways. The Mods tab has a nice panel with an info icon and message (word wrap is a little screwed up here), the Advanced Settings tab has a fairly cheapo-looking black-on-white message (also with bad word wrap).
Thanks. That is something we had forgotten about in the 'excitement' of the issues we have had with that tab. We will definitely make sure that it gets the same treatment that the Mods tab gets.
Yeah, we'll work on coming up with something better, although a start might be wrapping the text to suit whatever font size is in use. Currently, the newlines are hardcoded into the messages.

You should only get a cancel and an open button.  You don't get a file tree to pick from?  Can you please screenshot this?

It's the regular file selection window, just with all files greyed out and only directories selectable. But I can't find a way to actually return a folder: the "Open" button will just go into the directory and display its contents, instead of returning to the launcher.
Hmm, interesting. Iss or I should probably get Lubuntu and see if we can reproduce this.

Is that the default font size for your system?  It seems to be absurdly large. The wxLauncher window is the same height (in pixels) as what I have here but the font is much larger all around. Hmm....

It appears to be the default font size, yeah. Now that you mention it, it is kinda large compared to my Windows boot. It's a fresh install of Lubuntu 12.04 though, can't remember to have fiddled with the font sizes.
What's the default font size for your system? In GNOME, you can check it from the menu using System >> Preferences >> Appearance and then selecting the Fonts tab, but I don't know offhand how to check it in LXDE, which is what Lubuntu uses. I'm using Ubuntu Lucid (10.04) and the default font size is 10, and all of the text fits fine. We'll see what we can do to make that text area scrollable and/or perhaps enforce a specific font size in that text area.

"all features on" this is mean for me: all-features-on. :) All new features turned on, example all graphics enhanced options, all 3D HUD options, all gameplay options etc. It's not really important, but short way.
Hm, ok, but your definition of "all features on" doesn't seem to fit the FSO team's definition (see here (https://svn.icculus.org/fs2open/branches/fs2_open_3_6_14/code/cmdline/cmdline.cpp?view=markup), starting at the line
Code: [Select]
Flag exe_params[] = So once again, I didn't want to confuse users when it wasn't clear what "all features on" meant.

Other: In "lighting preset" tab, I think good idea add to MediaVP 3.6.12 deafult recommended preset.

Code: [Select]
==> In the "Custom Flags field" copy & paste (Without the quotes):
   "-ambient_factor 35 -ogl_spec 20 -spec_exp 15 -spec_point 1.2 -spec_static 1.5 -spec_tube 1.5"

But it's not important.
This setting used to be in the wiki until Zacam changed it (http://www.hard-light.net/wiki/index.php?title=Sample_Lighting_Settings&diff=35477&oldid=30682) last July, which led me to believe that that setting was no longer the FSU team's recommended setting, which is why it's not in the launcher.

Thanks again for your feedback.
Title: Re: RELEASE: wxLauncher 0.9.0 public alpha [Updated 2012/05/30]
Post by: FreeSpaceFreak on June 07, 2012, 04:31:15 pm
Yeah, we'll work on coming up with something better, although a start might be wrapping the text to suit whatever font size is in use. Currently, the newlines are hardcoded into the messages.

Shoulda been more clear on this - the text already auto-wraps to stay within the allotted space. So removing the hard-coded newlines should suffice.

Hmm, interesting. Iss or I should probably get Lubuntu and see if we can reproduce this.

Perhaps niffiwan might be able to help, he seems (http://www.hard-light.net/forums/index.php?topic=80711.msg1604610#msg1604610) to be running Lubuntu as well.

Quote
What's the default font size for your system? In GNOME, you can check it from the menu using System >> Preferences >> Appearance and then selecting the Fonts tab, but I don't know offhand how to check it in LXDE, which is what Lubuntu uses. I'm using Ubuntu Lucid (10.04) and the default font size is 10, and all of the text fits fine. We'll see what we can do to make that text area scrollable and/or perhaps enforce a specific font size in that text area.

Apparently I'm using font size 11. In LXDE it's [Menu] -> Preferences -> Customize look and feel.
Title: Re: RELEASE: wxLauncher 0.9.0 public alpha [Updated 2012/05/30]
Post by: niffiwan on June 07, 2012, 06:59:59 pm
I'm happy to help - "technically" I'm not running Lubuntu, rather Ubuntu 12.04 with Unity & XFCE installed - I *think* I can just install the relevant LXDE stuff (I think lubuntu-desktop is the package) and just login with a different session to get Lubuntu.

Anyway - it's probably best to start with a screenshot as requested by Iss Mneur :)
Title: Re: RELEASE: wxLauncher 0.9.0 public alpha [Updated 2012/05/30]
Post by: FreeSpaceFreak on June 08, 2012, 03:16:44 am
Ehm, this is kind of embarassing. The folder selection works now :nervous:

However! Since I had troubles executing FSO from a mounted partition, I copied the FSO directory to my /home/user. But now I cannot change the location of the root folder in wxLauncher. The Browse button is gone, and I can't type in the box either.
Title: Re: RELEASE: wxLauncher 0.9.0 public alpha [Updated 2012/05/30]
Post by: jg18 on June 08, 2012, 03:25:09 am
Screenshots, please. :)

If you could paste the contents of the profile you're using in code tags, that would also help. The profiles are located in /home/<YourUsername>/.wxlauncher/ and are of the form pro#####.ini. The default profile is stored in pro00000.ini. If you're using a profile other than the default one, you'll need to search through the folder and look at the files in a text editor to find the one you're using.

Thanks!

EDIT: Also, did you use make install to install wxL to /usr/local/, or did you use development mode to avoid having to do that? If the latter, then I'm not sure that you can just copy and paste the folder and have it work, since the paths might be baked in. You might need to rebuild wxL in that case.
Title: Re: RELEASE: wxLauncher 0.9.0 public alpha [Updated 2012/05/30]
Post by: totya on June 08, 2012, 05:20:58 am
Other: In "lighting preset" tab, I think good idea add to MediaVP 3.6.12 deafult recommended preset.

Code: [Select]
==> In the "Custom Flags field" copy & paste (Without the quotes):
   "-ambient_factor 35 -ogl_spec 20 -spec_exp 15 -spec_point 1.2 -spec_static 1.5 -spec_tube 1.5"

But it's not important.
This setting used to be in the wiki until Zacam changed it (http://www.hard-light.net/wiki/index.php?title=Sample_Lighting_Settings&diff=35477&oldid=30682) last July, which led me to believe that that setting was no longer the FSU team's recommended setting, which is why it's not in the launcher.

Hi!

Official MediaVP thread install instruction show "old" preset. If user can't see this mediawiki (I dont see this never before you show), then user type "old" preset, if want use MediaVP.
This is clean logic. If you know this information:  recommended preset is "old" in MediaVP thread, then show this; example:

Now visible preset name in wxLauncher:

"Baseline recommended" - this is wrong name.

"Baseline recommended (with MediaVP too, 7 July 2011)" - this is correct name. Please do not hide any important information from wxLauncher  users :)
Title: Re: RELEASE: wxLauncher 0.9.0 public alpha [Updated 2012/05/30]
Post by: jg18 on June 08, 2012, 05:48:31 am
Other: In "lighting preset" tab, I think good idea add to MediaVP 3.6.12 deafult recommended preset.

Code: [Select]
==> In the "Custom Flags field" copy & paste (Without the quotes):
   "-ambient_factor 35 -ogl_spec 20 -spec_exp 15 -spec_point 1.2 -spec_static 1.5 -spec_tube 1.5"

But it's not important.
This setting used to be in the wiki until Zacam changed it (http://www.hard-light.net/wiki/index.php?title=Sample_Lighting_Settings&diff=35477&oldid=30682) last July, which led me to believe that that setting was no longer the FSU team's recommended setting, which is why it's not in the launcher.

Hi!

Official MediaVP thread install instruction show "old" preset. If user can't see this mediawiki (I dont see this never before you show), then user type "old" preset, if want use MediaVP.
This is clean logic. If you know this information:  recommended preset is "old" in MediaVP thread, then show this; example:

Now visible preset name in wxLauncher:

"Baseline recommended" - this is wrong name.

"Baseline recommended (with MediaVP too, 7 July 2011)" - this is correct name. Please do not hide any important information from wxLauncher  users :)

I went digging through my IRC logs and couldn't find the conversation I was looking for, but as I remember, Zacam once told me that the lighting settings you quoted are now deprecated and that the settings now listed in the wiki as recommended are the official recommended settings. If the MediaVPs 3.6.12 release thread still lists the old settings, then the issue is with the thread and not with wxLauncher. Hope that explains things.
Title: Re: RELEASE: wxLauncher 0.9.0 public alpha [Updated 2012/05/30]
Post by: totya on June 08, 2012, 06:03:33 am
If the MediaVPs 3.6.12 release thread still lists the old settings, then the issue is with the thread and not with wxLauncher. Hope that explains things.

This is clean for me, but I think will not come to the end of the world, if you show your application, baseline settings is recommended MedaiVP settings too. Do you understand this? :)
Title: Re: RELEASE: wxLauncher 0.9.0 public alpha [Updated 2012/05/30]
Post by: jg18 on June 08, 2012, 06:11:57 am
If the MediaVPs 3.6.12 release thread still lists the old settings, then the issue is with the thread and not with wxLauncher. Hope that explains things.

This is clean for me, but I think will not come to the end of the world, if you show your application, baseline settings is recommended MedaiVP settings too. Do you understand this? :)
I'm sorry, but I don't understand what you mean by "if you show your application, baseline settings is recommended MedaiVP settings too." Are you saying that the "Baseline recommended" settings should be taken from the MediaVPs 3.6.12 release thread and not from the wiki, even though the wiki is (more or less) the official location for standard lighting settings? If so, then Iss Mneur and I will need to talk about it, and thanks for the suggestion.
Title: Re: RELEASE: wxLauncher 0.9.0 public alpha [Updated 2012/05/30]
Post by: FreeSpaceFreak on June 08, 2012, 07:57:45 am
Also, did you use make install to install wxL to /usr/local/, or did you use development mode to avoid having to do that? If the latter, then I'm not sure that you can just copy and paste the folder and have it work, since the paths might be baked in. You might need to rebuild wxL in that case.

I didn't use the dev mode flag to compile, but did do a make install (those go together? didn't see it mentioned anywhere in the readme). I'm now running wxlauncher from terminal.

Anyhow, it appears that the MSVC .map and .pdb files in my Windows FSO folder are fooling the launcher, see screenshot 1. It's skipping the .exes alright, but not the debugging files. Hence, that directory is recognized as a valid FSO root folder, even though there's no valid linux binary in there anymore. And thus I'm not allowed to change the location, see screen 2.

Quote
If you could paste the contents of the profile you're using in code tags, that would also help. The profiles are located in /home/<YourUsername>/.wxlauncher/ and are of the form pro#####.ini. The default profile is stored in pro00000.ini. If you're using a profile other than the default one, you'll need to search through the folder and look at the files in a text editor to find the one you're using.

Here you go:

Code: [Select]
[main]
name=Default
filename=pro00000.ini
initialized=1
[video]
width=1680
height=1050
depth=32
texturefilter=Trilinear
anisotropic=0
antialias=0
[network]
type=None
speed=None
port=0
ip=
[openal]
device=ALSA Default
[joystick]
id=99999
[lighting]
preset=Off
[tc]
flags=
folder=/media/DATA/FreeSpace2
currentmodline=
currentmod=(No mod)
currentbinary=fs2_open_INF_r

Anyway, if I unmount the partition with the Windows FSO folder, it cannot find the root directory anymore (as it should), and I am allowed to change it (get the Browse button back).

Nice work on the mods list! :yes:

The Advanced Settings tab I'm thinking could use some work, from a user perspective... (screen 3) YMMV, of course, this is just my first impression. The layout doesn't reflect the relation between different elements very well IMHO. The Lighting Presets and Custom Flags box belong together, as do the Flag Sets selector and the list of checkboxes. The 'Copy selected preset to custom flags' button is also not a great way to do it IMHO, if you're a first-time user who doesn't really know what it does.

How I would do it - Instead of the 'Lighting Presets' pane (on the right) put a 'Setting presets' box, with radio buttons ordered by computing power, e.g. 'Default FS2' (all features off), 'Basic features on' (for older computers, with glowmaps and other basic things only), 'Recommended' (for most computers, only some high-performance features off) , 'Full option' (for real good computers, with full-on visuals), 'Custom' (gets auto-selected if the user changes a setting himself). Then have a selection list for the custom lighting settings, positioned directly above the Custom Flags list (where the Flag Sets selector list is now).

Anyway, take it or leave it, I know it's quite an overhaul of the tab I'm suggesting.

One more thing, the 'Default FS2' preset should probably turn things like glowmaps and normals off, right? I'm guessing it's meant for those who wanna play vanilla?

[attachment deleted by ninja]

[attachment deleted by a ninja]
Title: Re: RELEASE: wxLauncher 0.9.0 public alpha [Updated 2012/05/30]
Post by: totya on June 08, 2012, 09:11:00 am
Hi!

I'm sorry, but I don't understand what you mean

My English is quite terrible, I know this, this is my problem, I'm sorry.

(...) what you mean by "if you show your application, baseline settings is recommended MediaVP settings too." (...)

Well, in lighting preset tab first line this: "preset descriptions (link)".
Suggested new label (about): Recommended use these presets with MediaVP, see more information: preset descriptions (link).

But it's not important, now this is clean for me. Thanks.
Title: Re: RELEASE: wxLauncher 0.9.0 public alpha [Updated 2012/05/30]
Post by: jg18 on June 13, 2012, 02:50:51 am
I didn't use the dev mode flag to compile, but did do a make install (those go together? didn't see it mentioned anywhere in the readme). I'm now running wxlauncher from terminal.
Development mode is for when you don't want to use make install and instead want to run wxL within the development directory. As mentioned in the ReadMe, you enable it by including -DDEVELOPMENT_MODE=1 when you run CMake. Otherwise, you use make install. And yeah, I run wxL from the terminal, too.

Anyhow, it appears that the MSVC .map and .pdb files in my Windows FSO folder are fooling the launcher, see screenshot 1. It's skipping the .exes alright, but not the debugging files. Hence, that directory is recognized as a valid FSO root folder, even though there's no valid linux binary in there anymore. And thus I'm not allowed to change the location, see screen 2.
Fixed in revision 98a09dcace9d (http://code.google.com/p/wxlauncher/source/detail?r=98a09dcace9d595f6cde68a78c061fe98680056d). Thanks for reporting this issue.

Nice work on the mods list! :yes:
Glad you like it. :) It was Iss and kkmic's work, although I did a few small formatting adjustments.

The Advanced Settings tab I'm thinking could use some work, from a user perspective... (screen 3) YMMV, of course, this is just my first impression. The layout doesn't reflect the relation between different elements very well IMHO. The Lighting Presets and Custom Flags box belong together, as do the Flag Sets selector and the list of checkboxes. The 'Copy selected preset to custom flags' button is also not a great way to do it IMHO, if you're a first-time user who doesn't really know what it does.
You're right, the layout is a bit jumbled. I think flag sets used to be under the flag list until I added the "Double-click on a flag etc." text. As for the copy preset button, it was intended as a limited way of making the lighting presets more useful, in case someone liked a preset but wanted to tweak it to their own tastes. I think it's easy enough to figure out what it does once you try it, and reversing the effects of pressing it is simple enough (just remove the text added to custom flags and select the preset again), but you're right, it's not great.

Speaking of which, the issue of large text font sizes is something the wxL Team will have to deal with, especially in cases of text like the "Double-click on a flag", which isn't in a scrollable window. :blah: The advanced settings page on my machine looks like this (http://wiki.wxlauncher.googlecode.com/hg/images/wxLLinuxAdvancedPage.png), by comparison, using the Ubuntu Lucid (10.04?) default font size of 10.

How I would do it - Instead of the 'Lighting Presets' pane (on the right) put a 'Setting presets' box, with radio buttons ordered by computing power, e.g. 'Default FS2' (all features off), 'Basic features on' (for older computers, with glowmaps and other basic things only), 'Recommended' (for most computers, only some high-performance features off) , 'Full option' (for real good computers, with full-on visuals), 'Custom' (gets auto-selected if the user changes a setting himself). Then have a selection list for the custom lighting settings, positioned directly above the Custom Flags list (where the Flag Sets selector list is now).

Anyway, take it or leave it, I know it's quite an overhaul of the tab I'm suggesting.
Interesting, although it'd require close collaboration with the FSO team, since we wouldn't want to have to keep track of what are considered to be resource-intensive options and which aren't, especially since the definition of resource-intensive changes over time as new features are added (and old ones sometimes removed) and as the average computer gets more powerful. Much better to leave those decisions to the engine, whose authors know how resource-intensive the various options are in the context of the average computer at that particular point in the engine's development. In fact, something like this would probably require at least a partial rewrite of FSO's cmdline.cpp. In any case, since we're currently focusing on fixing bugs and adding support for the new sound code (a feature that we must have), we're probably not making major changes in the very near future. Thanks for pointing these things out and for your suggestion, though.

One more thing, the 'Default FS2' preset should probably turn things like glowmaps and normals off, right? I'm guessing it's meant for those who wanna play vanilla?
That's what it did in the past, although now that trunk has the various maps enabled by default rather than disabled (https://svn.icculus.org/fs2open?view=rev&revision=8587), meaning that the corresponding flags now say "Disable X" instead of "Enable X", I'm not sure how things are going to work. Well, I just tried out a trunk build, and it looks like the various flag sets haven't been adjusted to match the changes in the flags, meaning the FS2 Default flag set has the new flags turned off instead of on. Also, High memory usage features off flag set has them turned off, but maybe they should actually be turned on? I have no idea what qualifies as "high memory usage", though.

EDIT: Clarification.

EDIT 2: As for the currently crappy formatting in the error message text in the advanced settings page, would allowing the text to wrap properly be a step in the right direction? We can work on coming up with a better version of those messages in the meantime. Thanks.
Title: Re: RELEASE: wxLauncher 0.9.0 public alpha [Updated 2012/05/30]
Post by: Zacam on June 13, 2012, 04:32:13 am
Other: In "lighting preset" tab, I think good idea add to MediaVP 3.6.12 deafult recommended preset.

Code: [Select]
==> In the "Custom Flags field" copy & paste (Without the quotes):
   "-ambient_factor 35 -ogl_spec 20 -spec_exp 15 -spec_point 1.2 -spec_static 1.5 -spec_tube 1.5"

But it's not important.
This setting used to be in the wiki until Zacam changed it (http://www.hard-light.net/wiki/index.php?title=Sample_Lighting_Settings&diff=35477&oldid=30682) last July, which led me to believe that that setting was no longer the FSU team's recommended setting, which is why it's not in the launcher.

Hi!

Official MediaVP thread install instruction show "old" preset. If user can't see this mediawiki (I dont see this never before you show), then user type "old" preset, if want use MediaVP.
This is clean logic. If you know this information:  recommended preset is "old" in MediaVP thread, then show this; example:

Now visible preset name in wxLauncher:

"Baseline recommended" - this is wrong name.

"Baseline recommended (with MediaVP too, 7 July 2011)" - this is correct name. Please do not hide any important information from wxLauncher  users :)

Hi. Wrong. Not hidden, obsolete. Not important, irrelevant.

FSU -used- to recommend settings. Parts are still hanging around. You start with "Baseline recommended" (this IS the right one) and go from there or you use "Defaults"

Anything else is free for user CHOICE, not mandate.
Title: Re: RELEASE: wxLauncher 0.9.0 public alpha [Updated 2012/05/30]
Post by: FreeSpaceFreak on June 14, 2012, 02:29:19 pm
You're right, the layout is a bit jumbled. I think flag sets used to be under the flag list until I added the "Double-click on a flag etc." text. As for the copy preset button, it was intended as a limited way of making the lighting presets more useful, in case someone liked a preset but wanted to tweak it to their own tastes. I think it's easy enough to figure out what it does once you try it, and reversing the effects of pressing it is simple enough (just remove the text added to custom flags and select the preset again), but you're right, it's not great.

Yeah... It's easy for a newbie to just be adding flags this way, instead of replacing them. (Wonder what FSO would do when the same flag is set multiple times, with different values - I guess just take the last value?) Of course, you can't just clear the entire custom flags list, there might be more in it than just lighting settings. Hum... Perhaps two different custom-flag text boxes, one for the (selection/tweaking of) lighting settings and one for misc flags? So basically you'd have a text box instead of the "copy to flags" button, which gets cleared and re-set every time the user picks different lighting settings. Would probably fit best at the bottom of the flag list, with a "Custom:" radio button autoselected when the user changes something in the field.

Anyway, just tossing ideas around here.

Quote
Speaking of which, the issue of large text font sizes is something the wxL Team will have to deal with, especially in cases of text like the "Double-click on a flag", which isn't in a scrollable window. :blah: The advanced settings page on my machine looks like this (http://wiki.wxlauncher.googlecode.com/hg/images/wxLLinuxAdvancedPage.png), by comparison, using the Ubuntu Lucid (10.04?) default font size of 10.

Yeah, with font size 10 it all fits nicely... Though I guess, with ever-increasing screen DPI, bumping the font size up every once in a while may not be a bad idea. Does wxWidgets have some way of auto-scaling the window?

Quote
As for the currently crappy formatting in the error message text in the advanced settings page, would allowing the text to wrap properly be a step in the right direction? We can work on coming up with a better version of those messages in the meantime. Thanks.

Oh, definitely. The error message on the Mods tab already looks nice and native, with an "info" icon and everything - removing hard-coded newlines and copying it to Advanced Settings should do the trick.
Title: Re: RELEASE: wxLauncher 0.9.0 public alpha [Updated 2012/05/30]
Post by: jg18 on June 16, 2012, 07:09:40 pm
You're right, the layout is a bit jumbled. I think flag sets used to be under the flag list until I added the "Double-click on a flag etc." text. As for the copy preset button, it was intended as a limited way of making the lighting presets more useful, in case someone liked a preset but wanted to tweak it to their own tastes. I think it's easy enough to figure out what it does once you try it, and reversing the effects of pressing it is simple enough (just remove the text added to custom flags and select the preset again), but you're right, it's not great.

Yeah... It's easy for a newbie to just be adding flags this way, instead of replacing them. (Wonder what FSO would do when the same flag is set multiple times, with different values - I guess just take the last value?) Of course, you can't just clear the entire custom flags list, there might be more in it than just lighting settings. Hum... Perhaps two different custom-flag text boxes, one for the (selection/tweaking of) lighting settings and one for misc flags? So basically you'd have a text box instead of the "copy to flags" button, which gets cleared and re-set every time the user picks different lighting settings. Would probably fit best at the bottom of the flag list, with a "Custom:" radio button autoselected when the user changes something in the field.

Anyway, just tossing ideas around here.
Interesting, although people might have the impression that lighting settings flags will only work if in the "lighting settings" text box, which I guess isn't a huge problem. More problematic, though, would be if someone tweaks the settings in the lighting settings text box and then selects a different preset. If I understand you right, their settings would then be overwritten, and destroying user data (especially without their consent) is generally a big no-no. (Aren't GUIs fun? :D) We could ask them "are you sure you want to switch presets?", but pop-ups are annoying.

A quick experiment shows that if lighting settings are repeated in the custom flags, FSO uses the last value.

Of course, another option is to remove the "copy preset" button, but that would reduce the value of the lighting presets somewhat.

Other ideas... I guess the UI can indicate with a warning somehow (custom flags box border becomes red, maybe?) that there are repeated flags in the custom flags, maybe with a message like "Repeated flag: -ambient_factor". I don't know of any situations where having repeated custom flags is desirable. Admittedly, that doesn't help that much with the problem you mentioned.

Yeah, with font size 10 it all fits nicely... Though I guess, with ever-increasing screen DPI, bumping the font size up every once in a while may not be a bad idea. Does wxWidgets have some way of auto-scaling the window?
Well, the font sizes are in points (http://en.wikipedia.org/wiki/Point_%28typography%29) rather than pixels, so text of a given font size should be the same size in any resolution. You can test this out by lowering your screen resolution and seeing if the text is still the same size. I'll try testing it out later. That said, the error text on the mods page seem to be quite different sizes across the three platforms, even though it's 12-point font in all cases. So I dunno.

Oh, definitely. The error message on the Mods tab already looks nice and native, with an "info" icon and everything - removing hard-coded newlines and copying it to Advanced Settings should do the trick.
If only it were that simple. :blah: The advanced settings page is technically very different from the mods page, so achieving the same look might not be easy. We've already committed a change that makes the background the window color instead of white and that removes the bold from the text, since it looks better that way (the text on the mods page is not bold), so there's already an improvement. The advanced settings page also has a wider range of errors, since it covers all the ways in which flag file processing can go wrong.

As for the newlines, well, it might be nice to have newlines separating sentences, so that you don't end up with a monolithic block of text, although we try to make the messages short. And also, no matter what we do, there'll always be some combinations of font and font sizes where a word at the end of a sentence will end up stuck on its own line, like
this.

In short, we'll need to think about what to do with the newlines. If nothing else, there will be fewer of them. Lowering the font size might help (currently 16 in advanced settings vs. 12 in mods page). We might just have to try to ensure that bad wrapping doesn't happen with common combinations of fonts and font sizes. Originally, I was hoping that the line breaks would be at logical places (which is what the current line breaks are trying to do), such as keeping prepositional phrases intact, but that's probably too much to ask for.

Thanks again for your input. We like feedback. :nod:
Title: RELEASE: wxLauncher 0.9.1 public alpha [Updated 2012/07/13]
Post by: Iss Mneur on July 13, 2012, 10:30:41 pm
:bump:

wxLauncher 0.9.1 alpha has been released.  You can download it from the release post (http://www.hard-light.net/forums/index.php?topic=67950.msg1341695#msg1341695).

Summary of changes since 0.9.0:

All platforms:
- Support for configuring the new sound code (http://www.hard-light.net/forums/index.php?topic=68146.0)
-- If the Enable EFX checkbox is missing, then your OpenAL setup doesn't support EFX
- Improved formatting of error messages on mods page and advanced settings page
- List of executables on basic settings page is now sorted alphabetically
- Assorted bug fixes and text revisions

Windows only:
- "Calibrate" button in joystick settings box now works :nervous:
- "data" folder is automatically created if it doesn't already exist
- Improvements to installer, such as checking for installed versions

Linux only:
- Taskbar icon added
- Expanded range of files to be ignored when looking for FSO binaries, such as files ending in .map, .pdb, or .gz

OS X only:
- Errors no longer occur when detecting OpenAL


The wxLauncher Team would like to thank our testers since 0.9.0:

Axem, FreeSpaceFreak, mjn.mixael, jr2, niffiwan, swashmebuckle

and others who helped track down bugs (totya).
Title: Re: RELEASE: wxLauncher 0.9.1 public alpha [Updated 2012/07/13]
Post by: mjn.mixael on July 13, 2012, 10:43:39 pm
Win. I love this launcher. :yes:

Since the new sound code support was added, I haven't needed switched back to the old launcher for anything.
Title: Re: RELEASE: wxLauncher 0.9.1 public alpha [Updated 2012/07/13]
Post by: FreeSpaceFreak on July 15, 2012, 12:26:10 pm
Great :D :yes:
Title: Re: RELEASE: wxLauncher 0.9.1 public alpha [Updated 2012/07/13]
Post by: Corollax on July 21, 2012, 05:38:47 pm
What a fantastic program! As a linux user, thank you very much for working on this. I can't believe how beautiful it looks on my system.

Just one question: Is it possible to compile the launcher so that it looks for the resources directory by relative pathing, rather than absolute? It's a pain having to recompile it if I just want to change where I'm storing it...
Title: Re: RELEASE: wxLauncher 0.9.1 public alpha [Updated 2012/07/13]
Post by: Iss Mneur on July 22, 2012, 01:41:54 am
What a fantastic program! As a linux user, thank you very much for working on this. I can't believe how beautiful it looks on my system.

Just one question: Is it possible to compile the launcher so that it looks for the resources directory by relative pathing, rather than absolute? It's a pain having to recompile it if I just want to change where I'm storing it...
Thank you.

The short answer is no. There is no way to do that at this time, however I don't really understand the reason for the question.  How/why does the resources directory need to be changed from the directory in /usr?
Title: Re: RELEASE: wxLauncher 0.9.1 public alpha [Updated 2012/07/13]
Post by: pecenipicek on July 22, 2012, 08:51:42 am
What a fantastic program! As a linux user, thank you very much for working on this. I can't believe how beautiful it looks on my system.

Just one question: Is it possible to compile the launcher so that it looks for the resources directory by relative pathing, rather than absolute? It's a pain having to recompile it if I just want to change where I'm storing it...
Thank you.

The short answer is no. There is no way to do that at this time, however I don't really understand the reason for the question.  How/why does the resources directory need to be changed from the directory in /usr?
some of us really dont want to install it on the system and would much rather keep it in the user directories :p

(i'd be fine with simple guideline on how to compile it into a certain folder, if nothing else)
Title: Re: RELEASE: wxLauncher 0.9.1 public alpha [Updated 2012/07/13]
Post by: The E on July 22, 2012, 09:30:17 am
And people wonder why Linux is not a big force on the desktop market.
Title: Re: RELEASE: wxLauncher 0.9.1 public alpha [Updated 2012/07/13]
Post by: pecenipicek on July 22, 2012, 09:59:13 am
And people wonder why Linux is not a big force on the desktop market.
what? why?
Title: Re: RELEASE: wxLauncher 0.9.1 public alpha [Updated 2012/07/13]
Post by: The E on July 22, 2012, 10:14:35 am
As I read it, these past few questions boiled down to "This is very nice but could you <change some arcane detail a user shouldn't think about> to <cater to my highly specific interests>?"
Title: Re: RELEASE: wxLauncher 0.9.1 public alpha [Updated 2012/07/13]
Post by: pecenipicek on July 22, 2012, 11:23:24 am
As I read it, these past few questions boiled down to "This is very nice but could you <change some arcane detail a user shouldn't think about> to <cater to my highly specific interests>?"
Is there a .deb package? no.

Until there is a .deb package i will continue not installing it on the system and i'll keep using it from a folder in my home directory. i also find the separation of logs and actually useful **** for debugging from the main executable's location.
Title: Re: RELEASE: wxLauncher 0.9.1 public alpha [Updated 2012/07/13]
Post by: Iss Mneur on July 22, 2012, 03:02:14 pm
Until there is a .deb package i will continue not installing it on the system and i'll keep using it from a folder in my home directory.
Okay. .debs are being worked on.

i also find the separation of logs and actually useful **** for debugging from the main executable's location.
This does not parse.  Please elaborate.
Title: Re: RELEASE: wxLauncher 0.9.1 public alpha [Updated 2012/07/13]
Post by: pecenipicek on July 22, 2012, 04:03:14 pm
Until there is a .deb package i will continue not installing it on the system and i'll keep using it from a folder in my home directory.
Okay. .debs are being worked on.
Thank you :)

Quote
i also find the separation of logs and actually useful **** for debugging from the main executable's location.
This does not parse.  Please elaborate.
derp. i meant to say that i dislike the fact that fso stores stuff like pilots, logs and such into .fs2_open instead of in the directory where the executable and the rest of the important stuff is.
Yes, that does make sense if the game is installed into /usr/games or whatever, which isnt user-writeable. I havent seen anyone say that they installed the game like that on linux so far, and if memory serves, the proper "tutorial" on the wiki is basically "save into whichever folder you want(which, for most people is /home/<username>/whatever ), plonk the exec there, have fun with launching the game"




also, i do not know if its been requested already, but a box for manual resolution entry in the launcher would be swell :)

i might investigate into ways of installing it like that (other than the manual file-nudgery) and see how fso behaves. but that comes later.
Title: Re: RELEASE: wxLauncher 0.9.1 public alpha [Updated 2012/07/13]
Post by: Iss Mneur on July 22, 2012, 06:54:59 pm
Quote
i also find the separation of logs and actually useful **** for debugging from the main executable's location.
This does not parse.  Please elaborate.
derp. i meant to say that i dislike the fact that fso stores stuff like pilots, logs and such into .fs2_open instead of in the directory where the executable and the rest of the important stuff is.
Yes, that does make sense if the game is installed into /usr/games or whatever, which isnt user-writeable. I havent seen anyone say that they installed the game like that on linux so far, and if memory serves, the proper "tutorial" on the wiki is basically "save into whichever folder you want(which, for most people is /home/<username>/whatever ), plonk the exec there, have fun with launching the game"
Not that what FSO does has any bearing on what FSO does, but nevertheless we will (at some point) be doing a "portable" mode for wxLauncher because it has been requested by several people.

I should note however, where you install FSO has no bearing on where wxLauncher should be installed.  We don't suggest installing wxLauncher in the same directory as FSO.  Instead wxLauncher should be installed as a separate application.

also, i do not know if its been requested already, but a box for manual resolution entry in the launcher would be swell :)
No it has not been requested.  But I don't see us adding that feature either because the resolutions that we list are requested from the video hardware/software.  If a resolution is not in the list then it is probably not a resolution that you want to use anyway.

Having said that, you can probably edit profile or set your resolution manually on the custom flags.  The flag is -res <width>x<height> IIRC and it will override the resolution set by wxLauncher via the other mechanism.

i might investigate into ways of installing it like that (other than the manual file-nudgery) and see how fso behaves. but that comes later.
Okay, well let us know how it goes.
Title: Re: RELEASE: wxLauncher 0.9.1 public alpha [Updated 2012/07/13]
Post by: niffiwan on July 22, 2012, 09:34:37 pm
also, i do not know if its been requested already, but a box for manual resolution entry in the launcher would be swell :)
No it has not been requested.  But I don't see us adding that feature either because the resolutions that we list are requested from the video hardware/software.  If a resolution is not in the list then it is probably not a resolution that you want to use anyway.

At least one boneheaded version of the nVidia Linux drivers has a very minimal set of supported resolutions (i.e. 7) which doesn't include my standard res for a 16:10 window (1440x900) - in fact the only widescreen res was fullscreen  :nono:

Having said that, you can probably edit profile or set your resolution manually on the custom flags.  The flag is -res <width>x<height> IIRC and it will override the resolution set by wxLauncher via the other mechanism.

If you manually edit the profile file will the next change you make to the profile overwrite your change? 

Thanks for the tip about the -res flag, I'll have to try it out.
Title: Re: RELEASE: wxLauncher 0.9.1 public alpha [Updated 2012/07/13]
Post by: Iss Mneur on July 22, 2012, 10:04:59 pm
If you manually edit the profile file will the next change you make to the profile overwrite your change? 
I don't remember the details, but I don't think we will overwrite what is in the internal pro?????.ini file unless you touch the corresponding control.
Title: Re: RELEASE: wxLauncher 0.9.1 public alpha [Updated 2012/07/13]
Post by: pecenipicek on July 22, 2012, 10:30:11 pm
Quote
i also find the separation of logs and actually useful **** for debugging from the main executable's location.
This does not parse.  Please elaborate.
derp. i meant to say that i dislike the fact that fso stores stuff like pilots, logs and such into .fs2_open instead of in the directory where the executable and the rest of the important stuff is.
Yes, that does make sense if the game is installed into /usr/games or whatever, which isnt user-writeable. I havent seen anyone say that they installed the game like that on linux so far, and if memory serves, the proper "tutorial" on the wiki is basically "save into whichever folder you want(which, for most people is /home/<username>/whatever ), plonk the exec there, have fun with launching the game"
Not that what FSO does has any bearing on what FSO does, but nevertheless we will (at some point) be doing a "portable" mode for wxLauncher because it has been requested by several people.

I should note however, where you install FSO has no bearing on where wxLauncher should be installed.  We don't suggest installing wxLauncher in the same directory as FSO.  Instead wxLauncher should be installed as a separate application.

of course, i wasnt implying i installed it in the same folder as FSO, just a wish to keep it all contained within a single folder. no worries there as i know nothing will change there on the FSO side.

also, i do not know if its been requested already, but a box for manual resolution entry in the launcher would be swell :)
No it has not been requested.  But I don't see us adding that feature either because the resolutions that we list are requested from the video hardware/software.  If a resolution is not in the list then it is probably not a resolution that you want to use anyway.

At least one boneheaded version of the nVidia Linux drivers has a very minimal set of supported resolutions (i.e. 7) which doesn't include my standard res for a 16:10 window (1440x900) - in fact the only widescreen res was fullscreen  :nono:
oh its even better on my end. i'm running a dual-screen setup. twinview of course, you know how many resolutions i have? One., 3200x1080, because 1920x1080 + 1280x1024
I had to define an additional metamode just to keep applications from fullscreening to both monitors, and then i always lose the secondary monitor for the time the fullscreen app is running, due to the way the metamode is set up. I havent found a solution yet, but i also havent searched that much for it either.

those suggesting nouveau/gallium will be shot dead.


Quote
Having said that, you can probably edit profile or set your resolution manually on the custom flags.  The flag is -res <width>x<height> IIRC and it will override the resolution set by wxLauncher via the other mechanism.

If you manually edit the profile file will the next change you make to the profile overwrite your change? 

Thanks for the tip about the -res flag, I'll have to try it out.
thank you for that. i always forget about that flag -.- (mighty useful when trying to run windowed)
Title: Re: RELEASE: wxLauncher 0.9.1 public alpha [Updated 2012/07/13]
Post by: jg18 on July 22, 2012, 10:42:20 pm
If you manually edit the profile file will the next change you make to the profile overwrite your change?
The launcher only reads from the profile files on startup. It won't notice any changes you make to the files while the launcher is running. It only looks for profile changes made in the launcher through the controls, and the only points where it would save those changes to the file is on profile switch, profile creation, and launcher exit. If the "Automatically save profiles" checkbox is checked, then any changes will be automatically saved; if it's not checked, then a pop-up dialog will appear asking if you want to save changes, if there are any.

The global profile (global.ini) which includes things like the most recently retrieved highlights (if any), the last used profile, etc. is always saved on launcher exit. Thus, any changes to global.ini while the launcher is running will be overwritten when the launcher exits.

Hope that clarifies things.

EDIT: Correction.
Title: Re: RELEASE: wxLauncher 0.9.1 public alpha [Updated 2012/07/13]
Post by: Corollax on July 25, 2012, 09:04:51 am
What a fantastic program! As a linux user, thank you very much for working on this. I can't believe how beautiful it looks on my system.

Just one question: Is it possible to compile the launcher so that it looks for the resources directory by relative pathing, rather than absolute? It's a pain having to recompile it if I just want to change where I'm storing it...
Thank you.

The short answer is no. There is no way to do that at this time, however I don't really understand the reason for the question.  How/why does the resources directory need to be changed from the directory in /usr?

Mostly because I'd like to install the program in my home directory, where it will be preserved if I reformat the operating system. If I compile it to be in /usr, I have to reinstall the launcher every time I upgrade my OS. I was able to change the install directory, but now the launcher fails if I try to give it to someone else with a different username, and they have to recompile it.

It's really a very small issue, and nothing that a quick recompile can't solve. Thanks again for writing this awesome program.
Title: Re: [Updated 2011/08/25] RELEASE: wxLauncher 0.8.0 public alpha (OS X 0.8.1)
Post by: CountMurphy on September 05, 2012, 07:46:12 pm
[Thread necro'ing; sry]

The 0.8.0 sources refuse to "Make" on ArchLinux.

Code: [Select]
File "scripts/onlinehelpmaker.py", line 17
    print "ERROR: Unable to import markdown the markup parser."
                                                                                                    ^
SyntaxError: invalid syntax
make[2]: *** [CMakeFiles/helpmaker] Error 1
make[1]: *** [CMakeFiles/helpmaker.dir/all] Error 2
make: *** [all] Error 2

Any ideas?
I've got the required dependancies installed and the sources cmake without errors.

To my fellow Archers out there, I found a solution to this problem.  If you're like me you have both python and python2 installed.  As stated the build will only work with python2, but the cmake files are looking for python 3.  Edit CMakeCache.txt and replace /usr/bin/python with /usr/bin/python2.  After that the build worked great
Title: Re: RELEASE: wxLauncher 0.9.1 public alpha [Updated 2012/07/13]
Post by: SypheDMar on September 08, 2012, 10:10:39 am
Noted a possible bug, but it could just be my side. When using text-to-speech on the Windows-only launchers, the drop-down list shows the correct order. However, when I use the wxLauncher's text-to-speech drop-down list and select the one I want, it plays another voice instead. I believe the drop-down list's voice name is shifted down, but it may in fact be random.
Title: Re: RELEASE: wxLauncher 0.9.1 public alpha [Updated 2012/07/13]
Post by: jg18 on September 08, 2012, 02:58:00 pm
To my fellow Archers out there, I found a solution to this problem.  If you're like me you have both python and python2 installed.  As stated the build will only work with python2, but the cmake files are looking for python 3.  Edit CMakeCache.txt and replace /usr/bin/python with /usr/bin/python2.  After that the build worked great

You can select which Python executable to use by typing
Code: [Select]
-D PYTHON_EXECUTABLE=<name of python 2 command>
as part of the arguments to CMake.

Noted a possible bug, but it could just be my side. When using text-to-speech on the Windows-only launchers, the drop-down list shows the correct order. However, when I use the wxLauncher's text-to-speech drop-down list and select the one I want, it plays another voice instead. I believe the drop-down list's voice name is shifted down, but it may in fact be random.

I'll need to look into this and get back to you. Thanks for reporting it.

EDIT: This issue has been confirmed and fixed in trunk. Thanks again for reporting it.
Title: Re: RELEASE: wxLauncher 0.9.1 public alpha [Updated 2012/07/13]
Post by: SypheDMar on September 09, 2012, 11:31:44 pm
Awesome! Thanks for the confirmation.
Title: Re: RELEASE: wxLauncher 0.9.1 public alpha [Updated 2012/07/13]
Post by: 0rph3u5 on September 12, 2012, 02:58:32 pm
Hey,
I'm currently on makeing the files (profile + mod.ini with all the [launcher]/[skin]-lines) required for an easy set up of TBP with the wxLauncher ...

Is there an easy solution for installing a new profile without sending the users running through their files? (took me a while to find the profile file myself)
Title: Re: RELEASE: wxLauncher 0.9.1 public alpha [Updated 2012/07/13]
Post by: karajorma on September 12, 2012, 06:44:22 pm
I'll talk you through what Diaspora does.

1)  I created a profile

Code: [Select]
[main]
name=Diaspora
filename=pro00099.ini
initialized=1
[lighting]
preset=BaselineRecommended
[network]
ip=
port=0
speed=None
type=None
[speech]
inbriefings=0
ingame=0
inmulti=0
intechroom=0
voice=0
volume=100
[tc]
currentbinary=fs2_open_Diaspora_R1.exe
currentmod=(No mod)
currentmodline=
flags=-post_process -soft_particles -fxaa -cache_bitmaps -snd_preload -ship_choice_3d -weapon_choice_3d -warp_flash
folder=C:\\Games\\Diaspora
[video]
depth=32
height=768
texturefilter=Trilinear
width=1024

2) I have the installer alter the profile's "folder" option to reflect where the user has chosen to install to.
3) I call the launcher twice to install the profile and to make the profile the default.

Code: [Select]
wxLauncher\bin\wxlauncher.exe --add-profile --profile=Diaspora --file=[profile filename]
wxLauncher\bin\wxlauncher.exe --select-profile --profile=Diaspora (you set that name in the profile itself)

To do all that requires that you have the latest version of wxLauncher (0.9.2), which is the version Diaspora uses and isn't publicly released as yet. But if you chat with Iss or jg18 I'm sure they'll help you.
Title: Re: RELEASE: wxLauncher 0.9.1 public alpha [Updated 2012/07/13]
Post by: jg18 on September 12, 2012, 08:04:12 pm
One recommendation about the profile Karajorma posted: I'd recommend leaving the "height" and "width" entries out, so that the launcher will auto-detect the player's native resolution, which is assumed to be the highest resolution that their display supports.

Beyond that, I'll need to look at this more carefully after I've had some more sleep. :)
Title: Re: RELEASE: wxLauncher 0.9.1 public alpha [Updated 2012/07/13]
Post by: Iss Mneur on September 12, 2012, 09:31:12 pm
Code: [Select]
wxLauncher\bin\wxlauncher.exe --select-profile --profile=Diaspora (you set that name in the profile itself)
Actually profiles's is recorded into wxLauncher's database using the name you specify on add. The name in the profile template is ignored.

To do all that requires that you have the latest version of wxLauncher (0.9.2), which is the version Diaspora uses and isn't publicly released as yet. But if you chat with Iss or jg18 I'm sure they'll help you.
Yes, we will have lots of questions.
Title: Re: RELEASE: wxLauncher 0.9.1 public alpha [Updated 2012/07/13]
Post by: FreeSpaceFreak on September 13, 2012, 11:28:49 am
Q: Should joystick calibration work on Linux? I can't seem to find the button. (Diaspora launcher)

[attachment removed and sold on the black market]
Title: Re: RELEASE: wxLauncher 0.9.1 public alpha [Updated 2012/07/13]
Post by: 0rph3u5 on September 13, 2012, 12:54:53 pm
I was pretty tired yesterday ... seems that came through in my post...

2) I have the installer alter the profile's "folder" option to reflect where the user has chosen to install to.

How?

To do all that requires that you have the latest version of wxLauncher (0.9.2), which is the version Diaspora uses and isn't publicly released as yet. But if you chat with Iss or jg18 I'm sure they'll help you.
Yes, we will have lots of questions.

I'll contine working on this on the weekend ... I'll send a PM your way once I'm back on it...
Title: Re: RELEASE: wxLauncher 0.9.1 public alpha [Updated 2012/07/13]
Post by: Iss Mneur on September 13, 2012, 01:27:11 pm
Q: Should joystick calibration work on Linux? I can't seem to find the button. (Diaspora launcher)
No.  It is intentionally disabled on Linux and OS X because as far (as I can tell) there is no way to calibrate joysticks with SDL.  Now, I honestly doubt this is the actual case, but I have yet to find any documentation on how to do it.

@0rph3u5: Sounds like a plan. I should be around on #scp most of the weekend and am on in the evenings Mountain Time.
Title: Re: RELEASE: wxLauncher 0.9.1 public alpha [Updated 2012/07/13]
Post by: karajorma on September 13, 2012, 07:48:36 pm
2) I have the installer alter the profile's "folder" option to reflect where the user has chosen to install to.

How?

That was the tricky part. Fortunately the installer I used (Inno setup) had a feature built in allowing it to alter ini files. I had to set up a tiny bit of pascal code to alter things to the format that the profile uses but it wasn't too hard in the end.

How things work depends on what installer program you use.
Title: Re: RELEASE: wxLauncher 0.9.1 public alpha [Updated 2012/07/13]
Post by: FreeSpaceFreak on October 28, 2012, 05:01:29 am
Psst, the Windows installer download link is broken!
Title: Re: RELEASE: wxLauncher 0.9.1 public alpha [Updated 2012/07/13]
Post by: Iss Mneur on October 28, 2012, 11:20:33 am
Psst, the Windows installer download link is broken!
Oh?  They seem to be working fine for me? What issue are you having?
Title: Re: RELEASE: wxLauncher 0.9.1 public alpha [Updated 2012/07/13]
Post by: FreeSpaceFreak on October 28, 2012, 12:41:23 pm
Huh, apparently that 404 was a one-time issue... :warp:
Title: Re: RELEASE: wxLauncher 0.9.1 public alpha [Updated 2012/07/13]
Post by: Iss Mneur on October 28, 2012, 02:35:16 pm
The link to google 404'd or what?
Title: Re: RELEASE: wxLauncher 0.9.1 public alpha [Updated 2012/07/13]
Post by: FreeSpaceFreak on October 29, 2012, 02:21:48 pm
It did, yeah, this one (http://code.google.com/p/wxlauncher/downloads/list?can=3). I was, however, able to navigate to the page manually. Odd...
Title: Re: RELEASE: wxLauncher 0.9.1 public alpha [Updated 2012/07/13]
Post by: Iss Mneur on October 29, 2012, 03:55:38 pm
You are still having problems with 404's?
Title: Re: RELEASE: wxLauncher 0.9.1 public alpha [Updated 2012/07/13]
Post by: FreeSpaceFreak on October 30, 2012, 12:37:06 pm
Nope, just that one time. Obviously I reported too soon.
Title: Re: RELEASE: wxLauncher 0.9.1 public alpha [Updated 2012/07/13]
Post by: FreeSpaceFreak on December 01, 2012, 06:22:39 am
Minor issue on Linux: It appears that filename "fs2_open_3.6.15" (obtained by building from source) is not recognized as a valid executable. If I rename it to just "fs2_open" it works.
Title: Re: RELEASE: wxLauncher 0.9.1 public alpha [Updated 2012/07/13]
Post by: headdie on December 01, 2012, 06:57:22 am
im guessing it's the full stops
Title: Re: RELEASE: wxLauncher 0.9.1 public alpha [Updated 2012/07/13]
Post by: chief1983 on December 01, 2012, 08:12:54 pm
I think the change from underscores to periods was made in the .14 branch some time ago and only recently synched over to trunk, we may have to change it to something that wxLauncher can handle better if it can't be made to work with this format easily.  Using fs2_open_3_6_15 should probably work too.
Title: Re: RELEASE: wxLauncher 0.9.1 public alpha [Updated 2012/07/13]
Post by: Iss Mneur on December 01, 2012, 10:52:57 pm
Hmm. Damn filename parsing.

File a report on the wxLauncher bug tracker (https://code.google.com/p/wxlauncher/issues/entry) and jg18 or I will mess up the filename parsing some more.
Title: Re: RELEASE: wxLauncher 0.9.1 public alpha [Updated 2012/07/13]
Post by: jg18 on December 01, 2012, 11:31:50 pm
I can't reproduce this bug on Ubuntu 10.04 (Lucid), although I admit I was lazy and just renamed an existing executable called fs2_open_3.6.14 to fs2_open_3.6.15.

FSO executable names on OS X have included periods/full stops since 3.6.12 at least, and wxL has just one FSO filename parsing scheme for all platforms. FWIW, the filename parsing is necessarily brittle: since there are no official naming conventions for FSO executables, the parsing has to be a "best guess" interpretation.

What do you mean by "is not recognized as a valid executable"? Could you post a log (~/.wxlauncher/wxLauncher.log)?

Thanks.
Title: Re: RELEASE: wxLauncher 0.9.1 public alpha [Updated 2012/07/13]
Post by: FreeSpaceFreak on December 02, 2012, 04:46:16 am
What do you mean by "is not recognized as a valid executable"? Could you post a log (~/.wxlauncher/wxLauncher.log)?

Exactly that, I'm unable to select the game root folder because "No supported executables in folder". Log attached, generated by renaming the execs to the bad name again (I couldn't un-select the previously selected game folder, hence why it says "The current game root folder is /home/downwash/FSO").

[attachment deleted by a basterd]
Title: Re: RELEASE: wxLauncher 0.9.1 public alpha [Updated 2012/07/13]
Post by: jg18 on December 02, 2012, 01:43:04 pm
Hmm. Puzzling.

I have limited time to stare at this at the moment :sigh: but could you try these things and see what happens, to help narrow down the problem?


Could you also post the output of

Code: [Select]
ls /home/downwash/FSO

Thanks.

EDIT: Clarifications and adding #5.
Title: Re: RELEASE: wxLauncher 0.9.1 public alpha [Updated 2012/07/13]
Post by: FreeSpaceFreak on December 02, 2012, 03:54:25 pm
Hmm, the funny thing is wxL does recognize it as a valid binary if the game root folder was selected previously; it's really just the folder selector that's affected. Are you using different filename patterns for those two?

1. Not recognized by folder selector
2. Not recognized by folder selector
3. Not recognized by folder selector
4. Not recognized by folder selector
5. Still not recognized by folder selector
6. The 3.6.15 exec is recognized if I rename it to just fs2_open; if I rename it back to fs2_open_3.6.15 it's not anymore. Again, this is for the game root folder selector.
7. It plays alright, but the folder selector still doesn't recognize it. Status bar says "Folder does not have any supported executables".

Directory contents, of a setup that is recognized:

Code: [Select]
BtA Demo
data
FS2.bmp
FS2OGGcutscenepack.vp
fs2_open
fs2_open_debug
mediavps_3612
mod.ini
root_fs2.vp
smarty_fs2.vp
sparky_fs2.vp
sparky_hi_fs2.vp
stu_fs2.vp
tango1_fs2.vp
tango2_fs2.vp
tango3_fs2.vp
trunk (note: that's a mod folder, SVN named it this way)
warble_fs2.vp
wxlauncher (note: I copied the binary to here, to have everything in one place. )
Title: Re: RELEASE: wxLauncher 0.9.1 public alpha [Updated 2012/07/13]
Post by: jg18 on December 03, 2012, 02:29:56 am
Thanks for the tests. Filename patterns should be the same in both cases.

Nothing jumps out as a potential cause, and I might not have time to seriously look into this for a few weeks :blah: since I'm in the middle of finishing the semester and coordinating a 1,500-mile (2400 km) move of all of my stuff. Hopefully Iss can look into it sooner than that.

Could you check if this issue occurs with 0.9.0 or 0.9.1? You can get the source tarballs from the downloads page (http://code.google.com/p/wxlauncher/downloads/list?can=1).

Thanks, and sorry about this.
Title: Re: RELEASE: wxLauncher 0.9.1 public alpha [Updated 2012/07/13]
Post by: FreeSpaceFreak on December 03, 2012, 04:01:39 pm
... ehh. *headdesk* It appears I've been doing something horribly wrong. I actually went into the root folder and then clicked "Open", which means the select-folder dialog might actually have been looking in the first subdirectory, instead of the (intended selection) folder I was in. Because if I open the folder selector, go to /home/downwash, select (but don't open) the FSO directory and press the "Open" button, it is recognized correctly, even with the _3.6.15 extensions.

In my defence, there is no clue whatsoever to this behaviour, I only accidentally discovered it by random button-klicking. But nonetheless, apologies for reporting a false positive. Turns out wxL is more stable than its users by now :)
Title: Re: RELEASE: wxLauncher 0.9.1 public alpha [Updated 2012/07/13]
Post by: jg18 on December 04, 2012, 10:43:35 am
Ah yes, that issue. Well, the same button is called "Choose" on OS X and "OK" on Windows, although the dir picker dialog on Windows has a more intuitive directory tree layout (well, it's as intuitive as the notion of a dir tree is in the first place, anyway). Since these are all native MFC/Cocoa/GTK+ widgets, we can't change the button label without rolling our own dir picker AFAIK, an unappealing option that also goes against the wx philosophy of native widgets on each platform.

So not sure offhand what a good solution would be. One easy thing to do would be to include the complete folder path in the error message "No supported executables in folder", so at least it'd be clear which folder was being examined. Still doesn't fully explain to the player what they're doing wrong or how to fix it, but it's a start.

EDIT: Clarification.
Title: Re: RELEASE: wxLauncher 0.9.1 public alpha [Updated 2012/07/13]
Post by: FreeSpaceFreak on December 04, 2012, 12:42:22 pm
Ah yes, that issue. Well, the same button is called "Choose" on OS X and "OK" on Windows, although the dir picker dialog on Windows has a more intuitive directory tree layout (well, it's as intuitive as the notion of a dir tree is in the first place, anyway). Since these are all native MFC/Cocoa/GTK+ widgets, we can't change the button label without rolling our own dir picker AFAIK, an unappealing option that also goes against the wx philosophy of native widgets on each platform.
I couldn't agree more, that would be way more work than it's worth, and kinda defeat the purpose of using wx indeed.

Quote
So not sure offhand what a good solution would be. One easy thing to do would be to include the complete folder path in the error message "No supported executables in folder", so at least it'd be clear which folder was being examined. Still doesn't fully explain to the player what they're doing wrong or how to fix it, but it's a start.
That would be good :yes: Perhaps only the folder name (as opposed to the full path) would do, to prevent text overflows on longer paths/larger fonts.

Come to think of it: is a scalable window planned for the future? (As in, drag the corners to adjust window size.)
Title: Re: RELEASE: wxLauncher 0.9.1 public alpha [Updated 2012/07/13]
Post by: Iss Mneur on December 04, 2012, 02:54:17 pm
That would be good :yes: Perhaps only the folder name (as opposed to the full path) would do, to prevent text overflows on longer paths/larger fonts.
Well, we could address the overflow by only showing the last x characters of the path. So if you do have a really long path we don't need to worry about breaking the dialog.

Come to think of it: is a scalable window planned for the future? (As in, drag the corners to adjust window size.)
Possibly, but not in the short term. It is far too much work to make it look good on all platforms (which is why it is hardcoded as it is now), when writing the UI the originally there were countless bugs (primarily with the mod list and the flag list) when the window resized.  It is something we will need to address (if only for DPI reasons) though.
Title: Re: RELEASE: wxLauncher 0.9.1 public alpha [Updated 2012/07/13]
Post by: technopredator on December 24, 2012, 04:18:54 am
My input: great work so far, way better than the v.0.8.0a, more organized, good clean looks, I haven't played in about a year, I'm starting again and using this latest version from the start; I don't see why is it in alpha stage still, for me looks like a beta at least.

Suggestion for the lighting presets: maybe you could add a image or a small 3D model to cast the lighting on so we can see how the different presets modify the lighting at gameplay.
Title: Re: RELEASE: wxLauncher 0.9.1 public alpha [Updated 2012/07/13]
Post by: mjn.mixael on January 11, 2013, 02:45:12 am
Antipodes builds, Trunk builds, BP builds, RC builds... all with different flags and requirements. It's a good thing wxL is super awesome with profiles and stuff. What was that old launcher? 5.5dontuseitanymore I think it was.
Title: Re: RELEASE: wxLauncher 0.9.1 public alpha [Updated 2012/07/13]
Post by: MatthTheGeek on January 11, 2013, 03:56:44 am
You mean 5.5worksjustfineifitaintbrokendontfixit ?
Title: Re: RELEASE: wxLauncher 0.9.1 public alpha [Updated 2012/07/13]
Post by: headdie on January 11, 2013, 08:12:00 am
Part of my problem with wxLauncher is that it is huge on screen and dosnt look that good for it.  personally bringing it closer to the look of 5.5 would be a great thumbs up from me.

[attachment deleted by a basterd]
Title: Re: RELEASE: wxLauncher 0.9.1 public alpha [Updated 2012/07/13]
Post by: mjn.mixael on January 11, 2013, 10:26:12 am
Wait.. why does the window size matter for something that helps launch a fullscreen game? Wat.
Title: Re: RELEASE: wxLauncher 0.9.1 public alpha [Updated 2012/07/13]
Post by: Macfie on January 11, 2013, 10:50:20 am
With the new 3.6.16RC1 the launcher does not differentiate between the regular and debug version in the selection screen for the FS exe. or the fred exe.  It shows up correctly in the command line but not in the selection screen.
Title: Re: RELEASE: wxLauncher 0.9.1 public alpha [Updated 2012/07/13]
Post by: headdie on January 11, 2013, 10:52:52 am
Wait.. why does the window size matter for something that helps launch a fullscreen game? Wat.
its kind of irrational I know, but I just dont like how big it is
Title: Re: RELEASE: wxLauncher 0.9.1 public alpha [Updated 2012/07/13]
Post by: Yarn on January 12, 2013, 10:20:09 pm
With the Windows launcher, any mods and command-line switches set for the game are also used when FRED is launched. This isn't the case with wxLauncher, so anyone who wants to use FRED but can't use the Windows launcher has to enter the switches manually in a shortcut or at the command line. Is it possible to fix this?
Title: Re: RELEASE: wxLauncher 0.9.1 public alpha [Updated 2012/07/13]
Post by: mjn.mixael on January 12, 2013, 10:26:22 pm
With the Windows launcher, any mods and command-line switches set for the game are also used when FRED is launched. This isn't the case with wxLauncher, so anyone who wants to use FRED but can't use the Windows launcher has to enter the switches manually in a shortcut or at the command line. Is it possible to fix this?

Hmm? With wxL you can launch FRED from the launcher. It definitely keeps the command lines that way.
Title: Re: RELEASE: wxLauncher 0.9.1 public alpha [Updated 2012/07/13]
Post by: Yarn on January 12, 2013, 11:08:18 pm
With the Windows launcher, any mods and command-line switches set for the game are also used when FRED is launched. This isn't the case with wxLauncher, so anyone who wants to use FRED but can't use the Windows launcher has to enter the switches manually in a shortcut or at the command line. Is it possible to fix this?

Hmm? With wxL you can launch FRED from the launcher. It definitely keeps the command lines that way.
WxLauncher didn't have a field for FRED, so I assumed that it didn't support launching FRED. I searched the manual a few minutes ago and found out how to make it launch FRED.

Why is FRED execution disabled by default, anyway?
Title: Re: RELEASE: wxLauncher 0.9.1 public alpha [Updated 2012/07/13]
Post by: mjn.mixael on January 12, 2013, 11:09:57 pm
Why is FRED execution disabled by default, anyway?

That's news to me.. but if that is the case it should definitely be changed. What a great way to encourage people not to FRED.. :(
Title: Re: RELEASE: wxLauncher 0.9.1 public alpha [Updated 2012/07/13]
Post by: Iss Mneur on January 13, 2013, 03:57:30 pm
Why is FRED execution disabled by default, anyway?

That's news to me.. but if that is the case it should definitely be changed. What a great way to encourage people not to FRED.. :(
Mostly because it was a ninja feature by me (at the request of a particular FREDer) and it just never was promoted to a proper feature.  However, the current thought process is that in a effort to reduce clutter and confusion in the interface (which we do get complaints about) the FRED launch button along with other future modding tools are hidden by default.  The current method of editing a config file to enable it however will go once I have time to write a proper interface for it.
Title: Re: RELEASE: wxLauncher 0.9.1 public alpha [Updated 2012/07/13]
Post by: Luis Dias on January 14, 2013, 09:23:13 am
Wait.. why does the window size matter for something that helps launch a fullscreen game? Wat.
its kind of irrational I know, but I just dont like how big it is

I do. It has the correct size for the amount of information within each of its windows.
Title: Re: RELEASE: wxLauncher 0.9.1 public alpha [Updated 2012/07/13]
Post by: karajorma on January 14, 2013, 11:09:10 am
That's not worth much if it has too much information within each of its windows, though.
Title: Re: RELEASE: wxLauncher 0.9.1 public alpha [Updated 2012/07/13]
Post by: Luis Dias on January 14, 2013, 11:16:12 am
It doesn't. Each tab has the correct amount of information without it being crammed like the old one (which *was* crammed). Also I don't get this criticism at all. The last adjective I'd remember to call wxlauncher was "BIG".
Title: Re: RELEASE: wxLauncher 0.9.1 public alpha [Updated 2012/07/13]
Post by: karajorma on January 14, 2013, 08:37:57 pm
Given that I can't even get wxLauncher to be fully visible on my netbook (which can run FS2_Open), it's too big. When bits of the UI are not even visible in a resolution FS2_Open can actually run, then it's way too big.
Title: Re: RELEASE: wxLauncher 0.9.1 public alpha [Updated 2012/07/13]
Post by: Luis Dias on January 15, 2013, 05:00:23 am
The windows box is 655x715 pixels. I'd guess your netbook screen is a 1024x600 pixels (which is a crime in itself). Well, if considering netbooks is a thing that should be done, then I see your point. I also see where one could cull 150 pixels (counting with the bar pixels...), although that would be detrimental to everyone else that would experience an app that is way smaller than it could be given their screens with 1024 pixel height (and usually with nineteen hundred pixels in horizontal). A funny thing about wxlauncher is that it has a resize corner, but then it doesn't resize at all :D.
Title: Re: RELEASE: wxLauncher 0.9.1 public alpha [Updated 2012/07/13]
Post by: redsniper on January 15, 2013, 09:22:01 am
Hahaha wtf. "Is not!" "Is too!"

:welcome:
Title: Re: RELEASE: wxLauncher 0.9.1 public alpha [Updated 2012/07/13]
Post by: Luis Dias on January 15, 2013, 09:37:22 am
dafuq red. If it's a problem for people then I agree with Kara, although personally and egotistically I don't like the idea of a smaller wxlauncher.
Title: Re: RELEASE: wxLauncher 0.9.1 public alpha [Updated 2012/07/13]
Post by: chief1983 on January 15, 2013, 10:58:32 am
Hahaha wtf. "Is not!" "Is too!"

:welcome:

I lol'd.
Title: Re: RELEASE: wxLauncher 0.9.1 public alpha [Updated 2012/07/13]
Post by: FreeSpaceFreak on January 15, 2013, 12:49:28 pm
I'm thinking a landscape layout would solve the issue without further compressing the launcher's contents. I doubt that anyone plays FS on a portrait resolution - and then still, they can at least drag the window left-to-right to see everything.

Alternatively, an extra tab. Redistributing advanced settings. The other three tabs could probably shrink a little without becoming cramped.

Or (third option), from Advanced Settings, remove the Flag Sets (unless anyone would miss it?) and shrink the checkbox list. This would probably be the easiest option, if also the least desirable from a design/functionality point of view.

Anyway, just tossing ideas around.
Title: Re: RELEASE: wxLauncher 0.9.1 public alpha [Updated 2012/07/13]
Post by: Luis Dias on January 15, 2013, 12:54:08 pm
You can squeeze the flag sets quite a lot.
Title: Re: RELEASE: wxLauncher 0.9.1 public alpha [Updated 2012/07/13]
Post by: jg18 on January 26, 2013, 08:30:28 pm
Catching up on replies to comments in this thread:


My input: great work so far, way better than the v.0.8.0a, more organized, good clean looks, I haven't played in about a year, I'm starting again and using this latest version from the start; I don't see why is it in alpha stage still, for me looks like a beta at least.

To address the "why alpha?" question, we were originally thinking of keeping wxL as alpha until it had auto self-update and maybe also a portable mode on Windows. At this point, though, I'd say it's likely that the next version will be called a beta, even though it won't have those things.


Suggestion for the lighting presets: maybe you could add a image or a small 3D model to cast the lighting on so we can see how the different presets modify the lighting at gameplay.

Thanks for the idea. We thought about using the screenshots from the wiki, but they're of various sizes and aspect ratios and of different scenes, and we don't have permission to use them with the launcher (GNU GPL v2) besides.

Now, if a FREDder with artistic sensibilities and a decent rig could create a mission with a fixed scene suitable for showing off lighting of all types and then take screenshots using the various lighting settings, we could use that. :)

Alternatively, the lighting settings may eventually become configurable in-game (http://www.hard-light.net/forums/index.php?topic=79283.0), in which case this would be less of an issue.


With the new 3.6.16RC1 the launcher does not differentiate between the regular and debug version in the selection screen for the FS exe. or the fred exe.  It shows up correctly in the command line but not in the selection screen.

This should be fixed in future 3.6.16 builds. Thanks for reporting it.


Why is FRED execution disabled by default, anyway?

That's news to me.. but if that is the case it should definitely be changed. What a great way to encourage people not to FRED.. :(
Mostly because it was a ninja feature by me (at the request of a particular FREDer) and it just never was promoted to a proper feature.  However, the current thought process is that in a effort to reduce clutter and confusion in the interface (which we do get complaints about) the FRED launch button along with other future modding tools are hidden by default.  The current method of editing a config file to enable it however will go once I have time to write a proper interface for it.

Pretty much this.


Quote from: headdie and others
<wxLauncher is/is not too big>

At this point, I can't tell whether the concern is that the launcher is too big or that it has too much information in each tab (usability issue?) or that people are just unhappy with the layout. Whatever the case may be, could whoever feels strongly about it please create a ticket in our bug tracker (http://code.google.com/p/wxlauncher/issues/list) and please be precise about the problem?

We're also well aware that while the current UI could definitely use some work, there's no one UI that will make everyone happy, so no matter what we do, someone is gonna be at least a little disappointed. That's life. (And no, we will not provide options for different UIs. It's not worth the added code complexity.)

If the launcher can't fit in a netbook-size screen, then yes, that's a problem, but not something that can be fixed anytime soon. UI changes, especially non-trivial ones, are always a dicey proposition code-wise -- remember that "UI" means on all three platforms -- and we're currently working on getting the skin system up and running so we can get the next version out the door (ETA is SoonTM). Including this issue in our bug tracker ensures that it won't get lost.
Title: Re: RELEASE: wxLauncher 0.9.1 public alpha [Updated 2012/07/13]
Post by: karajorma on January 26, 2013, 09:25:06 pm
Okay, I reported the size issue.

Newman said he wanted to make some comments about UI design when we were gearing up to release Diaspora. Hopefully he can have a chat with you about that soon.
Title: Re: RELEASE: wxLauncher 0.9.1 public alpha [Updated 2012/07/13]
Post by: FreeSpaceFreak on January 27, 2013, 03:05:20 am
At this point, I can't tell whether the concern is that the launcher is too big or that it has too much information in each tab (usability issue?) or that people are just unhappy with the layout.
It's not "or", it's "and" - they're not three issues, but three facets of the same problem :P The root problem is that the window is too big. It can't be "just shrunk" because the information density is already very high, especially in the "Advanced" tab. So the amount of information per tab may need to be reduced, in order to shrink the window. And this will obviously affect the layout.

Come to think of it, if the lighting screenshots idea goes ahead, "Lighting" would make a logical fifth tab, unloading the advanced settings...

Completely unrelated, thank you guys for the user profiles. I didn't see the need for it at first, but now that Diaspora and BP both came with their own binaries and lighting settings it's a godsend :yes:
Title: Re: RELEASE: wxLauncher 0.9.1 public alpha [Updated 2012/07/13]
Post by: Iss Mneur on January 27, 2013, 11:36:17 am
At this point, I can't tell whether the concern is that the launcher is too big or that it has too much information in each tab (usability issue?) or that people are just unhappy with the layout.
It's not "or", it's "and" - they're not three issues, but three facets of the same problem :P The root problem is that the window is too big. It can't be "just shrunk" because the information density is already very high, especially in the "Advanced" tab. So the amount of information per tab may need to be reduced, in order to shrink the window. And this will obviously affect the layout.

Come to think of it, if the lighting screenshots idea goes ahead, "Lighting" would make a logical fifth tab, unloading the advanced settings...
So it seems specifically the the window is too tall, not a simple too big.  How many pixels too tall is it again?

Completely unrelated, thank you guys for the user profiles. I didn't see the need for it at first, but now that Diaspora and BP both came with their own binaries and lighting settings it's a godsend :yes:
Thanks. For something that seems so simple, it has proven to be a very hard feature to implement as intended.
Title: Re: RELEASE: wxLauncher 0.9.1 public alpha [Updated 2012/07/13]
Post by: FreeSpaceFreak on January 27, 2013, 12:07:23 pm
So it seems specifically the the window is too tall, not a simple too big.  How many pixels too tall is it again?
Yes, sorry for not being more specific. Like I said earlier, a panorama-oriented box (using widescreen resolutions more efficiently) might solve the problem - keeping the content per tab the same, but rearranging pretty much the entire UI.

The windows box is 655x715 pixels. I'd guess your netbook screen is a 1024x600 pixels
115, add about 35 for taskbars and stuff, so that's some 150 vertical pixels to be removed.
Title: Re: RELEASE: wxLauncher 0.9.1 public alpha [Updated 2012/07/13]
Post by: jg18 on February 01, 2013, 07:42:57 pm
First, could some Linux wxLauncher users try out the patch on this wxL bug ticket (http://code.google.com/p/wxlauncher/issues/detail?id=93#c6)? Once it's committed, it will allow (or at least pave the way for allowing) for building Linux binary packages for wxLauncher (according to niffiwan (http://www.hard-light.net/forums/index.php?topic=83240.msg1662802#msg1662802)), so that people won't have to build from source anymore. Thanks! :)


Catching up yet again on replies, adding to Iss Mneur's...

Okay, I reported the size issue.
Thank you.

Newman said he wanted to make some comments about UI design when we were gearing up to release Diaspora. Hopefully he can have a chat with you about that soon.
Looking forward to it.

At this point, I can't tell whether the concern is that the launcher is too big or that it has too much information in each tab (usability issue?) or that people are just unhappy with the layout.
It's not "or", it's "and" - they're not three issues, but three facets of the same problem :P The root problem is that the window is too big. It can't be "just shrunk" because the information density is already very high, especially in the "Advanced" tab. So the amount of information per tab may need to be reduced, in order to shrink the window. And this will obviously affect the layout.

Come to think of it, if the lighting screenshots idea goes ahead, "Lighting" would make a logical fifth tab, unloading the advanced settings...
Thanks for the thoughts, but it looks like part of my quote is missing. :P

At this point, I can't tell whether the concern is that the launcher is too big or that it has too much information in each tab (usability issue?) or that people are just unhappy with the layout. Whatever the case may be, could whoever feels strongly about it please create a ticket in our bug tracker (http://code.google.com/p/wxlauncher/issues/list) and please be precise about the problem?
Iss Mneur may feel differently, but I figure that since there's nothing we can do about this issue in the short term (UI changes are messy), much better to discuss it on the bug tracker, where it can be saved and organized with the other listed issues, than here, where it'll likely get forgotten or mixed in with whatever other things may come up.

Completely unrelated, thank you guys for the user profiles. I didn't see the need for it at first, but now that Diaspora and BP both came with their own binaries and lighting settings it's a godsend :yes:
Thanks. One of kkmic's brilliant ideas IIRC, along with the mod list and undoubtedly many other wxL features, to give credit where it's due. And as Iss Mneur said, it proved to be quite hard to get right.
Title: Re: RELEASE: wxLauncher 0.9.1 public alpha [Updated 2012/07/13]
Post by: iVoid on February 06, 2013, 06:21:25 pm
Speech isn't working for me when I use this launcher. Launcher 5.5g worked fine.

When I press "Play" to test the string there is no speech but if I re-select Microsoft Anna (I'm running windows 7) the string works, although in-game there is still no speech.
Title: Re: RELEASE: wxLauncher 0.9.1 public alpha [Updated 2012/07/13]
Post by: Yarn on February 06, 2013, 08:53:37 pm
A few requests:
Title: Re: RELEASE: wxLauncher 0.9.1 public alpha [Updated 2012/07/13]
Post by: Macfie on February 06, 2013, 09:43:48 pm
When I press "Play" to test the string there is no speech but if I re-select Microsoft Anna (I'm running windows 7) the string works, although in-game there is still no speech.

Not all the FSOpen builds have speech enabled.  Usually only the regular releases, like 3.6.14 or 3.6.16.  Typically the nightly builds do not have the ability to use speech.
Title: Re: RELEASE: wxLauncher 0.9.1 public alpha [Updated 2012/07/13]
Post by: iVoid on February 07, 2013, 09:22:27 am
I'm using 3.6.16, and speech does work when I use 5.5g.
Title: Re: RELEASE: wxLauncher 0.9.1 public alpha [Updated 2012/07/13]
Post by: Luis Dias on February 07, 2013, 09:28:13 am
  • Ability to refresh the mods tab without restarting wxLauncher.

Yes please
Title: Re: RELEASE: wxLauncher 0.9.1 public alpha [Updated 2012/07/13]
Post by: Fury on February 07, 2013, 11:27:12 am
In regards to this: http://code.google.com/p/wxlauncher/issues/detail?id=44&colspec=ID%20Type%20Status%20Priority%20Milestone%20OpSys%20Owner%20Summary

Portable mode is where I expect I can open an archive (not an installer), drop the necessary files to either right under FS2 dir or in their own folder under FS2 dir. And then be able to move or copy the entire FS2 dir to portable drive, or network and have it work on another computer right away with launcher settings as they were before copy or move.

The old launcher has the definite advantage that is it only a single executable that works entirely from FS2 dir as-is, and only writes to two (IIRC) files under FS2 dir.

Of course, when used in portable mode, it is not possible to have per-user profile settings as any writable files will have to reside under FS2 dir.
Title: Re: RELEASE: wxLauncher 0.9.1 public alpha [Updated 2012/07/13]
Post by: chief1983 on February 07, 2013, 11:43:19 am
I think asking that the settings themselves still have to be in that folder is a bit much.  What about just having a way to specify where the USERDATA folder is, and that could just be a separate folder on the portable device that could still live outside of the FS2 directory, or I suppose it could be right inside of it.  But having it outside of it could allow other portable apps to still use a common USERDATA folder on one device, something I believe is fairly common, but I could be wrong.
Title: Re: RELEASE: wxLauncher 0.9.1 public alpha [Updated 2012/07/13]
Post by: jg18 on February 07, 2013, 08:23:30 pm
A few requests:
  • The "All features on" flag set; this is defined in the EXE and should not be hidden.

Fine, I can add it back. I think the flag sets are generally not as useful as they look (except for maybe "all off"), "all features on" doesn't strike me as well-defined (does that include 3D radar? preloading sound? info next to target? etc etc) and SCP doesn't maintain the flag sets besides (or at least hasn't in my time here). I've made Mantis 2790 (http://scp.indiegames.us/mantis/view.php?id=2790) as a reminder about it, but it'll be the FSO Team's job after that to ensure they're in sync.

I'm using 3.6.16, and speech does work when I use 5.5g.

To start, make sure the speech checkboxes in Basic Settings are checked. They are checked by default in 5.5g but unchecked by default in wxL based on this poll (http://www.hard-light.net/forums/index.php?topic=80799.0).

  • Ability to refresh the mods tab without restarting wxLauncher.

Yes please

In the plans (http://code.google.com/p/wxlauncher/issues/detail?id=78), ETA unknown.


As for portable mode, I don't have anything definitive to say offhand, so either Iss can post something or we'll talk about it first. I for one would really like discussion of complicated topics like this one to stay in the bug tracker and not get fragmented between here and there, especially since the release thread is an interwoven mix of whatever comes up. :sigh:
Title: Re: RELEASE: wxLauncher 0.9.1 public alpha [Updated 2012/07/13]
Post by: Iss Mneur on February 07, 2013, 11:41:33 pm
As for portable mode, I don't have anything definitive to say offhand, so either Iss can post something or we'll talk about it first. I for one would really like discussion of complicated topics like this one to stay in the bug tracker and not get fragmented between here and there, especially since the release thread is an interwoven mix of whatever comes up. :sigh:
I don't have anything to add other than a reminder that the wxLauncher is considered an FS2 Open Tool (http://www.hard-light.net/forums/index.php?board=193.0) and is a valid topic to discuss on the tools board.
Title: Re: RELEASE: wxLauncher 0.9.1 public alpha [Updated 2012/07/13]
Post by: jg18 on February 08, 2013, 12:04:22 am
Yeah, if we had our own board (as was proposed a while back (http://www.hard-light.net/forums/index.php?topic=79887.0)) then it'd be a lot easier to discuss complicated topics; they could just each have their own thread.

EDIT: Zacam proposed that idea almost exactly one year ago. :eek2:
Title: Re: RELEASE: wxLauncher 0.9.1 public alpha [Updated 2012/07/13]
Post by: mjn.mixael on February 08, 2013, 12:15:26 am
Given how essential the launcher is to FS and that wxL is pretty much becoming the standard... makes sense to me. At least as a sub-board of the tools board or something.
Title: Re: RELEASE: wxLauncher 0.9.1 public alpha [Updated 2012/07/13]
Post by: karajorma on February 08, 2013, 03:20:58 am
I've got no issue with giving the launcher a board.
Title: Re: RELEASE: wxLauncher 0.9.1 public alpha [Updated 2012/07/13]
Post by: FreeSpaceFreak on February 08, 2013, 01:53:50 pm
The "All features on" flag set; this is defined in the EXE and should not be hidden.

Wut... people actually use those flag sets? :eek2:
Title: Re: RELEASE: wxLauncher 0.9.1 public alpha [Updated 2012/07/13]
Post by: FreeSpaceFreak on March 09, 2013, 10:37:54 am
Not so much a bug, this, more of a gripe. I was in the advanced settings tab, and while hovering over the Flag Sets menu accidentally hit the scroll wheel. BAM! My precious carefully crafted game setup, all gone - reduced to "All features off". Expected behaviour of course, but still it made me go through the entire checkbox list to set up my preferences again. Cost me a full two minutes of my life! :P
Title: Re: RELEASE: wxLauncher 0.9.1 public alpha [Updated 2012/07/13]
Post by: mjn.mixael on March 09, 2013, 11:00:11 am
jg18 asked me to bring this up here. FRED launching should be available by default. Assuming that wxL continues to basically be the new standard launcher, then it's an opportunity to remove as many barriers as possible to get new people FREDing as well as playing. FREDing, regardless of mod, universe, or storyline, is the backbone of what we do at HLP. You can create all the pretties you want, but we need missions to put them in.

jg18 told me the reason it's not on by default is to keep the launcher simplified in it's UI. I'm not arguing against UI simplification by any means. But realistically, we are talking about 1 extra dropdown menu and 1 extra launch button, both already clearly labelled! Currently, someone has to go find their %appdata%, open a file, add some text, and save... to get FRED launching ability in wxL. That's WAY too much. Even if it is in the help docs (which I didn't even know existed until jg18 told me it was in there.) jg18 also mentioned that you guys are thinking about adding a menu checkbox 'allow FRED' or something. That's a fine compromise, I suppose. But it seems like overkill if you are going for UI simplification. Add a menu & box to toggle a menu and a button?

Given how much FRED is used by a large portion of the community, FRED launching should be available out of the box. Everything is clearly labelled... even the builds that SCP provides! It's a minimal addition to the UI, especially since it uses space that is otherwise unoccupied. FRED is just too important to HLP to be left hidden in the background.
Title: Re: RELEASE: wxLauncher 0.9.1 public alpha [Updated 2012/07/13]
Post by: Axem on March 09, 2013, 11:04:34 am
I'm going to have to agree 10,000% with this.
Title: Re: RELEASE: wxLauncher 0.9.1 public alpha [Updated 2012/07/13]
Post by: karajorma on March 09, 2013, 09:06:11 pm
Me too. If necessary stick FRED on its own tab so that it doesn't confuse anyone. But it should be available by default.

This brings me to my other suggestion. An error reporting tab. At the simplest this would be a tab which provides an interface to access the log files. At the very least fs2_open.log but access to the FRED log, multi.log and mission.log would all be useful.

A more complex version would be a tab with text at the top explaining how the tab will help you run the debug version (Simply check if a debug version of the currently selected exe exists) and explain which data would be useful to people on HLP when it comes to troubleshooting your problem.

A good, working error reporting tab could basically end the "I have problem X", "Get us a debug log", "Here's my debug log" start we have to almost any major problem.
Title: Re: RELEASE: wxLauncher 0.9.1 public alpha [Updated 2012/07/13]
Post by: Fury on March 26, 2013, 02:17:31 am
Right now I'm feeling too lazy to read posts from where this was last discussed, so pardon me if these have already been discussed about.

I'm strong supporter of not requiring system wide installs of anything past retail FS2. And even that is optional if you don't plan to play with retail executables, ever. With new installer on its way, I imagine process of installing FS2 and **** goes like this:
1. Install FS2 from retail discs, GoG.com or something.
2. Run installer which installs everything for you.
3. ????
4. Profit!

Or alternatively.
1. Copy existing installation from another computer, disk, stick, network, whatever. No installation or admin privileges required.
2. Run installer which installs or updates everything for you.
3. ????
4. Profit!

FSO has only one base requirement to function, OpenAL. The choices here are either Creative's or Soft. But whichever is chosen, both have a dll file that can be named as OpenAL32.dll and dropped into FS2 dir without any system-wide installation. For user convenience, launcher is also needed but not required by FSO. As we have discussed before, the old launcher was single executable which was just happy to be dropped into FS2 dir and work right out of the box.

But enter wxLauncher which requires system wide install and even defaults to Program Files. As such, wxLauncher remains the odd one out in the whole process. Where everything else is downloaded and put right into FS2 dir, wxLauncher isn't and requires even admin privs to install.

Now, I understand that this choice was made to allow multiple users to have multiple profiles. But in reality, do we really need anything but multiple profiles on single user? It's nice to have the option for multiple users, but does it need to be default? Right, so what I would propose is following:
- By default wxLauncher is installed to FS2 dir, which hopefully is not in Program Files.
- By default wxLauncher is in single-user mode set to use global profiles. Global profiles are stored in wxLauncher dir.
- wxLauncher has an option to enable multi-user mode, where user profiles are stored in %appdata% instead. Both global and user profiles would be available to you, they are not mutually exclusive and you can choose which one each profile is.
- wxLauncher has an option to install start menu or desktop shortcut for all users, not just the user under which wxLauncher was installed.
- wxLauncher does not write to windows registry and does not care where it is installed, it follows nicely without complaints wherever FS2 dir goes. If FS2 dir is copied to another computer, wxLauncher and global profiles (if any exists) would follow with it. If on this new computer there are any pre-existing wxlauncher profiles in %appdata%, they are automatically displayed in wxLauncher.

So with these changes, retail FS2 would hopefully remain the only thing where user needs admin privileges. Or not, if you just copy existing FS2 installation from somewhere. Running installer and having it install whatever user wishes, shouldn't need admin privileges or make any system wide changes by default. Such changes should remain strictly optional.

That concludes my 5c. :)
Title: Re: RELEASE: wxLauncher 0.9.1 public alpha [Updated 2012/07/13]
Post by: karajorma on March 26, 2013, 05:40:46 am
Not a fan. The second you have more than one TC this quickly escalates. If you use TBP, FS2, Diaspora plus who knows what else is coming down the line, this quickly becomes a complete cluster****.

In addition we also lose the ability to have the launcher eventually become an installer which can recommend and install other TCs.
Title: Re: RELEASE: wxLauncher 0.9.1 public alpha [Updated 2012/07/13]
Post by: MatthTheGeek on March 26, 2013, 05:43:28 am
How so ?
Title: Re: RELEASE: wxLauncher 0.9.1 public alpha [Updated 2012/07/13]
Post by: Fury on March 26, 2013, 06:19:19 am
Not a fan. The second you have more than one TC this quickly escalates. If you use TBP, FS2, Diaspora plus who knows what else is coming down the line, this quickly becomes a complete cluster****.
Each TC is a game on their own. Their launchers should have nothing to do with FSO's launcher.
Title: Re: RELEASE: wxLauncher 0.9.1 public alpha [Updated 2012/07/13]
Post by: X3N0-Life-Form on March 26, 2013, 06:36:41 am
I'm pretty happy to be able to use the same launcher for all 3 FSO-based games I have on my comp.
Title: Re: RELEASE: wxLauncher 0.9.1 public alpha [Updated 2012/07/13]
Post by: MatthTheGeek on March 26, 2013, 06:48:20 am
I don't believe sacrifying the possibility to have portable installations, on the altar of TCs, is that good of a deal.
Title: Re: RELEASE: wxLauncher 0.9.1 public alpha [Updated 2012/07/13]
Post by: headdie on March 26, 2013, 06:50:24 am
Not a fan. The second you have more than one TC this quickly escalates. If you use TBP, FS2, Diaspora plus who knows what else is coming down the line, this quickly becomes a complete cluster****.
Each TC is a game on their own. Their launchers should have nothing to do with FSO's launcher.

How is separate launchers for each game better than one unified launcher?

All three use the FSO engine so having the same launcher that can be set up for each one by the use of a drop menu is a lot more convenient than having to keep track of multiple icons, especially when that launcher can have multiple configurations for each game and different configurations for each mod for each game, all of which is handled from the start tab of said launcher.

edit:

sorry for the wtf are you smoking? bit I have been of my anti-depressants for a week and I am rather irritable atm, still dosnt excuse that level of response for this but thought I had better put that out there
Title: Re: RELEASE: wxLauncher 0.9.1 public alpha [Updated 2012/07/13]
Post by: Fury on March 26, 2013, 07:01:11 am
And none of that functionality would be removed, so what's the problem exactly?

The only difference is that Diaspora or other TC's would have their launchers installed within their own dirs, not Program Files. Any of the TC's would also be free to customize their launchers however they please. If there would be only one launcher in Program Files, this couldn't be the case.

However, if you want to use only one launcher to control all your FSO games, you can do so as the functionality to do already exists. Just pick any of them launchers already present in FSO or any of the TC's. Unless TC has decided to remove this functionality from their version of the launcher. Just create additional profiles in say, FSO launcher to manage all TC's as well.

Not only does this not prevent you from using single launcher to manage everything, it allows everything to be portable as well.
Title: Re: RELEASE: wxLauncher 0.9.1 public alpha [Updated 2012/07/13]
Post by: headdie on March 26, 2013, 07:04:42 am
customisation controls in the mod.ini to effect things in the launcher like images and feature availability would be a handy feature whiel removing the need for project specific customisations
Title: Re: RELEASE: wxLauncher 0.9.1 public alpha [Updated 2012/07/13]
Post by: mjn.mixael on March 26, 2013, 10:48:22 am
customisation controls in the mod.ini to effect things in the launcher like images and feature availability would be a handy feature whiel removing the need for project specific customisations

I've asked for that and have been told that's being reserved for TCs only.
Title: Re: RELEASE: wxLauncher 0.9.1 public alpha [Updated 2012/07/13]
Post by: headdie on March 26, 2013, 12:52:47 pm
customisation controls in the mod.ini to effect things in the launcher like images and feature availability would be a handy feature whiel removing the need for project specific customisations

I've asked for that and have been told that's being reserved for TCs only.

at which point fury is justified :sigh:
Title: Re: RELEASE: wxLauncher 0.9.1 public alpha [Updated 2012/07/13]
Post by: jg18 on March 26, 2013, 02:00:31 pm
The major design decisions that people have brought up, such as FRED launching, an error reporting tab, and Fury's proposal, are things that Iss Mneur and I need to discuss more before we can respond, but I can at least respond to the more straightforward issues:

Not so much a bug, this, more of a gripe. I was in the advanced settings tab, and while hovering over the Flag Sets menu accidentally hit the scroll wheel. BAM! My precious carefully crafted game setup, all gone - reduced to "All features off". Expected behaviour of course, but still it made me go through the entire checkbox list to set up my preferences again. Cost me a full two minutes of my life! :P

This is indeed a bug, in that it's a usability problem. If you could create an issue (http://code.google.com/p/wxlauncher/issues/list) about it, that would be very helpful.


customisation controls in the mod.ini to effect things in the launcher like images and feature availability would be a handy feature whiel removing the need for project specific customisations

This sounds very close to what we're currently working on, namely getting the skin system working so that customizable aspects of the launcher are controllable through .ini files. Take a look at the mod.ini file (http://pastebin.com/xUEXinZn) that ships with Diaspora for a sample list of some features that will be controllable on top of the usual mod.ini settings.

Some launcher aspects will be customizable by both mods and TCs, such as the minimum resolution (meaning that all resolutions smaller than it will not appear in the "Resolution" drop down box in Basic Settings) and the label/value of the "Baseline recommended" lighting preset.

But as mjn said, some aspects will only be customizable by TCs, namely the skin itself, such as images, news/highlights source, and the text that appears below the banner image on the Welcome page. We think it would be jarring for the launcher to change appearance every time the player selects a different mod in the mod list, nor do we feel that supporting mod skins is worth the added complexity in the codebase -- keep in mind that just two people maintain wxL, and both are fairly busy with RL.

I'm not sure what you mean by "feature availability," though.

The wxLauncher wiki has a work-in-progress list (http://code.google.com/p/wxlauncher/wiki/ModIniOptions) of what launcher features will be customizable. Some features, such as flagsets, extremeforce flags, and localization (non-English support), will not be ready for the next release. The only things that we can guarantee will be ready are the things in the Diaspora mod.ini.
Title: Re: RELEASE: wxLauncher 0.9.1 public alpha [Updated 2012/07/13]
Post by: FreeSpaceFreak on March 26, 2013, 04:15:25 pm
Not so much a bug, this, more of a gripe. I was in the advanced settings tab, and while hovering over the Flag Sets menu accidentally hit the scroll wheel. BAM! My precious carefully crafted game setup, all gone - reduced to "All features off". Expected behaviour of course, but still it made me go through the entire checkbox list to set up my preferences again. Cost me a full two minutes of my life! :P

This is indeed a bug, in that it's a usability problem. If you could create an issue (http://code.google.com/p/wxlauncher/issues/list) about it, that would be very helpful.

Right on, reported as issue 105.
Title: Re: RELEASE: wxLauncher 0.9.1 public alpha [Updated 2012/07/13]
Post by: Iss Mneur on April 28, 2013, 11:39:53 pm
[Jointly written response.]

Although we'll eventually address all of the points made in the last several posts, we'd like to focus on the FRED launching question for now. The other issues are long-term questions whose implementation will require much more work, and we don't anticipate having the time to do that in the near future.

However, we'd like to comment on the question of adding new launcher features. GUI applications meant for a general audience like wxLauncher don't benefit from having more and more features added to them, since piling on features in the absence of a larger, coherent vision for the UI as a whole is liable to result in a muddled and confusing UI, even if one consisting of arguably useful features. See items 1 and 2 from these Windows User Experience Design Principles (http://msdn.microsoft.com/en-us/library/windows/desktop/aa511335.aspx), for example. For more information, take a look at the other design principles articles available from that page's left sidebar and also these (http://web.archive.org/web/20051125183807/http://mpt.phrasewise.com/discuss/msgReader$173) three (http://web.archive.org/web/20051125144552/http://mpt.phrasewise.com/discuss/msgReader$182) articles (http://web.archive.org/web/20080824134802/http://mpt.net.nz/archive/2008/08/01/free-software-usability) on common sources of usability problems in open source software.

We're primarily coders, not UI designers, and we'd love to bring on board someone with a strong UI design background to take the role of lead UI designer and help us shape that vision for the UI, but until that happens, we'll have to be fairly cautious about what features get added. This is not to say that new features won't be added; rather, proposed features must, at a minimum, provide a large benefit to a very large part of our user base. Some form of assistance with troubleshooting would certainly qualify.

Now back to FRED launching.

While it's true that a sizable portion of the modding community uses FRED, only a small fraction of our entire user base uses FRED. It becomes a tiny fraction once you include all of the people who come to play one of the TCs. Normally, a feature that benefits so few people would likely have never been added in the first place (see the principles article above), but since we recognize that FREDding is crucial to the community and that FRED launching is valuable to those who use FRED, we have chosen to include it.

But given that the vast majority of wxL's users will never use FRED, we consider it bad practice to subject all users to the added clutter of the FRED launching controls. Yes, even just three controls are clutter for someone who will never use them, especially for someone who is just trying to get started, particularly considering the wide range in our users' level of computer savvy. Moving the FRED controls to a new tab not only does little to eliminate the clutter but actually creates an even bigger problem by moving the controls from where they should logically appear, thereby breaking consistency.

Yes, the current method of enabling FRED by editing a text file is a pain and needs improvement. That's part of why the launcher is still not at version 1.0. We'd like to point out that anyone who finds locating and editing a text file to be difficult will likely find FREDding to be overwhelmingly challenging.

We are aware of the objection that not having FRED launching available by default unnecessarily adds a barrier to FREDding, but consider that FRED launching is in no way essential to using FRED. Countless FREDders have gotten by without this feature while using the Windows launcher. The real barrier to FREDding is the complexity of making missions and of FRED itself. Making FRED launching available by default will not change that.

Put another way, wxL was intended from the beginning to not only unify the launchers for all supported platforms but also be less intimidating to new and casual users, thus we disable and hide little used features by default.

Thus in our view, FRED launching belongs as a feature accessible through an advanced options panel. While FRED launching will currently be the only option available on this panel, we have no doubt that more advanced features will eventually be requested, and options to enable them will be added there. Because we haven't had time to create this panel, the current clunky method will be the only option for the moment, but we now have a bug ticket (http://code.google.com/p/wxlauncher/issues/detail?id=106) to keep track of this.
Title: Re: RELEASE: wxLauncher 0.9.1 public alpha [Updated 2012/07/13]
Post by: mjn.mixael on April 29, 2013, 12:23:20 am
This is a poor decision... But I lack the motivation to argue such thought out stubbornness.

EDIT: Nevermind. This is a big enough deal to me... I read over your linked articles in order to seek understanding of your position. Having read your articles.. I still think you need to reconsider.

FRED is the backbone of everything that happens at HLP. No FRED, no missions, no campaigns, no mods. wxL's continuing to ignore 50% of the main Freespace related programs included in every FSO release is not only disappointing, but it shows an ignorance of the community at large and what it is built on.

Furthermore, if you want to hide behind the new users... FRED is not the place to make a stance. Under your decision, new users have an exec that the most up-to-date launcher doesn't seem to support. What is FRED? Do I need it? Who knows? wxL certainly doesn't know... which is odd, because wxL is trying to be the first FSO related window a new user (or any user!) will open. wxL should know...

Lastly, your article starts off by saying you should 'Nail the Basics'. FRED is one of 2 program execs that SCP releases. That's pretty basic... but it seems to me that you are too caught up on the article's #4 to really do #3, #5, #8, or #17...

"Think about how real users (not the marketing or PR departments) will describe your program."
"Don't avoid difficult decisions by making everything optional or configurable."
"People want to use your program, not configure it or learn a bunch of things."
"Put the information users need to know directly on the screen."
"Enabled is better than disabled. Disabled controls are often confusing, so use them only when users can easily deduce why the control is disabled. Otherwise, remove the control if it doesn't apply or leave it enabled and give helpful feedback."

It seems to me that you guys are so caught up with making an easy design that you are confusing incomplete with simple. It also may be a case of you guys 'Scratching Your Own Itch'. FRED is not important to you, so it's not being scratched.

Of course you also linked to an article that gives you an out to even listening to feedback... "In the absence of regular usability testing, volunteer projects rely on feedback from users, but such feedback is often far removed from reality."

Another point is that most of these articles talk about how 'usability is hard to measure', but you guys with one fell swoop have somehow figured out that the 3 necessary fields to FRED would bring wxL too close to the 'unusuable' line for the new guys. Do you have some feedback from new users to help me understand that?

You are so caught up with the theoretical 'new user' that is afraid of FRED than to consider the people who are actively using wxL, filing bug reports, dialoging with it's creators, and doing the footwork to recommend the launcher over another.
Title: Re: RELEASE: wxLauncher 0.9.1 public alpha [Updated 2012/07/13]
Post by: Yarn on April 29, 2013, 01:14:55 am
The biggest problem is that the file that must be edited to show the FRED options is in a location that few FREDders would think look (and it's in AppData--a hidden folder!). Furthermore, the necessary lines aren't already in the file--you have to add them manually. It's like having to open your TV and add a jumper (which you supply yourself) to a pair of unmarked pins to enable pillarbox mode for 4:3 signals.

The option to show FRED needs to be added to the GUI somehow. With the way wxLauncher is now, many FREDders and potential FREDders have virtually no clue that they can launch FRED from wxLauncher.
Title: Re: RELEASE: wxLauncher 0.9.1 public alpha [Updated 2012/07/13]
Post by: The E on April 29, 2013, 01:44:01 am
This is a poor decision... But I lack the motivation to argue such thought out stubbornness.

EDIT: Nevermind. This is a big enough deal to me... I read over your linked articles in order to seek understanding of your position. Having read your articles.. I still think you need to reconsider.

FRED is the backbone of everything that happens at HLP. No FRED, no missions, no campaigns, no mods. wxL's continuing to ignore 50% of the main Freespace related programs included in every FSO release is not only disappointing, but it shows an ignorance of the community at large and what it is built on.

Furthermore, if you want to hide behind the new users... FRED is not the place to make a stance. Under your decision, new users have an exec that the most up-to-date launcher doesn't seem to support. What is FRED? Do I need it? Who knows? wxL certainly doesn't know... which is odd, because wxL is trying to be the first FSO related window a new user (or any user!) will open. wxL should know...

Lastly, your article starts off by saying you should 'Nail the Basics'. FRED is one of 2 program execs that SCP releases. That's pretty basic... but it seems to me that you are too caught up on the article's #4 to really do #3, #5, #8, or #17...

"Think about how real users (not the marketing or PR departments) will describe your program."
"Don't avoid difficult decisions by making everything optional or configurable."
"People want to use your program, not configure it or learn a bunch of things."
"Put the information users need to know directly on the screen."
"Enabled is better than disabled. Disabled controls are often confusing, so use them only when users can easily deduce why the control is disabled. Otherwise, remove the control if it doesn't apply or leave it enabled and give helpful feedback."

It seems to me that you guys are so caught up with making an easy design that you are confusing incomplete with simple. It also may be a case of you guys 'Scratching Your Own Itch'. FRED is not important to you, so it's not being scratched.

Of course you also linked to an article that gives you an out to even listening to feedback... "In the absence of regular usability testing, volunteer projects rely on feedback from users, but such feedback is often far removed from reality."

Another point is that most of these articles talk about how 'usability is hard to measure', but you guys with one fell swoop have somehow figured out that the 3 necessary fields to FRED would bring wxL too close to the 'unusuable' line for the new guys. Do you have some feedback from new users to help me understand that?

You are so caught up with the theoretical 'new user' that is afraid of FRED than to consider the people who are actively using wxL, filing bug reports, dialoging with it's creators, and doing the footwork to recommend the launcher over another.

All of this, basically.

If the end goal is to have wxLauncher act as a gateway into the larger FSO community, then we also need to make the main tool by which new content for FSO is created easily discoverable.
Title: Re: RELEASE: wxLauncher 0.9.1 public alpha [Updated 2012/07/13]
Post by: karajorma on April 29, 2013, 03:23:25 am
I think having an advanced and basic mode would solve many of these issues.

Hell, pretty much the whole advanced tab should be hidden from the casual FS2-Open user.
Title: Re: RELEASE: wxLauncher 0.9.1 public alpha [Updated 2012/07/13]
Post by: MatthTheGeek on April 29, 2013, 06:16:52 am
Hiding stuff in an advanced tab is basically saying "you, user, are probably too stupid to understand that thing".

Best way to make sure no newbie will FRED, ever. Insulting our user base isn't exactly the best way to welcome them.
Title: Re: RELEASE: wxLauncher 0.9.1 public alpha [Updated 2012/07/13]
Post by: karajorma on April 29, 2013, 07:43:13 am
I've never seen it that way, then again I'm a computer programmer and therefore very computer literate.

Stuff like launcher flags and lighting presets are things the average user doesn't need to touch. Altering some of them can actually have a detrimental effect on the game. And the way these are presented to the user doesn't help much either. How many average users are going to look at "Enable 3D radar" and think "Well that sounds cool, let's turn that on"? I've got no idea what that will do in Diaspora, but I doubt it would be pretty.

If you don't like the basic and advanced labels, what about Player and Developer? Or something else of that ilk. Cause while I don't agree with the idea of having to alter a text file to enable FRED, the launcher is already rather clunky and confusing for a newbie.
Title: Re: RELEASE: wxLauncher 0.9.1 public alpha [Updated 2012/07/13]
Post by: FreeSpaceFreak on April 29, 2013, 08:07:27 am
What Kara said - a 'Player' and 'Modder' mode would solve much of this. Players can get a straightforward, easy-to-use interface, while modders can use the full power of the launcher if they so desire. It would allow wxLauncher to focus on its two (fairly distinct) user groups separately, instead of trying to be everything to everyone.

But of course, this would require a significant interface overhaul, and therefore a lot of work. So as things stand, it'll be something for the distant-future to-do list together with the netbook-friendly resolution :)
Title: Re: RELEASE: wxLauncher 0.9.1 public alpha [Updated 2012/07/13]
Post by: MatthTheGeek on April 29, 2013, 12:05:29 pm
You're still making it look like there is a universe of difference between players and modders. I doubt this is the image we want to project.
Title: Re: RELEASE: wxLauncher 0.9.1 public alpha [Updated 2012/07/13]
Post by: General Battuta on April 29, 2013, 12:07:54 pm
You're still making it look like there is a universe of difference between players and modders. I doubt this is the image we want to project.

I don't think anyone will take offense. To me at least it doesn't seem like a particularly big deal.
Title: Re: RELEASE: wxLauncher 0.9.1 public alpha [Updated 2012/07/13]
Post by: MatthTheGeek on April 29, 2013, 12:09:39 pm
It's not about offense, it's about attracting people to modding. We're not going to manage that if we make modders look like aliens.
Title: Re: RELEASE: wxLauncher 0.9.1 public alpha [Updated 2012/07/13]
Post by: headdie on April 29, 2013, 12:22:03 pm
thing is there IS a difference between modders and players and players that want to just be players dont want controls and functions for anything other than playing cluttering up their experience adding to the potential for confusion.  a player who wants to be a modder will seek out the functions to do so either by experimenting with what is there and/or will go to a place where they can find the information they want.

also do you think someone who cant be bothered/too scared to experiment and poke around will have the motivation to make a mission let alone anything more substantial?
Title: Re: RELEASE: wxLauncher 0.9.1 public alpha [Updated 2012/07/13]
Post by: The E on April 29, 2013, 12:26:40 pm
Yeah, I am perfectly okay with calling the different tabs/modes/whatever "Player" and "Developer".
Title: Re: RELEASE: wxLauncher 0.9.1 public alpha [Updated 2012/07/13]
Post by: Mongoose on April 29, 2013, 02:13:09 pm
Even as a player who does know his way around FRED and some of the more esoteric command lines, I don't need to see those options when I'm just playing through a campaign normally, so a separate "Developer" mode sounds fine to me.
Title: Re: RELEASE: wxLauncher 0.9.1 public alpha [Updated 2012/07/13]
Post by: chief1983 on April 29, 2013, 02:35:53 pm
The only thing I have to contribute to these, regardless of our specific community, or UI theory, is that there are many examples of commercial games that provide a level editor launch button of some sort during the process of getting into the game.  They may not all be perfect examples of UI design, I know many games get it horribly wrong, but the fact that it's as prevalent as it is might be something to consider.  They may have easier to use editors however, but that's probably a separate discussion to be had.
Title: Re: RELEASE: wxLauncher 0.9.1 public alpha [Updated 2012/07/13]
Post by: Fury on April 29, 2013, 03:17:24 pm
wat
Why is this so hard?

Divide the wxLauncher window into three parts, where left part works as menu and right part displays settings under each menu selection. In left menu you have these:
wxLauncher settings
- Links to important FSWiki pages such as quickstart guide for wxLauncher
- Normal mode (default & recommended)
- Advanced mode (shows all settings)

FreeSpace Open settings
- Select FSO executable
- Presets to set High, Medium and Low performance settings
- Display resolution with desktop resolution selected as default
- If Advanced mode is enabled, shows custom command line text field
- If Advanced mode is enabled, shows all graphics/audio/gameplay/etc settings you can set in FSO separated by categories and designed to prevent input of incorrect values

FreeSpace Editor settings
- Select FRED executable (optional)
- If Advanced mode is enabled, shows custom command line text field

MOD settings
- Select mod from the same folder as where FSO executable is located
- If Advanced mode is enabled, allows enable/disable individual vp-packages within selected MOD, some ground rules should be established for this and mod_settings.ini (or whatever the name is) can set which vp-files are enabled by default

Game Controller settings
- Select game controller device, OS default is selected by default if one is plugged in

And last part of the three window sections is the bottom part where you can directly launch selected FSO and FRED executables. The buttons show up once proper executable is selected and are visible anywhere in the launcher.

Like so
_________
|    |          |
|    |          |
|    |_____|
|__|_____|

Or alternative menu is on top. Like so.
_________
|________|
|                |
|                |
|________|
|________|

The bottom area which basically could contain just shortcuts to FSO and FRED executables are much smaller than depicted above in either illustration.
Title: Re: RELEASE: wxLauncher 0.9.1 public alpha [Updated 2012/07/13]
Post by: karajorma on April 29, 2013, 08:14:24 pm
That's not too different from the original design (http://www.hard-light.net/forums/index.php?topic=66190.0) actually.
Title: Re: RELEASE: wxLauncher 0.9.1 public alpha [Updated 2012/07/13]
Post by: mjn.mixael on April 29, 2013, 08:40:31 pm
Eh.. I will say that the current tabbed design is WAY nicer than that original look...
Title: Re: RELEASE: wxLauncher 0.9.1 public alpha [Updated 2012/07/13]
Post by: Luis Dias on April 30, 2013, 05:02:45 am
You could just move everything player related to the first few tabs and the developer related stuff to the last tabs.

Although I'm struggling to remember what exactly was in the launcher that wasn't "player related".
Title: Re: RELEASE: wxLauncher 0.9.1 public alpha [Updated 2012/07/13]
Post by: mjn.mixael on April 30, 2013, 05:14:19 am
I really don't think the answer to the FRED problem is to re-design the entire UI again and I'm surprised so many people are suggesting that as if it's a simple matter. For one thing, wxL has found a UI that is working, and working well. I'm talking important tweaks, not complete overhauls.
Title: Re: RELEASE: wxLauncher 0.9.1 public alpha [Updated 2012/07/13]
Post by: Doko on April 30, 2013, 07:29:52 am
The first thing you should worry about is how to name the button to launch fred, and it sure as hell should not be called "launch fred", it should be called something along the lines of "Launch mission editor".
It lets the first time user know that its not the button to start the game and it explains exactly what it does. Anyone that can install freespace open can understand those 2 words.

And besides... if the new user decides the (hopefully not) big red button looks pretty... oh noes! he has opened fred...
Title: Re: RELEASE: wxLauncher 0.9.1 public alpha [Updated 2012/07/13]
Post by: mjn.mixael on April 30, 2013, 07:33:06 am
The first thing you should worry about is how to name the button to launch fred, and it sure as hell should not be called "launch fred", it should be called something along the lines of "Launch mission editor".
It lets the first time user know that its not the button to start the game and it explains exactly what it does. Anyone that can install freespace open can understand those 2 words.

And besides... if the new user decides the (hopefully not) big red button looks pretty... oh noes! he has opened fred...

Those are very good words.
Title: Re: RELEASE: wxLauncher 0.9.1 public alpha [Updated 2012/07/13]
Post by: Spoon on April 30, 2013, 09:15:46 am
And besides... if the new user decides the (hopefully not) big red button looks pretty... oh noes! he has opened fred...
You say this so casually, but do you truely realize the potential danger this horror might inflict on the unsuspecting end user?
Before you know it, that unholy grid has stared deep into the end user's soul. Leaving forever a traumatizing mark, a haunting memory that will follow him/her for years to come.

We must make great strives to ensure that the end user be kept safe from such perils.
I therefor suggest remapping the entire interface of the launcher to just a single button: Play Freespace.
Title: Re: RELEASE: wxLauncher 0.9.1 public alpha [Updated 2012/07/13]
Post by: headdie on April 30, 2013, 10:29:16 am
The first thing you should worry about is how to name the button to launch fred, and it sure as hell should not be called "launch fred", it should be called something along the lines of "Launch mission editor".
It lets the first time user know that its not the button to start the game and it explains exactly what it does. Anyone that can install freespace open can understand those 2 words.

And besides... if the new user decides the (hopefully not) big red button looks pretty... oh noes! he has opened fred...

could use is full name ie FReespace EDitor
Title: Re: RELEASE: wxLauncher 0.9.1 public alpha [Updated 2012/07/13]
Post by: MatthTheGeek on April 30, 2013, 12:09:18 pm
Anyone that can install freespace open can understand those 2 words.
You'd be surprised of the cluelessness of some people who manage to "install" FSO...

Besides, the skill bar to install FSO will be further lowered when we get a new installer.
Title: Re: RELEASE: wxLauncher 0.9.1 public alpha [Updated 2012/07/13]
Post by: jg18 on May 05, 2013, 11:29:13 pm
Thanks for your replies, everyone.

We understand that FREDding is the backbone of everything that happens at HLP and that for wxL to serve HLP’s needs, FRED needs to be easily discoverable. wxL will focus on the modding community's needs after development moves towards wxL 2.0, but right now, we're trying to finish wxL 1.0, the end user release of a basic game launcher.

The target users of wxLauncher 1.0 are the thousands of people who play FS2 and the mods and the tens of thousands who play the TCs, and here we have clear evidence that the launcher is meeting their needs: only a handful of Diaspora players reported problems using the wxLauncher version bundled with Diaspora, mostly caused by a few bugs that were fixed quickly. Thus whatever shortcomings the UI may have, it's working well overall, doing its job and then getting out of the way.

Regardless of design decisions made by launcher devs for other games, FRED launching is not an end user feature and does not belong in the 1.0 interface. The only reason that it's in the launcher at all now as opposed to after 1.0 is that a modder requested it 3 years ago as a replacement for the batch scripts and manual shortcuts that used to be the mainstay of FSO modding. Since FRED launching was added long before its intended time, it had to be left as a hidden hack until it could be integrated into a post-1.0 design that provided interfaces for players and modders.

In the interest of making FRED launching more accessible in the short run, we can provide an advanced options panel to enable it, as we mentioned before. Because UI changes like these take time, it will not be ready in time for the next release, which features generic versions of the customizations found in the Diaspora launcher.
Title: Re: RELEASE: wxLauncher 0.9.1 public alpha [Updated 2012/07/13]
Post by: Yarn on May 09, 2013, 01:04:05 am
Well, at the very least, it needs to be obvious to users that wxLauncher can indeed launch FRED. Keeping that fact hidden from everyone except those who read a certain page in the manual is simply the wrong thing to do.

I did find a minor bug: wxLauncher doesn't consider 0 to be valid in version numbers. If a 3.7 build is found, this message appears in the status bar:
Quote
Revision version number out of range (0) in executable fs2_open_3_7_0_RC1.exe

Also, could the mod images be scaled using a better method than nearest neighbor, such as bilinear?
Title: Re: RELEASE: wxLauncher 0.9.1 public alpha [Updated 2012/07/13]
Post by: Dragon on May 09, 2013, 09:04:27 am
I recently tried using wxLauncher with normal FSO, and noticed three issues.
First, loading time. I disabled retrieving highlights, yet it still takes about a minute to load. Not good.
Second, loading graphic. Is there a particular reason why the blasted thing has to stay on top of everything? I'd rather see it gone, or at least made optional.
Third, lack of FRED interaction. If I use the regular launcher, FRED reads the setting from launcher6.ini, meaning I can use it without even opening the launcher. Since wxLauncher doesn't use launcher6.ini, FRED doesn't get the mod settings.
Also, the mod selection feature, while noob-friendly, is problematic for somebody who wants a bit finer control. I'd prefer at least having an option of manually selecting the mod folder.
Considering all that, I'm afraid that wxLauncher in it's current state is vastly inferior to the standard one.
Title: Re: RELEASE: wxLauncher 0.9.1 public alpha [Updated 2012/07/13]
Post by: niffiwan on May 09, 2013, 08:51:15 pm
First, loading time. I disabled retrieving highlights, yet it still takes about a minute to load. Not good.

Odd, don't think I've ever seen that occur before.  Reliably loads for me (without highlights) in < 1-2 secs.

Second, loading graphic. Is there a particular reason why the blasted thing has to stay on top of everything? I'd rather see it gone, or at least made optional.

Is the splash screen Windows only?  I've never seen it on Linux :)

Third, lack of FRED interaction. If I use the regular launcher, FRED reads the setting from launcher6.ini, meaning I can use it without even opening the launcher. Since wxLauncher doesn't use launcher6.ini, FRED doesn't get the mod settings.

Doesn't FRED read the values from cmdline_fso.cfg?  Or am I missing something?

Also, the mod selection feature, while noob-friendly, is problematic for somebody who wants a bit finer control. I'd prefer at least having an option of manually selecting the mod folder.

I'm not sure what's the advantage of manually specifying a mod folder?  wxL shows all the available mod folders that include a valid mod.ini anyway (including feedback on mod dependencies)
Title: Re: RELEASE: wxLauncher 0.9.1 public alpha [Updated 2012/07/13]
Post by: Macfie on May 09, 2013, 09:00:13 pm
I'm using the launcher on Windows and there is no loading graphics associated with the launcher.  After an initial setup, setting the mod in the launcher sets it for FRED also.  I've never seen a delay in loading even with the launcher retrieving highlights.   
Title: Re: RELEASE: wxLauncher 0.9.1 public alpha [Updated 2012/07/13]
Post by: jg18 on May 09, 2013, 11:35:34 pm
Well, at the very least, it needs to be obvious to users that wxLauncher can indeed launch FRED. Keeping that fact hidden from everyone except those who read a certain page in the manual is simply the wrong thing to do.
Yeah, we know that the current situation sucks. We'll work on making FRED launching more accessible for the release after the upcoming one. It shouldn't be long.

I did find a minor bug: wxLauncher doesn't consider 0 to be valid in version numbers. If a 3.7 build is found, this message appears in the status bar:
Quote
Revision version number out of range (0) in executable fs2_open_3_7_0_RC1.exe
This was fixed in trunk (http://code.google.com/p/wxlauncher/source/detail?r=383828d35537) a few weeks ago and will be included in the next release. Thanks for reporting it, though.

Also, could the mod images be scaled using a better method than nearest neighbor, such as bilinear?
It looks like we're stuck with the box sampling method (http://docs.wxwidgets.org/stable/wx_wximage.html#wximagescale) that is used with wxIMAGE_QUALITY_HIGH downsampling; however, starting with the next wxL release, mods can specify in their mod.ini a separate 182x80-sized image (http://code.google.com/p/wxlauncher/wiki/ModIniOptions#image182x80) to use in the mod list.

First, loading time. I disabled retrieving highlights, yet it still takes about a minute to load. Not good.
Try starting wxL again. It should be faster this time. The reason it's slow is that it's scanning your FS2 folder looking for mods, which it considers to be folders containing a mod.ini file. It should start faster this time because the OS caches the scan.

That said, we're aware of this issue and would like to work on a more permanent fix, but it would take a ton of work and as such is not high priority, particularly since wxL starts up much faster after the first run.

Second, loading graphic. Is there a particular reason why the blasted thing has to stay on top of everything? I'd rather see it gone, or at least made optional.
I don't understand what you mean. Screenshot, please?

Second, loading graphic. Is there a particular reason why the blasted thing has to stay on top of everything? I'd rather see it gone, or at least made optional.

Is the splash screen Windows only?  I've never seen it on Linux :)
It's only in release builds. Are you building a debug build?

Third, lack of FRED interaction. If I use the regular launcher, FRED reads the setting from launcher6.ini, meaning I can use it without even opening the launcher. Since wxLauncher doesn't use launcher6.ini, FRED doesn't get the mod settings.

Doesn't FRED read the values from cmdline_fso.cfg?  Or am I missing something?
Yeah, it does. The reason it works from 5.5g is that pressing OK or Apply in 5.5g saves the configuration to cmdline_fso.cfg, but wxL doesn't save the config until you press Play or press FRED if you're using FRED launching (aka the subject of the last two pages).

Dragon, to configure wxL for launching FRED, click on the Help button in wxL and look at the section "FRED2 Open executable selection" in Reference >> Basic Settings page >> FS2 or TC root folder and executable.

Also, the mod selection feature, while noob-friendly, is problematic for somebody who wants a bit finer control. I'd prefer at least having an option of manually selecting the mod folder.

I'm not sure what's the advantage of manually specifying a mod folder?  wxL shows all the available mod folders that include a valid mod.ini anyway (including feedback on mod dependencies)
Yeah, I don't understand why you need this feature. wxL considers any folder containing a file named "mod.ini" to be a mod folder. The file can be blank; it just has to exist, since it tells wxL that the folder contains a mod.

I'm using the launcher on Windows and there is no loading graphics associated with the launcher.  After an initial setup, setting the mod in the launcher sets it for FRED also.  I've never seen a delay in loading even with the launcher retrieving highlights.   
No loading graphics as in no splash screen? You're using a release build of the launcher?
Title: Re: RELEASE: wxLauncher 0.9.1 public alpha [Updated 2012/07/13]
Post by: The E on May 10, 2013, 12:14:11 am
Regarding loading times: wxLauncher on windows reads stuff from .svn directories. If you have a few of those, loading times will increase by a lot.
Title: Re: RELEASE: wxLauncher 0.9.1 public alpha [Updated 2012/07/13]
Post by: jg18 on May 10, 2013, 12:27:19 am
Regarding loading times: wxLauncher on windows reads stuff from .svn directories. If you have a few of those, loading times will increase by a lot.
Hey, good point, we'd forgotten about that. We can write a custom file system traversal to skip over the .svn folders when searching for mod.ini files. It's unfortunately too late to do it for the upcoming release, but we can add it to the release after that.
Title: Re: RELEASE: wxLauncher 0.9.1 public alpha [Updated 2012/07/13]
Post by: niffiwan on May 10, 2013, 12:31:17 am
Second, loading graphic. Is there a particular reason why the blasted thing has to stay on top of everything? I'd rather see it gone, or at least made optional.

Is the splash screen Windows only?  I've never seen it on Linux :)
It's only in release builds. Are you building a debug build?

I must be, how do I tell?  A quick look around the interface doesn't give me any clues :)

And while we're talking about .svn dirs, would it make sense to ignore any dir starting with "."?
Title: Re: RELEASE: wxLauncher 0.9.1 public alpha [Updated 2012/07/13]
Post by: jg18 on May 10, 2013, 12:46:48 am
Is the splash screen Windows only?  I've never seen it on Linux :)
It's only in release builds. Are you building a debug build?

I must be, how do I tell?  A quick look around the interface doesn't give me any clues :)
Oh, right, there's no indicator in the interface as to the build config, other than the presence/absence of the splash screen. We should probably do something about that. :doubt:

You can check if the launcher log (~/.wxlauncher/wxLauncher.log) has debug lines in it or if the name of the build folder where the wxL binary is found is called Release or Debug or RelWithDebInfo (which I think is considered Release).

And while we're talking about .svn dirs, would it make sense to ignore any dir starting with "."?
Possibly. The good thing is that once the custom traversal is written, changing which folders it skips over should be fairly easy.
Title: Re: RELEASE: wxLauncher 0.9.1 public alpha [Updated 2012/07/13]
Post by: Macfie on May 10, 2013, 08:17:55 am
When I checked again, I realized I was getting the splash screen.  It's only up for less than a second so I didn't really notice it.
Title: Re: RELEASE: wxLauncher 0.9.4 beta [Updated 2013/06/09]
Post by: Iss Mneur on June 09, 2013, 06:42:59 pm
:bump:

wxLauncher 0.9.4 beta has been released.  You can download it from the release post (http://www.hard-light.net/forums/index.php?topic=67950.msg1341695#msg1341695).

(0.9.2 and 0.9.3 were Limited Collector's Editions Diaspora R1 launcher versions.) If you have Diaspora (R1 Patch 4 and below), download the .zip of updated launcher resources from the Downloads section in the release post.

One important change is that FRED launching can now be toggled by pressing F3. Why F3? Because it's already accepted as a hidden "cheat code" for modders, thanks to the F3 Lab in FSO. Now F3 will access modding features in both FSO and wxL.

Summary of changes since 0.9.1:

Partial support for extended mod.ini format! (details here (http://code.google.com/p/wxlauncher/wiki/ModIniOptions))
- Mod-customizable features: (both TCs and mods)
    * Images for both the mod list and the mod info dialog
    * Minimum resolution
    * Recommended lighting (overriding the "Baseline recommended" preset)
- Skin system: (TCs only)
    * Window title and icon
    * Welcome page's banner and text below banner
    * Default mod list/mod info dialog images for mods that don't include images
    * Status bar icons and similar big icons (warning, info, etc.)
    * News source (currently HLP or Diaspora)

Mods page:
- Mod list is now sorted alphabetically
- Default image provided for mods that don't include an image of their own

Basic Settings page:
- "Enable EFX" checkbox now appears when the selected playback device supports EFX :nervous:
- Speech voices are now listed in the correct order
- Connection settings read from profile are now displayed correctly

Advanced Settings page:
- "All features on" flag set has been restored

Other changes:
- New splash image (special thanks to mjn.mixael for making this)
- FRED launching can now be toggled with F3
- Faster startup thanks to more efficient mod.ini search
- Assorted bug fixes and text revisions

Linux only:
- RESOURCES_PATH can now be user-specified (special thanks to Firartix for identifying and fixing this)
- cmdline_fso.cfg is now written to ~/.fs2_open/data/ instead of FS2/TC folder


The wxLauncher Team would like to thank Axem, mjn.mixael, niffiwan, swashmebuckle, and Yarn for helping test 0.9.4.

I personally would also like to thank jg18 for his hard work on getting this release out.  I know it would not have happened without him.
Title: Re: RELEASE: wxLauncher 0.9.4 beta [Updated 2013/06/09]
Post by: FreeSpaceFreak on June 10, 2013, 04:55:11 am
Congratulations guys! F3 FRED launching seems a reasonable compromise after that entire discussion, and faster startup is always appreciated :yes:
Title: Re: RELEASE: wxLauncher 0.9.4 beta [Updated 2013/06/09]
Post by: Macfie on June 11, 2013, 05:08:11 am
What exactly is the F3 key supposed to do?  I downloaded and installed the new version of the launcher and I hit F3 and nothing happens.  I usually launch FRED from the launcher and already have it enabled in the earlier version of the launcher.  Does the F3 key just enable FRED or tie it to the mod selected in the Launcher?
Title: Re: RELEASE: wxLauncher 0.9.4 beta [Updated 2013/06/09]
Post by: mjn.mixael on June 11, 2013, 08:06:31 am
The F3 toggles the 'FRED2 Open Exexutable:' selector and the 'FRED' launch button. I just did it on my wxL and worked fine.
Title: Re: RELEASE: wxLauncher 0.9.4 beta [Updated 2013/06/09]
Post by: Macfie on June 11, 2013, 03:58:32 pm
The F3 toggles the 'FRED2 Open Exexutable:' selector and the 'FRED' launch button. I just did it on my wxL and worked fine.

Let me see if I understand this.  The F3 does what had to be manually done with the previous launcher to enable FRED and is a one time action, or is it supposed to toggle the selector and launch button every time I hit F3.  I had it set up on the previous version so it just came up on the updated launcher.

Never mind, I figured it out.
Title: Re: RELEASE: wxLauncher 0.9.4 beta [Updated 2013/06/09]
Post by: starwolf1991 on June 12, 2013, 02:29:13 pm
Hi, just thought I'd bring to your attention. The windows .exe download is being flagged as a trojan by several anti-virus programs. Checked the others and the same isn't happening there. Other than that, terrific work! Keep it up!
Title: Re: RELEASE: wxLauncher 0.9.4 beta [Updated 2013/06/09]
Post by: Iss Mneur on June 12, 2013, 06:55:34 pm
Hi, just thought I'd bring to your attention. The windows .exe download is being flagged as a trojan by several anti-virus programs. Checked the others and the same isn't happening there. Other than that, terrific work! Keep it up!
Which AVs?  And you are downloading it directly from googlecode?
Title: Re: RELEASE: wxLauncher 0.9.4 beta [Updated 2013/06/09]
Post by: Rodo on July 07, 2013, 09:48:23 pm
Heya, I was just using the wxLauncher and found something that might be a bug.

If I try to start the game right away, without letting the launcher load the hightlights from HLP it enters a dead loop, never loading FSO.
The Play button changes to Starting alright, but stays there and after a while I get the regular crash window from Win8.
Title: Re: RELEASE: wxLauncher 0.9.4 beta [Updated 2013/06/09]
Post by: jg18 on July 07, 2013, 10:17:16 pm
That'll learn you not to try playing until the highlights have loaded. :P

More seriously, though, does this issue reliably happen every time you start FSO before the highlights load? Does it ever happen when highlights retrieval is turned off?

A quick attempt to reproduce this on OS X didn't work. FSO started just fine, and the highlights loaded while FSO started. Hmm.

By crash window, do you mean that both FSO and wxL crashed, or just FSO?

I feel like this might not be fixed until highlights retrieval is done in a separate thread, which is scheduled for 1.0 but I guess might be done before that.
Title: Re: RELEASE: wxLauncher 0.9.4 beta [Updated 2013/06/09]
Post by: Rodo on July 09, 2013, 12:33:24 pm
Yes, every time I try to run FSO without letting the launcher load the highlights the launcher tries to start FSO but never finishes the task.
Eventually Windows shows the program as not responding and lets you choose to close it or wait. I've allowed it to work for a few minutes and nothing happened afterwards.

If I make the launcher start FSO after the highlights appeared the game starts with no problems at all, almost instantaneously.

If I disable the highlight retrieval I can start FSO with no problems right after starting the launcher, so I'd say you are pretty right about the hole highlights being the probable cause.
Title: Re: RELEASE: wxLauncher 0.9.4 beta [Updated 2013/06/09]
Post by: mjn.mixael on July 09, 2013, 03:08:53 pm
I've also experienced this issue.
Title: Re: RELEASE: wxLauncher 0.9.4 beta [Updated 2013/06/09]
Post by: jg18 on July 09, 2013, 11:53:35 pm
Hmm, ok, I'll bump up the priority of retrieving the highlights in a separate thread. Luckily, I don't think it should be too hard to do, but we'll see.
Title: Re: RELEASE: wxLauncher 0.9.4 beta [Updated 2013/06/09]
Post by: TelaCorp on September 08, 2013, 04:42:33 pm
so far, this only has diaspora in it, right?
Title: Re: RELEASE: wxLauncher 0.9.4 beta [Updated 2013/06/09]
Post by: niffiwan on September 08, 2013, 05:20:15 pm
I'm not 100% sure what you mean.  You can use wxLauncher for any FSO based mod/TC.  I've used it for FSO, TBP & Diaspora.

If you're talking about custom launcher artwork, I believe only Diaspora has that so far.
Title: Re: RELEASE: wxLauncher 0.9.4 beta [Updated 2013/06/09]
Post by: Corollax on November 20, 2013, 08:36:30 pm
Is there any way to install this without root privileges? The best I've been able to find so far is making a symlink from /usr/local/share/wxlauncher to the source directory's "resources" directory. This seems like an ugly hack.

Perhaps i'm just being dense when compiling it. Any tips?
Title: Re: RELEASE: wxLauncher 0.9.4 beta [Updated 2013/06/09]
Post by: niffiwan on November 20, 2013, 08:53:16 pm
I haven't tried it, but you can probably run cmake with an option to specify an install location that you can write to.

e.g.
Code: [Select]
mkdir build
cd build
cmake -DUSE_OPENAL=1 -DCMAKE_INSTALL_PREFIX=/my/home/dir/wxl ../
make
make install
Title: Re: RELEASE: wxLauncher 0.9.4 beta [Updated 2013/06/09]
Post by: Iss Mneur on November 20, 2013, 09:22:27 pm
If you build it in devlopement mode it will look for the resources directly in the local directory, and you can then just copy the build directory anywhere and run it from there.

Code: [Select]
-DDEVLOPMENT_MODE=1
If you do this you will need to make sure that your eurrent working directory is set correctly though, ie:

Code: [Select]
#!/bin/sh
cd /path/to/wxlauncher/binary
exec wxlauncher
Title: Re: RELEASE: wxLauncher 0.9.4 beta [Updated 2013/06/09]
Post by: niffiwan on November 20, 2013, 09:30:51 pm
I did some actual testing of this, and this cmake command seems to work OK.

Code: [Select]
cmake28 -DUSE_OPENAL=1 -DCMAKE_INSTALL_PREFIX=/tmp/foo -DRESOURCES_PATH=/tmp/fooshare -DDEVELOPMENT_MODE=OFF ../

And of course, what Iss Mneur said as well :)
Title: Re: RELEASE: wxLauncher 0.9.4 beta [Updated 2013/06/09]
Post by: D-420 on December 14, 2013, 10:48:21 pm
I am sorry if this is not the place to ask this, but do I install this in the directory where I have installed FreeSpace 2, or does it need its own?
Title: Re: RELEASE: wxLauncher 0.9.4 beta [Updated 2013/06/09]
Post by: Iss Mneur on December 15, 2013, 12:49:06 am
This is definitely the place to ask.

Short answer: No.  wxLauncher should not be installed into the same directory as FreeSpace 2.  It should be installed into its own directory either to its default location in program files or as a sibling of FreeSpace 2, because wxLauncher is designed to manage several installs of FSO.

Long answer: read this thread.  The ins and outs and reasoning have been covered several times in this thread.
Title: Re: RELEASE: wxLauncher 0.9.4 beta [Updated 2013/06/09]
Post by: Kevin48 on December 18, 2013, 09:25:59 am
Hi all, I'm new to the forum and had a quick question about the wxlauncher.

Anyone know why Norton internet security is flagging this file as dangerous by reputation when downloading it through Google Chrome?  What is really weird is that after it is downloaded I tried scanning it with Norton Internet Security and it says the file is safe.   :banghead:

I'm assuming it's a DB mismatch of some kind as it clearly isn't a bad file.
Title: Re: RELEASE: wxLauncher 0.9.4 beta [Updated 2013/06/09]
Post by: FreeSpaceFreak on December 18, 2013, 02:52:22 pm
Anyone know why Norton internet security is flagging this file as dangerous by reputation when downloading it through Google Chrome?  What is really weird is that after it is downloaded I tried scanning it with Norton Internet Security and it says the file is safe.   :banghead:
'cuz Norton is weird and you should get a better virusscanner :P
Title: Re: RELEASE: wxLauncher 0.9.4 beta [Updated 2013/06/09]
Post by: OverDhill on December 18, 2013, 06:08:47 pm
Anyone know where the version number is displayed?
Title: Re: RELEASE: wxLauncher 0.9.4 beta [Updated 2013/06/09]
Post by: Iss Mneur on December 18, 2013, 11:00:25 pm
The version number of wxLauncher is not displayed in interface.  You can check the wxLauncher log, both the release and debug versions write their version number there; check in the Troubleshooting section of the OP for more info.

Also, wxLauncher is backwards compatible, so you can just download and install the new version and not worry about it.
Title: Re: RELEASE: wxLauncher 0.9.4 beta [Updated 2013/06/09]
Post by: Kolgena on January 07, 2014, 03:16:50 pm
I recently installed windows 8 and just installed wxLauncher because the 5.5g launcher doesn't work on this OS. I tried to load up the newest BP AVX build and the launcher freezes, and cannot be killed with task manager. Anyone know what might be the cause?

Relevant info: both wxlauncher and my freespace root folder are in Program files (x86). I'm running the 2014 Avast antivirus, which has been problematic for me in the past.

Edit: So, moving the root folder to C:\Freespace and turning off my antivirus seems to have allowed the launcher to work properly. However, I now have no sound when running the latest BP AVX build, but have sound when running the latest BP debug build.

Edit2: Disregard all. Normal SSE2 bp build works fine. The AVX doesn't, which seems to be a build-specific issue, not related to the launcher.

Edit3: Actually, following another few launcher freezes and computer restarts, both the non-debug bp builds have resumed having no sound. I'm a bit at a loss as to what's going on. Here's a log from debug, despite it being not very useful because there are no errors with it...

Code: [Select]
==========================================================================
DEBUG SPEW: No debug_filter.cfg found, so only general, error, and warning
categories can be shown and no debug_filter.cfg info will be saved.
==========================================================================
FreeSpace 2 Open version: 3.7.1
Passed cmdline options:
  -fov .55
  -ogl_spec 48
  -spec_static 0.8
  -spec_point 0.4
  -spec_tube 0.48
  -ambient_factor 85
  -missile_lighting
  -nomotiondebris
  -no_emissive_light
  -soft_particles
  -post_process
  -bloom_intensity 85
  -fxaa
  -fxaa_preset 3
  -fb_explosions
  -no_vsync
  -orbradar
  -targetinfo
  -3dwarp
  -ship_choice_3d
  -warp_flash
  -snd_preload
  -mod MediaVPs_2014
  -no_set_gamma
  -fps
Building file index...
Found root pack 'C:\Freespace\MediaVPs_2014\MV_A-Glows.vp' with a checksum of 0xd8f529e2
Found root pack 'C:\Freespace\MediaVPs_2014\MV_Advanced.vp' with a checksum of 0x337ffc37
Found root pack 'C:\Freespace\MediaVPs_2014\MV_Assets.vp' with a checksum of 0x23b7997e
Found root pack 'C:\Freespace\MediaVPs_2014\MV_CB_ANI_1.vp' with a checksum of 0xa69eade8
Found root pack 'C:\Freespace\MediaVPs_2014\MV_CB_ANI_2.vp' with a checksum of 0x070ae320
Found root pack 'C:\Freespace\MediaVPs_2014\MV_Effects.vp' with a checksum of 0x6fbd3357
Found root pack 'C:\Freespace\MediaVPs_2014\MV_Music.vp' with a checksum of 0x6c8f665e
Found root pack 'C:\Freespace\MediaVPs_2014\MV_Root.vp' with a checksum of 0x107a739e
Found root pack 'C:\Freespace\FS2OGGcutscenepack.vp' with a checksum of 0x84396e99
Found root pack 'C:\Freespace\multi-mission-pack.vp' with a checksum of 0x377695e0
Found root pack 'C:\Freespace\multi-voice-pack.vp' with a checksum of 0xd50e7442
Found root pack 'C:\Freespace\Root_fs2.vp' with a checksum of 0xce10d76c
Found root pack 'C:\Freespace\smarty_fs2.vp' with a checksum of 0xddeb3b1e
Found root pack 'C:\Freespace\sparky_fs2.vp' with a checksum of 0x164fe65a
Found root pack 'C:\Freespace\sparky_hi_fs2.vp' with a checksum of 0xa11d56f1
Found root pack 'C:\Freespace\stu_fs2.vp' with a checksum of 0xd77da83a
Found root pack 'C:\Freespace\tango1_fs2.vp' with a checksum of 0x4c25221e
Found root pack 'C:\Freespace\tango2_fs2.vp' with a checksum of 0x86920b82
Found root pack 'C:\Freespace\tango3_fs2.vp' with a checksum of 0x705e8d71
Found root pack 'C:\Freespace\warble_fs2.vp' with a checksum of 0xd85c305d
Searching root 'C:\Freespace\MediaVPs_2014\' ... 76 files
Searching root pack 'C:\Freespace\MediaVPs_2014\MV_A-Glows.vp' ... 1735 files
Searching root pack 'C:\Freespace\MediaVPs_2014\MV_Advanced.vp' ... 1654 files
Searching root pack 'C:\Freespace\MediaVPs_2014\MV_Assets.vp' ... 2015 files
Searching root pack 'C:\Freespace\MediaVPs_2014\MV_CB_ANI_1.vp' ... 32 files
Searching root pack 'C:\Freespace\MediaVPs_2014\MV_CB_ANI_2.vp' ... 57 files
Searching root pack 'C:\Freespace\MediaVPs_2014\MV_Effects.vp' ... 2063 files
Searching root pack 'C:\Freespace\MediaVPs_2014\MV_Music.vp' ... 32 files
Searching root pack 'C:\Freespace\MediaVPs_2014\MV_Root.vp' ... 848 files
Searching root 'C:\Freespace\' ... 30 files
Searching root pack 'C:\Freespace\FS2OGGcutscenepack.vp' ... 10 files
Searching root pack 'C:\Freespace\multi-mission-pack.vp' ... 110 files
Searching root pack 'C:\Freespace\multi-voice-pack.vp' ... 307 files
Searching root pack 'C:\Freespace\Root_fs2.vp' ... 157 files
Searching root pack 'C:\Freespace\smarty_fs2.vp' ... 10 files
Searching root pack 'C:\Freespace\sparky_fs2.vp' ... 3027 files
Searching root pack 'C:\Freespace\sparky_hi_fs2.vp' ... 1337 files
Searching root pack 'C:\Freespace\stu_fs2.vp' ... 2355 files
Searching root pack 'C:\Freespace\tango1_fs2.vp' ... 32 files
Searching root pack 'C:\Freespace\tango2_fs2.vp' ... 15 files
Searching root pack 'C:\Freespace\tango3_fs2.vp' ... 10 files
Searching root pack 'C:\Freespace\warble_fs2.vp' ... 52 files
Found 22 roots and 15964 files.
ERROR: Unknown Language Checksum: 589986744
Using default language settings...
TBM  =>  Starting parse of 'mv_root-lcl.tbm' ...
Setting language to English
TBM  =>  Starting parse of 'mv_root-lcl.tbm' ...
Game Settings Table: Using Standard Loops For SEXP Arguments
Game Settings Table: Using standard event chaining behavior
Game Settings Table: External shaders are DISABLED
Initializing OpenAL...
  OpenAL Vendor     : OpenAL Community
  OpenAL Renderer   : OpenAL Soft
  OpenAL Version    : 1.1 ALSOFT 1.15.1

  Found extension "AL_EXT_float32".
  Found extension "ALC_EXT_EFX".

  Sample rate: 48000 (44100)
  EFX enabled: NO
  Playback device: Speakers (Razer Surround Audio Controller)
  Capture device: Microphone (Realtek High Definition Audio)
... OpenAL successfully initialized!
Failed to init speech
Initializing OpenGL graphics device at 1920x1080 with 32-bit color...
  Initializing WGL...
  Requested WGL Video values = R: 8, G: 8, B: 8, depth: 24, stencil: 8, double-buffer: 1
  Actual WGL Video values    = R: 8, G: 8, B: 8, depth: 24, stencil: 8, double-buffer: 1
  OpenGL Vendor    : ATI Technologies Inc.
  OpenGL Renderer  : AMD Radeon HD 8800M Series
  OpenGL Version   : 4.2.11932 Compatibility Profile Context

  Using extension "GL_EXT_fog_coord".
  Using extension "GL_ARB_multitexture".
  Using extension "GL_ARB_texture_env_add".
  Using extension "GL_ARB_texture_compression".
  Using extension "GL_EXT_texture_compression_s3tc".
  Using extension "GL_EXT_texture_filter_anisotropic".
  Using extension "GL_ARB_texture_env_combine".
  Using extension "GL_EXT_compiled_vertex_array".
  Using extension "GL_EXT_draw_range_elements".
  Using extension "GL_ARB_texture_mirrored_repeat".
  Using extension "GL_ARB_texture_non_power_of_two".
  Using extension "GL_ARB_vertex_buffer_object".
  Using extension "GL_ARB_pixel_buffer_object".
  Using extension "GL_SGIS_generate_mipmap".
  Using extension "GL_EXT_framebuffer_object".
  Using extension "GL_ARB_texture_rectangle".
  Using extension "GL_EXT_bgra".
  Using extension "GL_ARB_texture_cube_map".
  Using extension "GL_EXT_texture_lod_bias".
  Using extension "GL_ARB_point_sprite".
  Using extension "GL_ARB_shading_language_100".
  Using extension "GL_ARB_shader_objects".
  Using extension "GL_ARB_vertex_shader".
  Using extension "GL_ARB_fragment_shader".
  Using extension "GL_ARB_shader_texture_lod".
  Using extension "GL_ARB_texture_float".
  Using extension "GL_ARB_draw_elements_base_vertex".
  Using extension "GL_EXT_framebuffer_blit".
  Using extension "GL_EXT_geometry_shader4".
  Using extension "GL_EXT_texture_array".
  Found special extension function "wglSwapIntervalEXT".

Compiling new shader:
   Loading built-in default shader for: soft-v.sdr
   Loading built-in default shader for: soft-f.sdr
Shader features:
   Depth-blended Particles
Compiling new shader:
   Loading built-in default shader for: soft-v.sdr
   Loading built-in default shader for: soft-f.sdr
Shader features:
   Distorted Particles
Compiling deferred light shader...
   Loading built-in default shader for: deferred-v.sdr
   Loading built-in default shader for: deferred-f.sdr

  Compiling post-processing shader 1 ...
   Loading built-in default shader for: post-v.sdr
   Loading built-in default shader for: post-f.sdr
  Compiling post-processing shader 2 ...
   Loading built-in default shader for: post-v.sdr
   Loading built-in default shader for: blur-f.sdr
  Compiling post-processing shader 3 ...
   Loading built-in default shader for: post-v.sdr
   Loading built-in default shader for: blur-f.sdr
  Compiling post-processing shader 4 ...
   Loading built-in default shader for: post-v.sdr
   Loading built-in default shader for: brightpass-f.sdr
  Compiling post-processing shader 5 ...
   Loading built-in default shader for: fxaa-v.sdr
   Loading built-in default shader for: fxaa-f.sdr
  Compiling post-processing shader 6 ...
   Loading built-in default shader for: post-v.sdr
   Loading built-in default shader for: fxaapre-f.sdr
  Compiling post-processing shader 7 ...
   Loading built-in default shader for: post-v.sdr
   Loading built-in default shader for: ls-f.sdr
  Compiling post-processing shader 8 ...
   Loading built-in default shader for: shadowdebug-v.sdr
   Loading built-in default shader for: shadowdebug-f.sdr

  Max texture units: 8 (32)
  Max elements vertices: 2147483647
  Max elements indices: 16777215
  Max texture size: 16384x16384
  Max render buffer size: 16384x16384
  Can use compressed textures: YES
  Texture compression available: YES
  Post-processing enabled: YES
  Using trilinear texture filter.
  OpenGL Shader Version: 4.20
... OpenGL init is complete!
Size of bitmap info = 742 KB
Size of bitmap extra info = 48 bytes
ANI cursorweb with size 24x24 (25.0% wasted)
GRAPHICS: Initializing default colors...
SCRIPTING: Beginning initialization sequence...
SCRIPTING: Beginning Lua initialization...
LUA: Opening LUA state...
LUA: Initializing base Lua libraries...
LUA: Beginning ADE initialization
ADE: Initializing enumeration constants...
ADE: Assigning Lua session...
SCRIPTING: Beginning main hook parse sequence....
Wokka!  Error opening file (scripting.tbl)!
TABLES: Unable to parse 'scripting.tbl'!  Error code = 5.
TBM  =>  Starting parse of 'mv_flak-sct.tbm' ...
TBM  =>  Starting parse of 'mv_exp-sct.tbm' ...
TBM  =>  Starting parse of 'mv_dbrs-sct.tbm' ...
SCRIPTING: Inititialization complete.
SCRIPTING: Splash screen overrides checked
SCRIPTING: Splash hook has been run
SCRIPTING: Splash screen conditional hook has been run
Using high memory settings...
Wokka!  Error opening file (interface.tbl)!
WMCGUI: Unable to parse 'interface.tbl'!  Error code = 5.
TBM  =>  Starting parse of 'mv_effects-sdf.tbm' ...
Dutifully ignoring the extra sound values for retail sound 36, 'l_hit.wav'...
Dutifully ignoring the extra sound values for retail sound 37, 'm_hit.wav'...
Windows reported 16 joysticks, we found 0
Current soundtrack set to -1 in event_music_reset_choices
TBM  =>  Starting parse of 'mv_music-mus.tbm' ...
TABLES => Unable to find 'colors.tbl'. Initialising colors with default values.
TBM  =>  Starting parse of 'mv_effects-mfl.tbm' ...
Wokka!  Error opening file (armor.tbl)!
TABLES: Unable to parse 'armor.tbl'!  Error code = 5.
TBM  =>  Starting parse of 'mv_effects-amr.tbm' ...
TBM  =>  Starting parse of 'mv_assets-aip.tbm' ...
TBM  =>  Starting parse of 'mv_root-wxp.tbm' ...
TBM  =>  Starting parse of 'mv_effects-wxp.tbm' ...
BMPMAN: Found EFF (exp20.eff) with 75 frames at 20 fps.
BMPMAN: Found EFF (ExpMissileHit1.eff) with 92 frames at 30 fps.
BMPMAN: Found EFF (exp04.eff) with 49 frames at 22 fps.
BMPMAN: Found EFF (noeffect.eff) with 1 frames at 1 fps.
BMPMAN: Found EFF (exp05.eff) with 93 frames at 20 fps.
BMPMAN: Found EFF (exp06.eff) with 92 frames at 22 fps.
BMPMAN: Found EFF (capflash.eff) with 40 frames at 10 fps.
BMPMAN: Found EFF (Maxim_Impact.eff) with 23 frames at 30 fps.
ANI Lamprey_Impact with size 80x80 (37.5% wasted)
TBM  =>  Starting parse of 'mv_root-wep.tbm' ...
TBM  =>  Starting parse of 'mv_effects-wep.tbm' ...
TBM  =>  Starting parse of 'mv_assets-wep.tbm' ...
TBM  =>  Starting parse of 'mv_effects-obt.tbm' ...
Ship GVF Seth species was Terran, is now Vasudan
Ship GVF Horus species was Terran, is now Vasudan
Ship GVF Thoth species was Terran, is now Vasudan
Ship GVF Serapis species was Terran, is now Vasudan
Ship GVF Tauret species was Terran, is now Vasudan
Ship GVB Sekhmet species was Terran, is now Vasudan
Ship GVB Osiris species was Terran, is now Vasudan
Ship GVB Bakha species was Terran, is now Vasudan
Ship GVF Ptah species was Terran, is now Vasudan
Ship GVS Nephthys species was Terran, is now Vasudan
Ship GVT Isis species was Terran, is now Vasudan
Ship PVFR Ma'at species was Terran, is now Vasudan
Ship GVFr Bes species was Terran, is now Vasudan
Ship VAC 5 species was Terran, is now Vasudan
Ship VAC 4 species was Terran, is now Vasudan
Ship GVFr Satis species was Terran, is now Vasudan
Ship GVG Anuket species was Terran, is now Vasudan
Ship GVC Aten species was Terran, is now Vasudan
Ship GVC Mentu species was Terran, is now Vasudan
Ship GVCv Sobek species was Terran, is now Vasudan
Ship GVD Typhon species was Terran, is now Vasudan
Ship GVSG Ankh species was Terran, is now Vasudan
Ship GVSG Edjo species was Terran, is now Vasudan
Ship GVEP Ra species was Terran, is now Vasudan
Ship GVA Setekh species was Terran, is now Vasudan
Ship GVD Hatshepsut species was Terran, is now Vasudan
Ship SF Dragon species was Terran, is now Shivan
Ship SF Basilisk species was Terran, is now Shivan
Ship SF Manticore species was Terran, is now Shivan
Ship SF Aeshma species was Terran, is now Shivan
Ship SF Mara species was Terran, is now Shivan
Ship SF Astaroth species was Terran, is now Shivan
Ship SB Nephilim species was Terran, is now Shivan
Ship SB Taurvi species was Terran, is now Shivan
Ship SB Nahema species was Terran, is now Shivan
Ship SB Seraphim species was Terran, is now Shivan
Ship ST Azrael species was Terran, is now Shivan
Ship SFr Dis species was Terran, is now Shivan
Ship SAC 3 species was Terran, is now Shivan
Ship SFr Mephisto species was Terran, is now Shivan
Ship SC 5 species was Terran, is now Shivan
Ship SFr Asmodeus species was Terran, is now Shivan
Ship SAC 2 species was Terran, is now Shivan
Ship SC Lilith species was Terran, is now Shivan
Ship SC Rakshasa species was Terran, is now Shivan
Ship SC Cain species was Terran, is now Shivan
Ship SD Demon species was Terran, is now Shivan
Ship SD Ravana species was Terran, is now Shivan
Ship SD Lucifer species was Terran, is now Shivan
Ship SSG Trident species was Terran, is now Shivan
Ship SSG Belial species was Terran, is now Shivan
Ship SSG Rahu species was Terran, is now Shivan
Ship SCv Moloch species was Terran, is now Shivan
Ship SJ Sathanas species was Terran, is now Shivan
Ship SJD Sathanas species was Terran, is now Shivan
Ship SpaceHunk species was Terran, is now Shivan
Ship Shivan Comm Node species was Terran, is now Shivan
TBM  =>  Starting parse of 'mv_root-shp.tbm' ...
TBM  =>  Starting parse of 'mv_effects-shp.tbm' ...
TBM  =>  Starting parse of 'mv_assets-shp.tbm' ...
TBM  =>  Starting parse of 'radar-shp.tbm' ...
TBM  =>  Starting parse of 'mv_root-hdg.tbm' ...
ANI support1 with size 108x24 (25.0% wasted)
ANI damage1 with size 148x25 (21.9% wasted)
ANI wingman1 with size 71x53 (17.2% wasted)
ANI wingman2 with size 35x53 (17.2% wasted)
ANI wingman3 with size 14x53 (17.2% wasted)
ANI toggle1 with size 57x20 (37.5% wasted)
ANI head1 with size 164x132 (48.4% wasted)
ANI weapons1 with size 126x20 (37.5% wasted)
ANI weapons1_b with size 150x20 (37.5% wasted)
ANI objective1 with size 149x21 (34.4% wasted)
ANI energy1 with size 12x41 (35.9% wasted)
ANI targetview1 with size 137x156 (39.1% wasted)
ANI targetview2 with size 4x96 (25.0% wasted)
ANI targetview3 with size 7x20 (37.5% wasted)
ANI 2_radar1 with size 209x170 (33.6% wasted)
ANI 2_energy2 with size 86x96 (25.0% wasted)
ANI 2_reticle1 with size 40x24 (25.0% wasted)
ANI targhit1 with size 31x21 (34.4% wasted)
ANI 2_leftarc with size 103x252 (1.6% wasted)
ANI 2_rightarc1 with size 103x252 (1.6% wasted)
ANI 2_toparc2 with size 35x24 (25.0% wasted)
ANI 2_toparc3 with size 41x29 (9.4% wasted)
ANI netlag1 with size 29x30 (6.3% wasted)
ANI 2_lead1 with size 26x26 (18.8% wasted)
ANI 2_lock1 with size 56x53 (17.2% wasted)
ANI 2_lockspin with size 100x100 (21.9% wasted)
ANI time1 with size 47x23 (28.1% wasted)
TBM  =>  Starting parse of 'mv_effects-str.tbm' ...
loading animated cursor "cursor"
ANI cursor with size 24x24 (25.0% wasted)
MediaVPs: Explosions script loaded!
MediaVPs: Flaming debris script loaded!
Ships.tbl is : VALID
Weapons.tbl is : VALID
cfile_init() took 644
Compiling video-processing shader ...
   Loading built-in default shader for: video-v.sdr
   Loading built-in default shader for: video-f.sdr
Got event GS_EVENT_GAME_INIT (49) in state NOT A VALID STATE (0)
PLR => Loading 'War in Heaven.plr' with version 1...
PLR => Parsing:  Flags...
PLR => Parsing:  Info...
PLR => Parsing:  Scoring...
PLR => Parsing:  ScoringMulti...
PLR => Parsing:  HUD...
PLR => Parsing:  Variables...
PLR => Parsing:  Multiplayer...
PLR => Parsing:  Controls...
PLR => Parsing:  Settings...
Someone passed an extension to bm_load for file 'hammer1.pcx'
PLR => Loading complete!
PLR => Verifying 'Age of Aquarius.plr' with version 1...
PLR => Parsing:  Flags...
PLR => Verifying complete!
PLR => Verifying 'Ashen Wings.plr' with version 0...
PLR => Parsing:  Flags...
PLR => (0x0001) Attempted to read 4-byte(s) beyond length limit
PLR => Verifying complete!
PLR => Verifying 'Derelict.plr' with version 0...
PLR => Parsing:  Flags...
PLR => (0x0001) Attempted to read 4-byte(s) beyond length limit
PLR => Verifying complete!
PLR => Verifying 'Dr Yong.plr' with version 0...
PLR => Parsing:  Flags...
PLR => (0x0001) Attempted to read 4-byte(s) beyond length limit
PLR => Verifying complete!
PLR => Verifying 'FreeSpace 1.plr' with version 1...
PLR => Parsing:  Flags...
PLR => Verifying complete!
PLR => Verifying 'FreeSpace 2.plr' with version 1...
PLR => Parsing:  Flags...
PLR => Verifying complete!
PLR => Verifying 'Template.plr' with version 0...
PLR => Parsing:  Flags...
PLR => (0x0001) Attempted to read 4-byte(s) beyond length limit
PLR => Verifying complete!
PLR => Verifying 'War in Heaven.plr' with version 1...
PLR => Parsing:  Flags...
PLR => Verifying complete!
ANI cursor.ani with size 24x24 (25.0% wasted)
Got event GS_EVENT_MAIN_MENU (0) in state GS_STATE_INITIAL_PLAYER_SELECT (37)
PLR => Loading 'FreeSpace 2.plr' with version 1...
PLR => Parsing:  Flags...
PLR => Parsing:  Info...
PLR => Parsing:  Scoring...
PLR => Parsing:  ScoringMulti...
PLR => Parsing:  HUD...
PLR => Parsing:  Variables...
PLR => Parsing:  Multiplayer...
PLR => Parsing:  Controls...
PLR => Parsing:  Settings...
Someone passed an extension to bm_load for file 'hammer1.pcx'
PLR => Loading complete!
CSG => Loading 'FreeSpace 2.FreeSpace2.csg' with version 2...
CSG => Parsing:  Flags...
CSG => Parsing:  Info...
CSG => Parsing:  Missions...
CSG => Parsing:  Techroom...
CSG => Parsing:  Loadout...
CSG => Parsing:  Scoring...
CSG => Parsing:  RedAlert...
CSG => Parsing:  HUD...
CSG => Parsing:  Variables...
CSG => Parsing:  Settings...
CSG => Parsing:  Controls...
CSG => Parsing:  Cutscenes...
CSG => Parsing:  Last Missions...
Someone passed an extension to bm_load for file 'hammer1.pcx'
CSG => Loading complete!
CSG => Loading 'FreeSpace 2.FreeSpace2.csg' with version 2...
CSG => Parsing:  Flags...
CSG => Parsing:  Info...
CSG => Parsing:  Missions...
CSG => Parsing:  Techroom...
CSG => Parsing:  Loadout...
CSG => Parsing:  Scoring...
CSG => Parsing:  RedAlert...
CSG => Parsing:  HUD...
CSG => Parsing:  Variables...
CSG => Parsing:  Settings...
CSG => Parsing:  Controls...
CSG => Parsing:  Cutscenes...
CSG => Parsing:  Last Missions...
Someone passed an extension to bm_load for file 'hammer1.pcx'
CSG => Loading complete!
ANI 2_mainwalk.ani with size 209x477 (6.8% wasted)
ANI 2_mainflyby.ani with size 509x189 (26.2% wasted)
ANI 2_maincrane.ani with size 192x116 (9.4% wasted)
ANI 2_mainexit.ani with size 319x174 (32.0% wasted)
ANI 2_mainbarracks.ani with size 273x158 (38.3% wasted)
ANI 2_mainreadyroom.ani with size 231x145 (43.4% wasted)
ANI 2_maintechroom.ani with size 69x119 (7.0% wasted)
ANI 2_mainoptions.ani with size 337x206 (19.5% wasted)
ANI 2_maincampaign.ani with size 308x190 (25.8% wasted)
Frame  0 too long!!: frametime = 0.587 (0.587)
Got event GS_EVENT_QUIT_GAME (5) in state GS_STATE_MAIN_MENU (1)
PLR => Saving 'FreeSpace 2.plr' with version 1...
PLR => Saving:  Flags...
PLR => Saving:  Info...
PLR => Saving:  Scoring...
PLR => Saving:  ScoringMulti...
PLR => Saving:  HUD...
PLR => Saving:  Variables...
PLR => Saving:  Multiplayer...
PLR => Saving:  Controls...
PLR => Saving:  Settings...
PLR => Saving complete!
CSG => Saving 'FreeSpace 2.FreeSpace2.csg' with version 2...
CSG => Saving:  Flags...
CSG => Saving:  Info...
CSG => Saving:  Missions...
CSG => Saving:  Techroom...
CSG => Saving:  Loadout...
CSG => Saving:  Scoring...
CSG => Saving:  RedAlert...
CSG => Saving:  HUD...
CSG => Saving:  Variables...
CSG => Saving:  Settings...
CSG => Saving:  Controls...
CSG => Saving:  Cutscenes...
CSG => Saving:  Last Missions...
CSG => Saving complete!
Freeing all existing models...
... Log closed, Tue Jan 07 15:30:47 2014
Title: Re: RELEASE: wxLauncher 0.9.4 beta [Updated 2013/06/09]
Post by: Iss Mneur on January 07, 2014, 10:01:29 pm
Please post the wxLauncher debug log (see the troubleshooting section from the OP) from a debug wxLauncher build (see the Downloads section of the OP).
Title: Re: RELEASE: wxLauncher 0.9.4 beta [Updated 2013/06/09]
Post by: Kolgena on January 09, 2014, 05:31:49 pm
Something about OAL unknown errors, which prevents the audio device from loading.

I have two oal soft .dll's: one in wxlauncher's root, and one in Freespace root. I don't have creative's OAL installed, or OAL anywhere else in my system. I tried dumping the dll in system32, but wxlauncher couldn't find it. I have no idea how to actually install .dll's, so I probably goofed something up there.

[attachment deleted by an evil time traveler]
Title: Re: RELEASE: wxLauncher 0.9.4 beta [Updated 2013/06/09]
Post by: iVoid on January 11, 2014, 09:46:53 am
Are there any plans to make the launcher portable and work without install?
Title: Re: RELEASE: wxLauncher 0.9.4 beta [Updated 2013/06/09]
Post by: Kolgena on January 12, 2014, 05:03:55 am
Something about OAL unknown errors, which prevents the audio device from loading.

I have two oal soft .dll's: one in wxlauncher's root, and one in Freespace root. I don't have creative's OAL installed, or OAL anywhere else in my system. I tried dumping the dll in system32, but wxlauncher couldn't find it. I have no idea how to actually install .dll's, so I probably goofed something up there.

Okay. Dumping openal32.dll into the syswow64 folder fixed everything. Mah bad.

Edit: Nevermind, it stopped working again. Did anyone have a chance to take a look at the debug log yet? I also did a bit of googling, and this is the exact problem I'm having:
http://www.hard-light.net/forums/index.php?topic=83695.0

I dug up an ancient installer for Creative OAL, and now things work fine. However, I'd like to use OA soft for obvious reasons, but it seems the launcher is incompatible with it.
Title: Re: RELEASE: wxLauncher 0.9.4 beta [Updated 2013/06/09]
Post by: jg18 on January 12, 2014, 09:37:09 pm
Kolgena: Offhand I don't know what the problem is, and since I currently have badly blurred vision (http://www.hard-light.net/forums/index.php?topic=53623.msg1727909#msg1727909) that makes reading very difficult, I can't research this right now. Hopefully Iss Mneur can.

iVoid: Yes (http://code.google.com/p/wxlauncher/issues/detail?id=44), no ETA.
Title: Re: RELEASE: wxLauncher 0.9.4 beta [Updated 2013/06/09]
Post by: iVoid on January 13, 2014, 09:56:40 am
Since we're also talking about using openAL soft with wxlauncher I have some feedback about that too. For me, in Windows 7, I uninstalled creative's openAL and put the renamed openAL soft dll in my freespace2 folder, openAL is detected by wxlauncher because when I start it I don't get the "unable to start the program because OpenAL32.dll is missing" message and the game runs, but there is a warning at the bottom of the launcher saying "unable to initialize OpenAL". I got some stuttering in-game once and never happened again but that probably has nothing to do with the launcher.
Title: Re: RELEASE: wxLauncher 0.9.4 beta [Updated 2013/06/09]
Post by: Iss Mneur on January 18, 2014, 02:19:26 pm
Sorry for taking so long to reply.  Work has been really busy.

@Kolgena:  I have looked at your log. It looks like we are having trouble interacting with the OpenAL library that was loaded.  Everything that we asked it to do it returned an undefined error, so if you can compile wxLauncher, try run cmake with the PLATFORM_HAS_BROKEN_OPENAL set to 1. This may allow wxLauncher to force its way past the problems.
Code: (How to add define to commandline cmake when building) [Select]
-DPLATFORM_HAS_BROKEN_OPENAL=1
If you can't compile wxLauncher, I will try and get my computer setup with a build environment (I got a new computer a couple of months ago and haven't had time to setup a build environment yet).

@iVoid: Yeah, I doubt the stuttering in-game had anything to do with it.


It sounds like both of you have installed OpenAL Soft correctly but is has been a while since I have dealt with this so I don't remember clearly.
Title: Re: RELEASE: wxLauncher 0.9.4 beta [Updated 2013/06/09]
Post by: Kolgena on January 19, 2014, 03:09:15 pm
Sorry, I don't know how to compile things :(

I can give you any system information on my end that you need, if you need to know it.
Title: Re: RELEASE: wxLauncher 0.9.4 beta [Updated 2013/06/09]
Post by: General Battuta on January 19, 2014, 03:10:26 pm
How do I force WXL to refresh the mod.ini for a given mod? I've tried switching to other mods and launching, then switching back and launching, but it seems to retain a cached version. Do I need to delete a subfolder?
Title: Re: RELEASE: wxLauncher 0.9.4 beta [Updated 2013/06/09]
Post by: mjn.mixael on January 19, 2014, 03:11:05 pm
Restarting wxL should work. That's what I always do.
Title: Re: RELEASE: wxLauncher 0.9.4 beta [Updated 2013/06/09]
Post by: General Battuta on January 19, 2014, 03:18:33 pm
No dice, even in admin mode. The mod.ini is unusually long and there were briefly and mistakenly multiple mod.inis in the folder (now there's only one). Could this be part of the problem?
Title: Re: RELEASE: wxLauncher 0.9.4 beta [Updated 2013/06/09]
Post by: General Battuta on January 19, 2014, 03:19:26 pm
(BtA has a really gorgeous main screen btw)
Title: Re: RELEASE: wxLauncher 0.9.4 beta [Updated 2013/06/09]
Post by: mjn.mixael on January 19, 2014, 03:23:18 pm
Odd. I've not yet encountered such an issue. Will have to wait and see what the devs say. And thanks. :)
Title: Re: RELEASE: wxLauncher 0.9.4 beta [Updated 2013/06/09]
Post by: Iss Mneur on January 19, 2014, 05:49:05 pm
@Kolgena, Okay. I will see what I can do.

@General Battuta, that is very strange. wxLauncher does not cache the mod.ini's.  It enumerates every time the launcher starts.  The enumeration is why the launcher still uses the splash screen when it starts, the enumeration can take a long time on a newly booted system.

Get a debug version of wxLauncher.  When it starts it will write to the log file the full path of every mod.ini that it finds.  You are looking for the part of the log starting with: "Starting to parse mod.ini's..."

wxLauncher deems any directory that contains a mod.ini to be a valid mod to list, so I suspect you still have a copy of it in some dir.
Title: Re: RELEASE: wxLauncher 0.9.4 beta [Updated 2013/06/09]
Post by: General Battuta on January 19, 2014, 05:50:23 pm
That's very possible. If it's a useful datum I don't have the problem with 5.5g.
Title: Re: RELEASE: wxLauncher 0.9.4 beta [Updated 2013/06/09]
Post by: Iss Mneur on January 19, 2014, 05:54:42 pm
That is not a huge surprise, 5.5g deals with mod.ini's completely differently that wxLauncher.  Either way, the wxLauncher.log file should explain the behaviour you are seeing.
Title: Re: RELEASE: wxLauncher 0.9.4 beta [Updated 2013/06/09]
Post by: General Battuta on January 19, 2014, 06:10:50 pm
I used the 'debug installer' linked the OP, is that what I'm after?
Title: Re: RELEASE: wxLauncher 0.9.4 beta [Updated 2013/06/09]
Post by: Iss Mneur on January 19, 2014, 06:16:22 pm
Yep. That will work for Windows.  Once you start the debug wxLauncher, verify that the incorrect entry is still in the mod list, exit wxLauncher, then check the "Troubleshooting" section in the OP for where to find the log.
Title: Re: RELEASE: wxLauncher 0.9.4 beta [Updated 2013/06/09]
Post by: General Battuta on January 19, 2014, 06:36:24 pm
Here's what I got. FSO log for the launch:

Code: [Select]
==========================================================================
DEBUG SPEW: No debug_filter.cfg found, so only general, error, and warning
categories can be shown and no debug_filter.cfg info will be saved.
==========================================================================
FreeSpace 2 Open version: 3.7.1
Passed cmdline options:
  -mod blueplanetSVN,blueplanetSVN\advtest_bp2,blueplanetSVN\adv_bp2-r2,blueplanetSVN\test_bp2,blueplanetSVN\bp2-r2,blueplanetSVN\BP,Complete\bpc-advanced,blueplanetSVN\BP,Complete\bpc-core,blueplanetSVN\BP,Complete\bpc-visuals3,blueplanetSVN\BP,Complete\bpc-visuals2,blueplanetSVN\BP,Complete\bpc-visuals1,blueplanetSVN\BP,Complete\bpc-audio1,blueplanetSVN\BP,Complete\bpc-audio2,mediavps_3612
Building file index...
Found root pack 'D:\Games\FreeSpace2\mediavps_3612\MV_Advanced.vp' with a checksum of 0x4b8b0f5a
Found root pack 'D:\Games\FreeSpace2\mediavps_3612\MV_AnimGlows.vp' with a checksum of 0x6a554026
Found root pack 'D:\Games\FreeSpace2\mediavps_3612\MV_Assets.vp' with a checksum of 0x529cc70f
Found root pack 'D:\Games\FreeSpace2\mediavps_3612\MV_Effects.vp' with a checksum of 0xb9a9a485
Found root pack 'D:\Games\FreeSpace2\mediavps_3612\MV_Music.vp' with a checksum of 0xb3e21469
Found root pack 'D:\Games\FreeSpace2\mediavps_3612\MV_Root.vp' with a checksum of 0x6ffd5c78
Found root pack 'D:\Games\FreeSpace2\FS2OGGcutscenepack.vp' with a checksum of 0x84396e99
Found root pack 'D:\Games\FreeSpace2\multi-mission-pack.vp' with a checksum of 0x377695e0
Found root pack 'D:\Games\FreeSpace2\multi-voice-pack.vp' with a checksum of 0xd50e7442
Found root pack 'D:\Games\FreeSpace2\Root_fs2.vp' with a checksum of 0x747372cc
Found root pack 'D:\Games\FreeSpace2\smarty_fs2.vp' with a checksum of 0xddeb3b1e
Found root pack 'D:\Games\FreeSpace2\sparky_fs2.vp' with a checksum of 0x164fe65a
Found root pack 'D:\Games\FreeSpace2\sparky_hi_fs2.vp' with a checksum of 0xa11d56f1
Found root pack 'D:\Games\FreeSpace2\stu_fs2.vp' with a checksum of 0xd77da83a
Found root pack 'D:\Games\FreeSpace2\tango1_fs2.vp' with a checksum of 0x4c25221e
Found root pack 'D:\Games\FreeSpace2\tango2_fs2.vp' with a checksum of 0x86920b82
Found root pack 'D:\Games\FreeSpace2\tango3_fs2.vp' with a checksum of 0x705e8d71
Found root pack 'D:\Games\FreeSpace2\warble_fs2.vp' with a checksum of 0xd85c305d
Searching root 'D:\Games\FreeSpace2\blueplanetSVN\' ... 61 files
Searching root 'D:\Games\FreeSpace2\blueplanetSVN\advtest_bp2\' ... 136 files
Searching root 'D:\Games\FreeSpace2\blueplanetSVN\adv_bp2-r2\' ... 50 files
Searching root 'D:\Games\FreeSpace2\blueplanetSVN\test_bp2\' ... 412 files
Searching root 'D:\Games\FreeSpace2\blueplanetSVN\bp2-r2\' ... 303 files
Searching root 'D:\Games\FreeSpace2\blueplanetSVN\BP\' ... 0 files
Searching root 'D:\Games\FreeSpace2\Complete\bpc-advanced\' ... 0 files
Searching root 'D:\Games\FreeSpace2\blueplanetSVN\BP\' ... 0 files
Searching root 'D:\Games\FreeSpace2\Complete\bpc-core\' ... 0 files
Searching root 'D:\Games\FreeSpace2\blueplanetSVN\BP\' ... 0 files
Searching root 'D:\Games\FreeSpace2\Complete\bpc-visuals3\' ... 0 files
Searching root 'D:\Games\FreeSpace2\blueplanetSVN\BP\' ... 0 files
Searching root 'D:\Games\FreeSpace2\Complete\bpc-visuals2\' ... 0 files
Searching root 'D:\Games\FreeSpace2\blueplanetSVN\BP\' ... 0 files
Searching root 'D:\Games\FreeSpace2\Complete\bpc-visuals1\' ... 0 files
Searching root 'D:\Games\FreeSpace2\blueplanetSVN\BP\' ... 0 files
Searching root 'D:\Games\FreeSpace2\Complete\bpc-audio1\' ... 0 files
Searching root 'D:\Games\FreeSpace2\blueplanetSVN\BP\' ... 0 files
Searching root 'D:\Games\FreeSpace2\Complete\bpc-audio2\' ... 0 files
Searching root 'D:\Games\FreeSpace2\mediavps_3612\' ... 316 files
Searching root pack 'D:\Games\FreeSpace2\mediavps_3612\MV_Advanced.vp' ... 1283 files
Searching root pack 'D:\Games\FreeSpace2\mediavps_3612\MV_AnimGlows.vp' ... 1641 files
Searching root pack 'D:\Games\FreeSpace2\mediavps_3612\MV_Assets.vp' ... 1527 files
Searching root pack 'D:\Games\FreeSpace2\mediavps_3612\MV_Effects.vp' ... 1876 files
Searching root pack 'D:\Games\FreeSpace2\mediavps_3612\MV_Music.vp' ... 32 files
Searching root pack 'D:\Games\FreeSpace2\mediavps_3612\MV_Root.vp' ... 94 files
Searching root 'D:\Games\FreeSpace2\' ... 19 files
Searching root pack 'D:\Games\FreeSpace2\FS2OGGcutscenepack.vp' ... 10 files
Searching root pack 'D:\Games\FreeSpace2\multi-mission-pack.vp' ... 110 files
Searching root pack 'D:\Games\FreeSpace2\multi-voice-pack.vp' ... 307 files
Searching root pack 'D:\Games\FreeSpace2\Root_fs2.vp' ... 157 files
Searching root pack 'D:\Games\FreeSpace2\smarty_fs2.vp' ... 10 files
Searching root pack 'D:\Games\FreeSpace2\sparky_fs2.vp' ... 3027 files
Searching root pack 'D:\Games\FreeSpace2\sparky_hi_fs2.vp' ... 1337 files
Searching root pack 'D:\Games\FreeSpace2\stu_fs2.vp' ... 2355 files
Searching root pack 'D:\Games\FreeSpace2\tango1_fs2.vp' ... 32 files
Searching root pack 'D:\Games\FreeSpace2\tango2_fs2.vp' ... 15 files
Searching root pack 'D:\Games\FreeSpace2\tango3_fs2.vp' ... 10 files
Searching root pack 'D:\Games\FreeSpace2\warble_fs2.vp' ... 52 files
Searching root 'e:\' ... 0 files
Found 40 roots and 15172 files.
ERROR: Unknown Language Checksum: 589986744
Using default language settings...
TBM  =>  Starting parse of 'mv_core-lcl.tbm' ...
Setting language to English
TBM  =>  Starting parse of 'mv_core-lcl.tbm' ...
Game Settings Table: Using Standard Loops For SEXP Arguments
Game Settings Table: Using standard event chaining behavior
Game Settings Table: External shaders are DISABLED
Initializing OpenAL...
  OpenAL Vendor     : Creative Labs Inc.
  OpenAL Renderer   : Software
  OpenAL Version    : 1.1

  Found extension "ALC_EXT_EFX".

  Sample rate: 44100 (44100)
  EFX version: 1.0
  Max auxiliary sends: 1
  Playback device: Generic Software on Headset Earphone (3- Microsoft LifeChat LX-3000 )
  Capture device: Microphone (ASUS Xonar DG Audio
... OpenAL successfully initialized!
Failed to init speech
Initializing OpenGL graphics device at 1680x1050 with 32-bit color...
  Initializing WGL...
  Requested WGL Video values = R: 8, G: 8, B: 8, depth: 24, stencil: 8, double-buffer: 1
  Actual WGL Video values    = R: 8, G: 8, B: 8, depth: 24, stencil: 8, double-buffer: 1
  OpenGL Vendor    : ATI Technologies Inc.
  OpenGL Renderer  : AMD Radeon HD 5800 Series
  OpenGL Version   : 4.2.12422 Compatibility Profile Context 13.152.0.0

  Using extension "GL_EXT_fog_coord".
  Using extension "GL_ARB_multitexture".
  Using extension "GL_ARB_texture_env_add".
  Using extension "GL_ARB_texture_compression".
  Using extension "GL_EXT_texture_compression_s3tc".
  Using extension "GL_EXT_texture_filter_anisotropic".
  Using extension "GL_ARB_texture_env_combine".
  Using extension "GL_EXT_compiled_vertex_array".
  Using extension "GL_EXT_draw_range_elements".
  Using extension "GL_ARB_texture_mirrored_repeat".
  Using extension "GL_ARB_texture_non_power_of_two".
  Using extension "GL_ARB_vertex_buffer_object".
  Using extension "GL_ARB_pixel_buffer_object".
  Using extension "GL_SGIS_generate_mipmap".
  Using extension "GL_EXT_framebuffer_object".
  Using extension "GL_ARB_texture_rectangle".
  Using extension "GL_EXT_bgra".
  Using extension "GL_ARB_texture_cube_map".
  Using extension "GL_EXT_texture_lod_bias".
  Using extension "GL_ARB_point_sprite".
  Using extension "GL_ARB_shading_language_100".
  Using extension "GL_ARB_shader_objects".
  Using extension "GL_ARB_vertex_shader".
  Using extension "GL_ARB_fragment_shader".
  Using extension "GL_ARB_shader_texture_lod".
  Using extension "GL_ARB_texture_float".
  Using extension "GL_ARB_draw_elements_base_vertex".
  Using extension "GL_EXT_framebuffer_blit".
  Using extension "GL_EXT_geometry_shader4".
  Using extension "GL_EXT_texture_array".
  Found special extension function "wglSwapIntervalEXT".

Compiling new shader:
   Loading built-in default shader for: soft-v.sdr
   Loading built-in default shader for: soft-f.sdr
Shader features:
   Depth-blended Particles
Compiling new shader:
   Loading built-in default shader for: soft-v.sdr
   Loading built-in default shader for: soft-f.sdr
Shader features:
   Distorted Particles
Compiling deferred light shader...
   Loading built-in default shader for: deferred-v.sdr
   Loading built-in default shader for: deferred-f.sdr

  Max texture units: 8 (16)
  Max elements vertices: 2147483647
  Max elements indices: 16777215
  Max texture size: 16384x16384
  Max render buffer size: 16384x16384
  Can use compressed textures: YES
  Texture compression available: YES
  Post-processing enabled: NO
  Using bilinear texture filter.
  OpenGL Shader Version: 4.30
... OpenGL init is complete!
Size of bitmap info = 742 KB
Size of bitmap extra info = 48 bytes
ANI cursorweb with size 24x24 (25.0% wasted)
GRAPHICS: Initializing default colors...
SCRIPTING: Beginning initialization sequence...
SCRIPTING: Beginning Lua initialization...
LUA: Opening LUA state...
LUA: Initializing base Lua libraries...
LUA: Beginning ADE initialization
ADE: Initializing enumeration constants...
ADE: Assigning Lua session...
SCRIPTING: Beginning main hook parse sequence....
Wokka!  Error opening file (scripting.tbl)!
TABLES: Unable to parse 'scripting.tbl'!  Error code = 5.
TBM  =>  Starting parse of 'mv_flak-sct.tbm' ...
TBM  =>  Starting parse of 'mv_exp-sct.tbm' ...
TBM  =>  Starting parse of 'mv_dbrs-sct.tbm' ...
TBM  =>  Starting parse of 'shipsaveload-sct.tbm' ...
TBM  =>  Starting parse of 'promptBox-sct.tbm' ...
TBM  =>  Starting parse of 'zmisc-sct.tbm' ...
TBM  =>  Starting parse of 'partCol-sct.tbm' ...
TBM  =>  Starting parse of 'deathPart-sct.tbm' ...
SCRIPTING: Inititialization complete.
SCRIPTING: Splash screen overrides checked
SCRIPTING: Splash hook has been run
SCRIPTING: Splash screen conditional hook has been run
Using high memory settings...
Wokka!  Error opening file (interface.tbl)!
WMCGUI: Unable to parse 'interface.tbl'!  Error code = 5.
TBM  =>  Starting parse of 'mv_effects-sdf.tbm' ...
Dutifully ignoring the extra sound values for retail sound 36, 'l_hit.wav'...
Dutifully ignoring the extra sound values for retail sound 37, 'm_hit.wav'...
TBM  =>  Starting parse of 'TEI_stuff-snd.tbm' ...
Windows reported 16 joysticks, we found 0
Current soundtrack set to -1 in event_music_reset_choices
TBM  =>  Starting parse of 'mv_music-mus.tbm' ...
TABLES => Unable to find 'colors.tbl'. Initialising colors with default values.
TBM  =>  Starting parse of 'mv_effects-mfl.tbm' ...
Wokka!  Error opening file (armor.tbl)!
TABLES: Unable to parse 'armor.tbl'!  Error code = 5.
TBM  =>  Starting parse of 'mv_effects-amr.tbm' ...
TBM  =>  Starting parse of 'mv_effects-wxp.tbm' ...
BMPMAN: Found EFF (exp20.eff) with 75 frames at 20 fps.
BMPMAN: Found EFF (ExpMissileHit1.eff) with 92 frames at 20 fps.
BMPMAN: Found EFF (exp04.eff) with 49 frames at 22 fps.
BMPMAN: Found EFF (exp05.eff) with 93 frames at 20 fps.
BMPMAN: Found EFF (exp06.eff) with 92 frames at 22 fps.
BMPMAN: Found EFF (capflash.eff) with 40 frames at 10 fps.
BMPMAN: Found EFF (Maxim_Impact.eff) with 23 frames at 30 fps.
ANI Lamprey_Impact with size 80x80 (37.5% wasted)
TBM  =>  Starting parse of 'mv_core-wep.tbm' ...
TBM  =>  Starting parse of 'mv_effects-wep.tbm' ...
TBM  =>  Starting parse of 'mv_assets-wep.tbm' ...
TBM  =>  Starting parse of 'bp2-r2-wep.tbm' ...
TBM  =>  Starting parse of 'TEI_stuff-wep.tbm' ...
WARNING: "$Pspew specified for weapon Pulsar-AAA but this weapon does not have the "Particle Spew" weapon flag set. Automatically setting the flag" at weapons.cpp:2368
TBM  =>  Starting parse of 'localssm-wep.tbm' ...
TBM  =>  Starting parse of 'furystuff-wep.tbm' ...
Ignoring free flight speed for weapon 'Eos#Hecate'
TBM  =>  Starting parse of 'darius-wep.tbm' ...
TBM  =>  Starting parse of 'beams-wep.tbm' ...
TBM  =>  Starting parse of 'axemstuff-wep.tbm' ...
TBM  =>  Starting parse of 'apocalypse-gef-wep.tbm' ...
TBM  =>  Starting parse of 'mv_effects-obt.tbm' ...
TBM  =>  Starting parse of 'bp2-r2-obt.tbm' ...
WARNING: "Unrecognized weapon 'TAG-AAA' found when setting weapon targeting priorities." at ship.cpp:17934
bp2-r2-obt.tbm(line 4): Error: Required token = [#End] or [$Name:], found [+Target Priority: ( "bombers" "fighters" "bombs")].

ERROR: bp2-r2-obt.tbm(line 4):
Error: Required token = [#End] or [$Name:], found [+Target Priority: ( "bombers" "fighters" "bombs")].

File: parselo.cpp
Line: 333
Int3(): From d:\fso\scp bp\code\globalincs\windebug.cpp at line 1253

and the WXL log: http://pastebin.com/9pG0RzpV

Honestly I can't see any sign of the thing I thought was the issue - an erroneous string appended to the mod.ini secondarylist.
Title: Re: RELEASE: wxLauncher 0.9.4 beta [Updated 2013/06/09]
Post by: MatthTheGeek on January 19, 2014, 06:44:15 pm
Dude, you're missing MV_Root.3612.vp, MV_Effects.3612.vp and MV_Assets.3612.vp
Title: Re: RELEASE: wxLauncher 0.9.4 beta [Updated 2013/06/09]
Post by: General Battuta on January 19, 2014, 06:53:18 pm
I have never had those files and it's always worked before  :confused:

It also doesn't explain the erroneous string that kept popping up in the debug log!

e: adding them did not solve the bug, but we're probably not helping WXL much as the debug log is not capturing that erroneous string any more.
Title: Re: RELEASE: wxLauncher 0.9.4 beta [Updated 2013/06/09]
Post by: General Battuta on January 19, 2014, 07:09:47 pm
Matth believes the issue is that WXLauncher is replacing spaces in folder names with commas.
Title: Re: RELEASE: wxLauncher 0.9.4 beta [Updated 2013/06/09]
Post by: MatthTheGeek on January 19, 2014, 07:14:23 pm
If you look in the log above, all the instances of "BP,Complete" are supposed to be "BP Complete". The mod.ini is parsed correctly on 5.5g.
Title: Re: RELEASE: wxLauncher 0.9.4 beta [Updated 2013/06/09]
Post by: General Battuta on January 19, 2014, 07:23:53 pm
This does mean that my initial worries about the mod.ini refreshing are gone, since it seems to have updated properly.
Title: Re: RELEASE: wxLauncher 0.9.4 beta [Updated 2013/06/09]
Post by: jg18 on January 20, 2014, 06:27:27 am
I will try to take a look into this during the day.

To make sure I understand the problem (again, reading is slow), the argument to FSO's -mod flag (aka the mod line) is incorrect? There are commas in cases where there should be spaces? Any other issues?

Can you post a copy of the mod.ini you're using, or if you prefer, could you PM a copy to me and Iss Mneur? EDIT 2: Well, not sure if there's a point in PMing, since the processed contents are already in the log, so might as well just post it.

EDIT: Other questions offhand:

- Which mod did you have activated in the mod list?

- Did the incorrect -mod string that's in the FSO log also appear in the launcher's "current command line" box (advanced settings tab)?
Title: Re: RELEASE: wxLauncher 0.9.4 beta [Updated 2013/06/09]
Post by: The E on January 20, 2014, 06:58:08 am
This was the original -mod argument that caused this:
Code: [Select]
-mod blueplanetSVN,blueplanetSVN\advtest_bp2,blueplanetSVN\adv_bp2-r2,blueplanetSVN\test_bp2,blueplanetSVN\bp2-r2,blueplanetSVN\BP,Complete\bpc-advanced,blueplanetSVN\BP,Complete\bpc-core,blueplanetSVN\BP,Complete\bpc-visuals3,blueplanetSVN\BP,Complete\bpc-visuals2,blueplanetSVN\BP,Complete\bpc-visuals1,blueplanetSVN\BP,Complete\bpc-audio1,blueplanetSVN\BP,Complete\bpc-audio2,mediavps_3612;>>>>>>>,.r6252
My initial thought was that there was some merging conflicts still remaining in svn, this was apparently resolved normally. However, as Matt pointed out, the greater issue is that spaces in the commandline as written in the mod.ini were converted to commas, causing wrongness everywhere.
Title: Re: RELEASE: wxLauncher 0.9.4 beta [Updated 2013/06/09]
Post by: Iss Mneur on January 20, 2014, 02:21:50 pm
The strange thing with the commas is that mangled string was read from the profile (called "Diaspora"), but we read it correctly from the mod.ini because we recorded the change to the correct string to that profile.
Title: Re: RELEASE: wxLauncher 0.9.4 beta [Updated 2013/06/09]
Post by: jg18 on January 20, 2014, 05:29:17 pm
Keeping in mind that working on this is deeply frustrating no matter what, given that I can't read even large text from more than about 8 inches (20 cm) from the screen and am working on a laptop hunched over with full-screen magnification that limits me to seeing only part of the screen at a time...

How should the mod line read? The same except that "BP,Complete" should be "BP Complete"?

Reading the logs is extremely slow. I can only see a handful of lines at a time, and wxL logs are pretty verbose. Anything you can do to point out relevant lines would be appreciated.

Please answer my questions from before.

Does the issue still occur if you create a new profile?

Please provide me with the data/steps needed to reproduce this, including a complete copy of the mod.ini and preferably also a copy of your wxL profile folder (PM a link of a .zip or whatever if you prefer). I think that any relevant mod.ini files and your wxL profile data (%appdata%\wxLauncher IIRC) should be enough.

Guys, as much as I love speculating and asking random questions, it's likely to lead to my patience falling rapidly, especially with increasing eyestrain (should I even be doing this in the first place?). Working on a bug I can repro locally is much more likely to lead to it getting fixed. This holds true to some extent in all circumstances but now more than ever.

Thanks.
Title: Re: RELEASE: wxLauncher 0.9.4 beta [Updated 2013/06/09]
Post by: General Battuta on January 20, 2014, 05:38:29 pm
I will try to take a look into this during the day.

To make sure I understand the problem (again, reading is slow), the argument to FSO's -mod flag (aka the mod line) is incorrect? There are commas in cases where there should be spaces? Any other issues?

Correct, I believe that's the only current issue. We had another problem with a bit of junk getting appended to the mod.ini but it seems to have gone and I can't repro.

Code: [Select]
Can you post a copy of the mod.ini you're using, or if you prefer, could you PM a copy to me and Iss Mneur? EDIT 2: Well, not sure if there's a point in PMing, since the processed contents are already in the log, so might as well just post it.[/quote]

Here's the mod.ini:

[quote]# PLEASE NOTE ALL INI SETTINGS ARE *OPTIONAL*

# modname:       Display name only, so you can have spaces instead of underscores for multi word MOD's
# image255x112:  Location of a 255x112 bmp you wish to display in the launcher
# infotext:      Text that will appear in the launcher
# website:       Link to your website
# forum:         Link to your forum
[launcher]
modname      = Blue Planet SVN;
infotext     = Blue Planet SVN folder.;
website      = http://blueplanet.hard-light.net;
forum        = http://www.hard-light.net/forums/index.php/board,169.0.html;
[multimod]
primarylist  = ;
secondarylist = blueplanetSVN\advtest_bp2,blueplanetSVN\adv_bp2-r2,blueplanetSVN\test_bp2,blueplanetSVN\bp2-r2,blueplanetSVN\BP Complete\bpc-advanced,blueplanetSVN\BP Complete\bpc-core,blueplanetSVN\BP Complete\bpc-visuals3,blueplanetSVN\BP Complete\bpc-visuals2,blueplanetSVN\BP Complete\bpc-visuals1,blueplanetSVN\BP Complete\bpc-audio1,blueplanetSVN\BP Complete\bpc-audio2,mediavps_3612;

Quote
EDIT: Other questions offhand:

- Which mod did you have activated in the mod list?

The targeted mod was -blueplanetsvn.

Quote
- Did the incorrect -mod string that's in the FSO log also appear in the launcher's "current command line" box (advanced settings tab)?

Yes, it does.

Quote
How should the mod line read? The same except that "BP,Complete" should be "BP Complete"?

Yes, exactly. This is what the line reads:

-mod blueplanetSVN,blueplanetSVN\advtest_bp2,blueplanetSVN\adv_bp2-r2,blueplanetSVN\test_bp2,blueplanetSVN\bp2-r2,blueplanetSVN\BP,Complete\bpc-advanced,blueplanetSVN\BP,Complete\bpc-core,blueplanetSVN\BP,Complete\bpc-visuals3,blueplanetSVN\BP,Complete\bpc-visuals2,blueplanetSVN\BP,Complete\bpc-visuals1,blueplanetSVN\BP,Complete\bpc-audio1,blueplanetSVN\BP,Complete\bpc-audio2,mediavps_3612

And it should read

-mod blueplanetSVN,blueplanetSVN\advtest_bp2,blueplanetSVN\adv_bp2-r2,blueplanetSVN\test_bp2,blueplanetSVN\bp2-r2,blueplanetSVN\BP Complete\bpc-advanced,blueplanetSVN\BP Complete\bpc-core,blueplanetSVN\BP Complete\bpc-visuals3,blueplanetSVN\BP Complete\bpc-visuals2,blueplanetSVN\BP Complete\bpc-visuals1,blueplanetSVN\BP Complete\bpc-audio1,blueplanetSVN\BP Complete\bpc-audio2,mediavps_3612

So the error is only it interpreting 'BP Complete' as 'BP,Complete'.

The issue does recur with a new profile. I can try to get the wxL profile folder to you if you still think it's necessary.

You probably shouldn't be doing this though :(
Title: Re: RELEASE: wxLauncher 0.9.4 beta [Updated 2013/06/09]
Post by: jg18 on January 20, 2014, 09:33:38 pm
A quick repro attempt on OS X didn't work. wxL correctly preserved the spaces as confirmed in an FSO debug log. :sigh:

Just to make sure there's nothing weird going on with your profiles, could you rename your wxL profile folder? Exit the launcher, then go to Start Menu >> Run... and type %appdata% then rename the wxlauncher folder to say wxlauncher_old .

Then start the launcher again and set up the default profile (select your FS2 root folder, activate the Blue Planet SVN mod, etc.) and see if the problem recurs.

Thanks.
Title: Re: RELEASE: wxLauncher 0.9.4 beta [Updated 2013/06/09]
Post by: Iss Mneur on February 06, 2014, 12:23:10 am
I have gotten a build environment setup again.

@Kolgena: I think I may have fixed your issues with OpenAL and the invalid operations with this test build (https://app.box.com/s/v3h5me1y29aoa7frb28y).

Make sure that wxLauncher is not running. Extract the build above over top of the existing install. Please let me know if it fixes your issue.

@Battua: Did jg18's suggestion of renaming your wxLauncher profile folder fix the issue? Now that I have a build environment I will be taking a look at your issue.
Title: Re: RELEASE: wxLauncher 0.9.4 beta [Updated 2013/06/09]
Post by: Kolgena on February 07, 2014, 01:55:22 pm
Thanks!

C:\Program Files\wxLauncher\bin\wxlauncher.exe

The application has failed to start because its side-by-side configuration is incorrect. Please see the application event log or use the command-line sxstrace.exe tool for more detail.

I dunno what that means, but your build breaks when simply copied over into the bin directory.
Title: Re: RELEASE: wxLauncher 0.9.4 beta [Updated 2013/06/09]
Post by: Iss Mneur on February 07, 2014, 02:06:33 pm
okay.  Can you open your windows event viewer and check the Application (I think.  I may be under the system log) log under Windows Logs for an windows side by side error and paste the contents of the General tab here.
Title: Re: RELEASE: wxLauncher 0.9.4 beta [Updated 2013/06/09]
Post by: Kolgena on February 07, 2014, 04:33:05 pm
Activation context generation failed for "C:\Program Files (x86)\wxLauncher\bin\wxlauncher.exe". Dependent Assembly Microsoft.VC90.DebugCRT,processorArchitecture="x86",publicKeyToken="1fc8b3b9a1e18e3b",type="win32",version="9.0.21022.8" could not be found. Please use sxstrace.exe for detailed diagnosis.

... i'm going to clean install the launcher, since I apparently forgot that I copied the patched build over a debug build. Edit: nope, that didn't fix it.

Google says:
It looks like you have a dependency on a debug library (Microsoft.VC90.DebugCRT)

Debug libraries are not provided in any redistributable pack (because they are not redistributable).

This probably means you are trying to run a debug build on a machine that does not have Visual Studio installed. The solution to the problem is to  build and distribute a release build, not a debug build.
Title: Re: RELEASE: wxLauncher 0.9.4 beta [Updated 2013/06/09]
Post by: Iss Mneur on February 09, 2014, 02:53:23 pm
@Kolgena: Okay.  Sorry it looks like I hadn't patched my compiler.  Please try this build: https://app.box.com/s/a6jaa9oeuan550wfnc33

You will need to have the debug install of wxLauncher installed first before you copy over the .exe.

@Battuta, The E: I have looked through the code and do not see how we could damage the modline like that.  At no point to we split on whitespace, so it is looking like it may have been bad data.  Either way, I cannot reproduce what you are seeing.  If I put a well formed mod.ini in place wxLauncher will clear out the damaged modline the next time you click activate on a mod. Do you have a copy of the malformed mod.ini that you were trying to use?
Title: Re: RELEASE: wxLauncher 0.9.4 beta [Updated 2013/06/09]
Post by: General Battuta on February 09, 2014, 07:41:02 pm
I can't get at it right now, but it's one of the stock mod.inis in the Blue Planet SVN, I believe, so any team member should be able to post it.
Title: Re: RELEASE: wxLauncher 0.9.4 beta [Updated 2013/06/09]
Post by: The E on February 10, 2014, 03:25:30 am
Code: [Select]
# PLEASE NOTE ALL INI SETTINGS ARE *OPTIONAL*

# modname:       Display name only, so you can have spaces instead of underscores for multi word MOD's
# image255x112:  Location of a 255x112 bmp you wish to display in the launcher
# infotext:      Text that will appear in the launcher
# website:       Link to your website
# forum:         Link to your forum
[launcher]
modname      = Blue Planet SVN;
infotext     = Blue Planet SVN folder.;
website      = http://blueplanet.hard-light.net;
forum        = http://www.hard-light.net/forums/index.php/board,169.0.html;
[multimod]
primarylist  = ;
secondarylist = blueplanetSVN\advtest_bp2,blueplanetSVN\adv_bp2-r2,blueplanetSVN\test_bp2,blueplanetSVN\bp2-r2,blueplanetSVN\BP Complete\bpc-advanced,blueplanetSVN\BP Complete\bpc-core,blueplanetSVN\BP Complete\bpc-visuals3,blueplanetSVN\BP Complete\bpc-visuals2,blueplanetSVN\BP Complete\bpc-visuals1,blueplanetSVN\BP Complete\bpc-audio1,blueplanetSVN\BP Complete\bpc-audio2,mediavps_3612;
Title: Re: RELEASE: wxLauncher 0.9.4 beta [Updated 2013/06/09]
Post by: Kolgena on February 10, 2014, 03:27:14 pm
I installed the debug launcher over the normal launcher, then copied over the new exec. Still getting a side-by-side.
Title: Re: RELEASE: wxLauncher 0.9.4 beta [Updated 2013/06/09]
Post by: Iss Mneur on February 10, 2014, 04:31:05 pm
Can you please post the same info from the event log as last time for this side-by-side error?
Title: Re: RELEASE: wxLauncher 0.9.4 beta [Updated 2013/06/09]
Post by: Kolgena on February 11, 2014, 03:25:02 pm
Activation context generation failed for "C:\Program Files (x86)\wxLauncher\bin\wxlauncher.exe".Error in manifest or policy file "" on line . A component version required by the application conflicts with another component version already active. Conflicting components are:. Component 1: C:\Program Files (x86)\wxLauncher\bin\Microsoft.VC90.DebugCRT.MANIFEST. Component 2: C:\Program Files (x86)\wxLauncher\bin\Microsoft.VC90.DebugCRT.MANIFEST.
Title: Re: RELEASE: wxLauncher 0.9.4 beta [Updated 2013/06/09]
Post by: Phantom Hoover on February 12, 2014, 05:41:41 am
Compilation is erroring out for me:

Code: [Select]
/home/phantomhoover/Freespace/wxlauncher/code/controls/ModList.cpp: In constructor ‘ModInfoDialog::ModInfoDialog(ModItem*, wxWindow*)’:
/home/phantomhoover/Freespace/wxlauncher/code/controls/ModList.cpp:1355:24: error: operands to ?: have different types ‘wxCStrData’ and ‘const wxString’
    item->forum.c_str():_("http://www.hard-light.net/forums/index.php?board=124.0"), _("Forum")).c_str(),
                        ^
Title: Re: RELEASE: wxLauncher 0.9.4 beta [Updated 2013/06/09]
Post by: jg18 on February 13, 2014, 07:09:15 am
PH, are there any additional errors? Does the compiler stop right after encountering the error?

Also, your distro including version number, and versions of GCC and wxWidgets you're using? Is your copy of wxWidgets from your distro's repo, or did you build it?
Title: Re: RELEASE: wxLauncher 0.9.4 beta [Updated 2013/06/09]
Post by: Phantom Hoover on February 13, 2014, 12:04:58 pm
PH, are there any additional errors? Does the compiler stop right after encountering the error?

Also, your distro including version number, and versions of GCC and wxWidgets you're using? Is your copy of wxWidgets from your distro's repo, or did you build it?

No additional errors beyond the standard boilerplate when a build fails. Distro is arch, gcc is 4.8.2, wxWidgets is... ah, I have 3.0 and 2.8 installed separately. That's likely the problem, then. There's also, I have just noticed, an AUR package, so I'll use that instead. Problem solved.
Title: Re: RELEASE: wxLauncher 0.9.4 beta [Updated 2013/06/09]
Post by: Iss Mneur on February 15, 2014, 12:39:35 am
Okay Kolgena, finally have a build that should not produce side-by-side errors (I even freshly installed a windows 7 machine to make sure that the debug installer and this binary will work).  Please let me know how it goes: https://app.box.com/s/6o5xoqrimeyedwmwoib4
Title: Re: RELEASE: wxLauncher 0.9.4 beta [Updated 2013/06/09]
Post by: Kolgena on February 15, 2014, 01:32:58 am
So pro.

No more side by sides. Selecting an audio device results in the following text in the bottom bar:

OpenAL:417: Unknown error number 0x0000a004

Running the game obviously results in no sound.
Title: Re: RELEASE: wxLauncher 0.9.4 beta [Updated 2013/06/09]
Post by: Iss Mneur on February 15, 2014, 10:00:32 am
Okay, I am going to need you fso log and wxlauncher log. Thanks
Title: Re: RELEASE: wxLauncher 0.9.4 beta [Updated 2013/06/09]
Post by: Macfie on February 26, 2014, 08:35:13 am
What format do the mod images have to be in to display in the launcher?  I already found out that if the image is not exactly 255 x 112 it will not display but I found a couple of other mod images that do not display even when set to 255 x 112.  Are there other requirements?
Title: Re: RELEASE: wxLauncher 0.9.4 beta [Updated 2013/06/09]
Post by: Iss Mneur on February 26, 2014, 10:07:05 pm
Any .bmp image with or without alpha (24 or 32 bit per pixel) of the specified resolution will work.  .pngs will also work but they will not work with the win32 launcher.

What specific issue are you having?  The only problem one have seen was the one that was shipped with WoD. IIRC, the .bmp had full transparency so when wxLauncher rendered them they were "missing" but when explorer rendered them they were fine because explorer generally ignores transparency.  Resaving it with MS Paint would fix it.
Title: Re: RELEASE: wxLauncher 0.9.4 beta [Updated 2013/06/09]
Post by: Macfie on February 27, 2014, 05:54:18 am
Ihave a mod Image that is 255 x 112 that is not showing up in the launcher.  The only difference I can find is in the resolution.  It is 92 dpi and the others are 72dpi.
Title: Re: RELEASE: wxLauncher 0.9.4 beta [Updated 2013/06/09]
Post by: Iss Mneur on February 27, 2014, 01:34:32 pm
That could very well be the reason.  Can you send me the mod image or post it here and I will try to take a look at it tonight.
Title: Re: RELEASE: wxLauncher 0.9.4 beta [Updated 2013/06/09]
Post by: Macfie on February 27, 2014, 05:22:21 pm
Here is the mod image.

[attachment deleted by an evil time traveler]
Title: Re: RELEASE: wxLauncher 0.9.4 beta [Updated 2013/06/09]
Post by: Iss Mneur on February 28, 2014, 12:01:52 am
the image seems to work for me using
Code: [Select]
[launcher]
modname=fsar test
image255x112=FSAR.bmp
as the mod.ini.

What OS are you using?  I am using windows 7.  I notice that the .bmp has an all uppercase name and like FSO we are technically case sensitive (though on windows you get away with it most of the time because the filesystem on windows is not).

If that is not the case please take a try with a debug build (instructions are in the OP) and:
1) attach your log
2) a screen shot of the mods tab of the launcher with the missing image
3) a directory listing of your FSO root
4) a directory listing of the mod directory
5) the contents of the mod.ini that you are trying to use.

If you do not want to post is publicly feel free to PM the above to me.

Thanks,
Title: Re: RELEASE: wxLauncher 0.9.4 beta [Updated 2013/06/09]
Post by: CT27 on April 27, 2014, 12:44:47 am
It was said this wxlauncher folder should be placed not in the main FS2 folder but the default program files location.

Two minor questions:

1-When I installed this it installed to "Program Files (x86)".  Is it okay to leave it there?

2-Is it okay if I rename that folder to "0.9.4 wxlauncher"?  (I just added the numbers)?
Title: Re: RELEASE: wxLauncher 0.9.4 beta [Updated 2013/06/09]
Post by: Iss Mneur on April 27, 2014, 10:14:34 am
It was said this wxlauncher folder should be placed not in the main FS2 folder but the default program files location.

Two minor questions:

1-When I installed this it installed to "Program Files (x86)".  Is it okay to leave it there?

2-Is it okay if I rename that folder to "0.9.4 wxlauncher"?  (I just added the numbers)?

1) Yes, let the installer put it where it wants.
2) If you insist.  But please, change the folder using the installer rather than just renaming the folder because it sets some registry entries that point to its location that are needed.
Title: Re: RELEASE: wxLauncher 0.9.4 beta [Updated 2013/06/09]
Post by: CountBuggula on May 01, 2014, 12:09:39 pm
I was making a new banner for our mod and noticed that although wxlauncher calls for an image of 255x112, in the actual gui it's smaller than that, forcing the image to be scaled down and look compressed.  I'd much rather use GIMP to scale the image properly to the final resolution, but it seems like we can only use 255x112?  What is the actual size of that image box and why are we scaling down to that size instead of using the native image resolution?
Title: Re: RELEASE: wxLauncher 0.9.4 beta [Updated 2013/06/09]
Post by: Iss Mneur on May 01, 2014, 12:35:25 pm
I was making a new banner for our mod and noticed that although wxlauncher calls for an image of 255x112, in the actual gui it's smaller than that, forcing the image to be scaled down and look compressed.  I'd much rather use GIMP to scale the image properly to the final resolution, but it seems like we can only use 255x112?  What is the actual size of that image box and why are we scaling down to that size instead of using the native image resolution?
In the actual GUI it is 182x80.  Yes, some mod images do look odd when it does the compression but for most it ends up not being a problem.

The reason for us scaling the image is the original 255x112 is just too big to be put into the list at a native resolution even though it looks nice as a header image (and we do use the full native res it on the Info Popup for exactly that).

In the mod.ini add an image182x80 (https://code.google.com/p/wxlauncher/wiki/ModIniOptions#image182x80) if you need to have a native resolution image in the modlist.
Title: Re: RELEASE: wxLauncher 0.9.4 beta [Updated 2013/06/09]
Post by: CountBuggula on May 01, 2014, 02:49:58 pm
Huh.  I can't get the 182x80 version to appear in the list - it still pulls the 255x112 version (which DOES look really good in the pop-up - thanks for the clarification there).  Here's my mod.ini:

Code: (mod.ini) [Select]
[launcher]
modname      = Fate of the Galaxy;
image255x112 = texttt.png;
image182x80  = text80.png;
infotext     = Fate of the Galaxy is a total conversion of FreeSpace Open based on the Star Wars universe. Our goal is to deliver compelling gameplay that captures the look and feel of the original trilogy space battles. May the force be with you.;
website      = http://fateofthegalaxy.net/;
forum        = http://www.hard-light.net/forums/index.php?board=70.0;

[multimod]
primarylist  = ;
secondrylist = ;

[settings]
flags = ;
Title: Re: RELEASE: wxLauncher 0.9.4 beta [Updated 2013/06/09]
Post by: Iss Mneur on May 01, 2014, 10:49:45 pm
The mod.ini looks fine to me. BTW, secondrylist is supposed to be secondarylist.  Not that it would break this.

If it doesn't like the 182x80 image then it will reject it and fall back to the 255x112 image. Get a debug build as described in the OP and check the log, it will print the reason when it is parsing the mod.ini's.
Title: Re: RELEASE: wxLauncher 0.9.4 beta [Updated 2013/06/09]
Post by: AdmiralRalwood on May 01, 2014, 11:14:19 pm
The mod.ini looks fine to me. BTW, secondrylist is supposed to be secondarylist.  Not that it would break this.
It definitely wouldn't break it because both are supported for obscure reasons of backwards compatibility.
Title: Re: RELEASE: wxLauncher 0.9.4 beta [Updated 2013/06/09]
Post by: Iss Mneur on May 01, 2014, 11:28:08 pm
The mod.ini looks fine to me. BTW, secondrylist is supposed to be secondarylist.  Not that it would break this.
It definitely wouldn't break it because both are supported for obscure reasons of backwards compatibility.
Both?
Title: Re: RELEASE: wxLauncher 0.9.4 beta [Updated 2013/06/09]
Post by: AdmiralRalwood on May 02, 2014, 12:51:21 am
The mod.ini looks fine to me. BTW, secondrylist is supposed to be secondarylist.  Not that it would break this.
It definitely wouldn't break it because both are supported for obscure reasons of backwards compatibility.
Both?
Both the correct spelling of secondarylist and the incorrect spelling of secondrylist are parsed identically.
Title: Re: RELEASE: wxLauncher 0.9.4 beta [Updated 2013/06/09]
Post by: CountBuggula on May 02, 2014, 10:21:25 am
The mod.ini looks fine to me. BTW, secondrylist is supposed to be secondarylist.  Not that it would break this.

If it doesn't like the 182x80 image then it will reject it and fall back to the 255x112 image. Get a debug build as described in the OP and check the log, it will print the reason when it is parsing the mod.ini's.

Huh...so I built a debug version and ran it...and it uses the correct image now!  Went back and built the standard version again from scratch and it works fine there too now.  Don't know what happened to my last build, since it was from the same source, but it looks fine now.  Thanks for the help.
Title: Re: RELEASE: wxLauncher 0.9.4 beta [Updated 2013/06/09]
Post by: Iss Mneur on May 02, 2014, 12:54:45 pm
Both the correct spelling of secondarylist and the incorrect spelling of secondrylist are parsed identically.
Indeed.  But that doesn't change that secondrylist is depreciated and that new mods and TC should not be using it.

Huh...so I built a debug version and ran it...and it uses the correct image now!  Went back and built the standard version again from scratch and it works fine there too now.  Don't know what happened to my last build, since it was from the same source, but it looks fine now.  Thanks for the help.
Interesting.  Not sure what would cause that other than the launcher not getting restarted between tests (all of that data is read on start up).
Title: Re: RELEASE: wxLauncher 0.9.4 beta [Updated 2013/06/09]
Post by: eisberg on May 11, 2014, 10:13:03 pm
I have the latest version of Linux Mint.  I compiled wxlauncher, and when I ran the compiled executable I got this message:

Fatal Error: SDL_InitSubSystem failed
Aborted

Have no idea what to do from here.  Would love some help.
I am a Linux noob.
Title: Re: RELEASE: wxLauncher 0.9.4 beta [Updated 2013/06/09]
Post by: Iss Mneur on May 11, 2014, 10:39:28 pm
Did wxLauncher generate a log?  Check the OP for where to find it if it did.
Title: Re: RELEASE: wxLauncher 0.9.4 beta [Updated 2013/06/09]
Post by: eisberg on May 11, 2014, 11:06:06 pm
Yeah it created a log:

14132040457:INFO :wxLauncher Version 0.9.4
14132040457:INFO :Build "123456789abc+ unknown custom tip" committed on (Thu Jan 01 00:00:00 1970 -0000)
14132040457:INFO :Sun 11 May 2014 10:04:57 PM MDT
Title: Re: RELEASE: wxLauncher 0.9.4 beta [Updated 2013/06/09]
Post by: Iss Mneur on May 12, 2014, 11:26:59 am
Okay. Interesting.  Was that from a Debug build or a release build.  Check the OP if you need the instructions on how to create a debug build.

Otherwise I will try and make Linux Mint VM to test it in.  Exactly which version did you use?  If you know, is it 32-bit or 64-bit?
Title: Re: RELEASE: wxLauncher 0.9.4 beta [Updated 2013/06/09]
Post by: eisberg on May 12, 2014, 12:06:53 pm
Okay. Interesting.  Was that from a Debug build or a release build.  Check the OP if you need the instructions on how to create a debug build.

Otherwise I will try and make Linux Mint VM to test it in.  Exactly which version did you use?  If you know, is it 32-bit or 64-bit?

It was release build

Linux Mint Petra 64 Bit version
Title: Re: RELEASE: wxLauncher 0.9.4 beta [Updated 2013/06/09]
Post by: Kolgena on May 12, 2014, 01:15:45 pm
Sigh. I've figured out why wxLauncher had OpenAL problems... it hates being in the Program Files directory, because windows 8.

Edit: Nevermind. Still no sound here, and still can't figure out why.

Edit2: The launcher only likes working with Creative's openal, and not oal soft. I give up, I'll just use the old version.
Title: Re: RELEASE: wxLauncher 0.9.4 beta [Updated 2013/06/09]
Post by: eisberg on May 12, 2014, 03:12:36 pm
Okay. Interesting.  Was that from a Debug build or a release build.  Check the OP if you need the instructions on how to create a debug build.

Otherwise I will try and make Linux Mint VM to test it in.  Exactly which version did you use?  If you know, is it 32-bit or 64-bit?

OK, I have it working now.

What I did different is that I started with this web page to get everything installed:
http://www.hard-light.net/wiki/index.php/Guide_to_FS_Open_on_Linux

And I got the FSO compiled, and did a test run of the game without using any launcher and it worked.

Then I followed your instructions, like I did before, and got your launcher compiled and I was able to run it without any errors.

I am guessing that the instructions here
http://www.hard-light.net/wiki/index.php/Fs2_open_on_Linux/Installing_Subversion

and

http://www.hard-light.net/wiki/index.php/Fs2_open_on_Linux/Installing_the_Development_Libraries

had me download and install development libraries that may be needed to compile your launcher that your instructions do not show?  Perhaps libraries that are not a part of Linux Mint by default but may be for the Linux OS you did test for?

Anyways, thank you for your time.

Love your launcher.
Title: Re: RELEASE: wxLauncher 0.9.4 beta [Updated 2013/06/09]
Post by: niffiwan on May 16, 2014, 06:20:03 pm
I seek knowledge from wxLauncher guru's

There's been a few (http://www.hard-light.net/forums/index.php?topic=87577.0) posts (http://www.hard-light.net/forums/index.php?topic=87581.0) in support recently about the "default" FS2/FSO registry entries being missing (i.e. hkey_local_machine\software\volition\freespace2).  So the question is, how wxLauncher interact with the registry? Does it create the entire tree from volition up if it doesn't exist? Does it write the resolution (and/or any other entries) to that location when a resolution is selected in the Basic tab and then play is pressed?

Thanks :)
Title: Re: RELEASE: wxLauncher 0.9.4 beta [Updated 2013/06/09]
Post by: Iss Mneur on May 16, 2014, 08:12:42 pm
I seek knowledge from wxLauncher guru's

There's been a few (http://www.hard-light.net/forums/index.php?topic=87577.0) posts (http://www.hard-light.net/forums/index.php?topic=87581.0) in support recently about the "default" FS2/FSO registry entries being missing (i.e. hkey_local_machine\software\volition\freespace2).  So the question is, how wxLauncher interact with the registry?
wxLauncher uses the Win32 api registry functions, including RegCreateKeyExW and RegSetValueExW.

Does it create the entire tree from volition up if it doesn't exist?
According to msdn, RegCreateKeyExW (http://msdn.microsoft.com/en-us/library/windows/desktop/ms724844(v=vs.85).aspx) creates all of the intermediate subkeys if they are missing.

Does it write the resolution (and/or any other entries) to that location when a resolution is selected in the Basic tab and then play is pressed?
wxLauncher only writes to the FSO locations (registry and cmdline_fso.cfg) when play (or FRED) is pressed.  The settings are persisted into the profile, after each change if auto-save is on (which it is by default), or when told to save with the save button or the save settings prompt on profile switch or launcher shutdown.

I am curious how they installed FSO without writing to the registry. I would also be interested in the wxLauncher log from those people because it should be working.

Thanks :)
NP.

Title: Re: RELEASE: wxLauncher 0.9.4 beta [Updated 2013/06/09]
Post by: karajorma on May 16, 2014, 09:13:49 pm
wxLauncher only writes to the FSO locations (registry and cmdline_fso.cfg) when play (or FRED) is pressed.

Yeah, is there any way to get it to do that without pressing play? Cause when I'm coding I usually want to change my settings from the usual ones I have to play with. Which means launching FS2 and then immediately killing it (or just changing the cfg file directly, which is what I usually do).
Title: Re: RELEASE: wxLauncher 0.9.4 beta [Updated 2013/06/09]
Post by: Iss Mneur on May 16, 2014, 09:36:58 pm
Yeah, is there any way to get it to do that without pressing play? Cause when I'm coding I usually want to change my settings from the usual ones I have to play with. Which means launching FS2 and then immediately killing it (or just changing the cfg file directly, which is what I usually do).
Not currently.  Truthfully it wasn't really considered because wxLauncher is not designed for the coder use case, not that we won't do what we can to help with that, it certainly will not be a default option.  There are a couple of ways we could make that accessible so, create an issue in the issue tracker so that it gets addressed at some point.
Title: Re: RELEASE: wxLauncher 0.9.4 beta [Updated 2013/06/09]
Post by: karajorma on May 17, 2014, 01:14:59 am
I think a simply "Use Settings" button might solve the issue. But if there are better ideas I'd be interested in hearing them.
Title: Re: RELEASE: wxLauncher 0.9.4 beta [Updated 2013/06/09]
Post by: m!m on May 17, 2014, 10:05:18 am
The first post mentioned that the project files for Visual Studio > 2010 were generated incorrectly. I encountered the same issue and implemented a fix for that in my CMake branch. I have adapted the changes to wxlauncher which means that it doesn't need the registry_helper anymore and it can be build with newer visual studio versions (I tested 2013).
A patch with the necessary changes is attached.

[attachment deleted by an evil time traveler]
Title: Re: RELEASE: wxLauncher 0.9.4 beta [Updated 2013/06/09]
Post by: evilc on May 17, 2014, 12:22:58 pm
Hi,
I am the author of a Joystick remapping / combining app called UJR that uses Shaul's vJoy.

I have recently had a user reporting issues with vJoy and Diaspora whereby the virtual stick is unusable (game binding routine does not recognize input) under win8 when the launcher is started with physical sticks plugged in as well as the virtual stick being installed.
The only known workaround is to unplug all physical sticks, launch the game, then plug the physical sticks in.

Could anyone maybe help shed any light on why this may be happening, so we can maybe fix it?
Unfortunately I cannot replicate the issue myself - apart from all sticks showing as "microsoft pc-joystick driver" everything works fine under win7.

We have a discussion going on the vJoy forum here (http://vjoystick.sourceforge.net/site/index.php/forum/4-Help/452-windows-8-1-can-t-receive-buttons-axis?start=20#1138)

Part of the problem of course is that all the sticks are named the same in wxLauncher, so we do not know which one *should* be vjoy. We think it is entry #1 as when that option is selected, none of the physical sticks work.
I take it that the pertinent code is here (https://code.google.com/p/wxlauncher/source/browse/code/apis/JoystickManager.cpp)?
It seems to me that if we could maybe improve the code in wxLauncher to actually name sticks correctly, or try to output the state a stick axis/button is in, then we could tell if the virtual stick was working according to wxLauncher. Shaul posted in our thread on how to find a stick's name correctly, so maybe that would be a good place to start.

Cheers.
Title: Re: RELEASE: wxLauncher 0.9.4 beta [Updated 2013/06/09]
Post by: Iss Mneur on May 18, 2014, 12:27:29 am
@m!m: Thank you. Can you please attach that patch to an issue in the wxLauncher issue tracker so that the forum golem doesn't eat it if I don't get a chance to get to it soon enough.

Hi,
I am the author of a Joystick remapping / combining app called UJR that uses Shaul's vJoy.
Pleased to meet you.

I have recently had a user reporting issues with vJoy and Diaspora whereby the virtual stick is unusable (game binding routine does not recognize input) under win8 when the launcher is started with physical sticks plugged in as well as the virtual stick being installed.
The only known workaround is to unplug all physical sticks, launch the game, then plug the physical sticks in.
Windows 8.1 causes various issues for fs2_open in general.

Could anyone maybe help shed any light on why this may be happening, so we can maybe fix it?
Unfortunately I cannot replicate the issue myself - apart from all sticks showing as "microsoft pc-joystick driver" everything works fine under win7.

We have a discussion going on the vJoy forum here (http://vjoystick.sourceforge.net/site/index.php/forum/4-Help/452-windows-8-1-can-t-receive-buttons-axis?start=20#1138)
In response to Shaul, yes the wxLauncher handling of joysticks is quite inflexible, though that is primarily because fs2_open is worse at handling it. wxLauncher follows more or less what the engine does.

Part of the problem of course is that all the sticks are named the same in wxLauncher, so we do not know which one *should* be vjoy. We think it is entry #1 as when that option is selected, none of the physical sticks work.
I take it that the pertinent code is here (https://code.google.com/p/wxlauncher/source/browse/code/apis/JoystickManager.cpp)?
It seems to me that if we could maybe improve the code in wxLauncher to actually name sticks correctly, or try to output the state a stick axis/button is in, then we could tell if the virtual stick was working according to wxLauncher. Shaul posted in our thread on how to find a stick's name correctly, so maybe that would be a good place to start.

Cheers.
You have found the correct location for the wxLauncher code.  The code for fs2_open and how it detects joysticks is in joy.cpp as found here (http://svn.icculus.org/fs2open/trunk/fs2_open/code/io/).

So, after falling down that rabbit hole, here (https://app.box.com/s/krei70myt4jalexrq7pq) is a debug installer for wxLauncher that names the joysticks as per the riseofflight forum post (http://riseofflight.com/Forum/viewtopic.php?f=353&t=24560&hilit=joystick+IDs).

To diagnose the issue further, the user will need to post a wxLauncher.log using the debug build of wxLauncher I linked above (details for how to find the log are in the OP) and an improved fs2_open.log from the engine using the debug_filter.cfg attached to this post (details are on how to do this are found here in the support FAQ (http://www.hard-light.net/forums/index.php?topic=56279.msg1180359#msg1180359)).

Thanks,

[attachment deleted by an evil time traveler]
Title: Re: RELEASE: wxLauncher 0.9.4 beta [Updated 2013/06/09]
Post by: m!m on May 18, 2014, 02:28:58 am
@m!m: Thank you. Can you please attach that patch to an issue in the wxLauncher issue tracker so that the forum golem doesn't eat it if I don't get a chance to get to it soon enough.
Sure, here is the issue: https://code.google.com/p/wxlauncher/issues/detail?id=109
Title: Re: RELEASE: wxLauncher 0.9.4 beta [Updated 2013/06/09]
Post by: evilc on May 18, 2014, 03:45:33 pm
Thank you ever so much for compiling a test version so quickly.
I will inform the user to give it a try, and see where that takes us.

Cheers!
Title: Re: RELEASE: wxLauncher 0.9.4 beta [Updated 2013/06/09]
Post by: evilc on May 20, 2014, 09:24:51 am
Well, simply seeing the names of the sticks in the list was a great help - the first item in the list was not vJoy as we suspected, but a "ghost" of one of his physical sticks.

We are currently trying to work out why this may be, but at least it has given us something to go on.
Title: Re: RELEASE: wxLauncher 0.9.4 beta [Updated 2013/06/09]
Post by: chief1983 on May 20, 2014, 09:29:10 am
Are you sure the builds aren't presenting the sticks in a different order now, maybe by changing the names it also changed the sorting order.
Title: Re: RELEASE: wxLauncher 0.9.4 beta [Updated 2013/06/09]
Post by: Iss Mneur on May 20, 2014, 01:37:22 pm
@chief1983: wxLauncher always lists the sticks as they were identified by windows.  They are not sorted by name.

@evilc: I would post this on other forum but I am still getting "CAPTCHA is not properly configured (public key is missing). Please contact site administrator!" when ever I try to post something.  And now even from a different computer I still get the same message.

@foxfire: run Diaspora as I requested with the debug_filter.cfg and post the wxLauncher log and the fs2_open.log from both tests.  When debug_filter.cfg is installed correctly the fs2_open.log contains much more useful information about the joystick than what is presented in the default log.  Same goes for the wxLauncher.log it contains diagnostic information that will help us diagnose the issue.  You should be posting 4 logs total.

@shaul: you are correct the engine locates the sticks using the win32 multimedia api and assumes that the order as enumerated there does not change except when a brand new stick is connected that was never connected before.  My testing with 3 (physical) joysticks seems to be the case.  This code has not changed since the engine was written for Freespace 1 in 1997-98.  It will be at some point replaced with a better SDL based code but that has not happened yet.
Title: Re: RELEASE: wxLauncher 0.9.4 beta [Updated 2013/06/09]
Post by: evilc on May 21, 2014, 12:36:08 pm
Are you sure the builds aren't presenting the sticks in a different order now, maybe by changing the names it also changed the sorting order.
Yes, sure. When he runs wxL with physical sticks connected, it lists the first two entries as "Saitkek X-55 Throttle".
(http://i.imgur.com/lQg1uxk.jpg)
Title: Re: RELEASE: wxLauncher 0.9.4 beta [Updated 2013/06/09]
Post by: evilc on May 21, 2014, 12:37:22 pm
@evilc: I would post this on other forum but I am still getting "CAPTCHA is not properly configured (public key is missing). Please contact site administrator!" when ever I try to post something.  And now even from a different computer I still get the same message.
I know Shaul made some changes to the CAPTCHA setup the other day - I will let him know that there are issues.
Title: Re: RELEASE: wxLauncher 0.9.4 beta [Updated 2013/06/09]
Post by: AngusT on June 05, 2014, 05:42:33 pm
Hello, I am having an issue with the launcher freezing as soon as I selet an FS2 executable. I put the details here: http://www.hard-light.net/forums/index.php?topic=87720.0
Any suggestions would be appreciated.
Title: Re: RELEASE: wxLauncher 0.9.4 beta [Updated 2013/06/09]
Post by: FreeSpaceFreak on June 24, 2014, 03:06:09 pm
I found a minor bug in the Linux compilation process :) Not really worth posting a ticket for, so posting it here instead:

Error:
Compiling on Linux Mint 16 (Petra) fails on missing SDL:
Code: [Select]
CMake Error at /usr/share/cmake-2.8/Modules/FindPackageHandleStandardArgs.cmake:108 (message):
  Could NOT find SDL (missing: SDL_LIBRARY SDL_INCLUDE_DIR)

Solution:
Fixed by installing libsdl1.2-dev

Suggested fix:
Suggest adding libsdl1.2-dev  to the dependencies in the Readme
Title: Re: RELEASE: wxLauncher 0.9.4 beta [Updated 2013/06/09]
Post by: OverDhill on July 25, 2014, 02:05:54 pm
I just did the Windows 8.1 upgrade on my gaming laptop. Now when I try and run Freespace 2 I get this error. I tried reinstalling launcher but no luck.

Any ideas?



[attachment kidnapped by pirates]
Title: Re: RELEASE: wxLauncher 0.9.4 beta [Updated 2013/06/09]
Post by: chief1983 on July 25, 2014, 03:17:55 pm
Suggest adding libsdl1.2-dev  to the dependencies in the Readme

It is in the wiki, FWIW.  The README could probably stand to be updated to reflect that as well.  Thought it did already though.
Title: Re: RELEASE: wxLauncher 0.9.4 beta [Updated 2013/06/09]
Post by: Iss Mneur on July 29, 2014, 12:40:39 pm
I just did the Windows 8.1 upgrade on my gaming laptop. Now when I try and run Freespace 2 I get this error. I tried reinstalling launcher but no luck.

Any ideas?
Can you please post a log from a debug build of wxLauncher (instructions are in the first post, under troubleshooting)?
Title: Re: RELEASE: wxLauncher 0.9.4 beta [Updated 2013/06/09]
Post by: praseodym on July 31, 2014, 09:13:31 am
Hi there,

are there plans to add "voices" to the Linux launcher?
Title: Re: RELEASE: wxLauncher 0.9.4 beta [Updated 2013/06/09]
Post by: Iss Mneur on September 01, 2014, 05:00:52 pm
Hi there,

are there plans to add "voices" to the Linux launcher?
I am not sure what you are referring to?  By voices do you mean the Speech section of wxLauncher on windows?
Title: Re: RELEASE: wxLauncher 0.9.4 beta [Updated 2013/06/09]
Post by: chief1983 on September 01, 2014, 05:26:48 pm
Might be thinking of -voicer, the voice recognition flag that is only on Windows.  There is no *nix code for voice recognition yet, except a patch in Mantis for OS X that utilizes an Apple-only API, which still doesn't help Linux.  The Text to Speech flag is -speech which is also Windows-only.
Title: Re: RELEASE: wxLauncher 0.9.4 beta [Updated 2013/06/09]
Post by: praseodym on September 02, 2014, 02:41:51 pm
Might be thinking of -voicer, the voice recognition flag that is only on Windows.  There is no *nix code for voice recognition yet, except a patch in Mantis for OS X that utilizes an Apple-only API, which still doesn't help Linux.  The Text to Speech flag is -speech which is also Windows-only.

You're right, that is what I meant. Thanks for your reply.
Title: Re: RELEASE: wxLauncher 0.9.4 beta [Updated 2013/06/09]
Post by: Jackho on October 10, 2014, 06:54:06 pm
Hello world!

After many months on using launcher5.5 I wanted to give this one a try. It has a feature that can make my life very easier, I mean the profiles stuff. I thought I could set my own tweaks for each and every mods I use and just select them instead of remembering every values I put in custom flags or filing my desktop with batch scripts. Can wxlauncher do it for me? Sounds like good news. But Jeez What a hard fight I had to make it work with my joystick! At first it was detected but It could not work once in fs2. Also my sound card did not show up in launcher but I did have sound and music. This felt so insane.

I ended up with trying debug version of both launcher and game and guess what? it came to work! Like some kind of magic I'm afraid I'll never get to understand, which is too bad because I don't know how long it will run ok. And then I tried again with normal build of fs2 and it ran ok too, it still does as I'm writing these lines.

Everything's fine for now and I'm finally able to enjoy selecting a profile and I'm ready to blow some zods up!
So I wanted to thank you for your good work and also I have one last question:
Can I stay with debug version of wxlauncher because I don't want to screw it all up by reinstalling normal version?

Cheers!
:v-old: A+
Jack H
Title: Re: RELEASE: wxLauncher 0.9.4 beta [Updated 2013/06/09]
Post by: Iss Mneur on October 10, 2014, 07:29:57 pm
Thanks
Can I stay with debug version of wxlauncher because I don't want to screw it all up by reinstalling normal version?
Yes you can. It will be more chatty than normal but that is all.
Title: Re: RELEASE: wxLauncher 0.9.4 beta [Updated 2013/06/09]
Post by: OverDhill on October 14, 2014, 07:58:10 pm
What are the recommended best eye candy settings under advanced when using MediaVPs_2014?
Title: Re: RELEASE: wxLauncher 0.9.4 beta [Updated 2013/06/09]
Post by: Iss Mneur on October 16, 2014, 08:59:05 pm
What are the recommended best eye candy settings under advanced when using MediaVPs_2014?
We let you set the settings, but we can't answer what is best.  The release post (http://www.hard-light.net/forums/index.php?topic=86475.0) for the MediaVPs has recommendations for settings.
Title: Re: RELEASE: wxLauncher 0.9.4 beta [Updated 2013/06/09]
Post by: Jackho on November 10, 2014, 03:47:30 am
Hello world,

Maybe you'd like to hear about this weird behaviour of wxlauncher I caught up lately, so I post it here. Please redirect me if necessary.
I wanted to use the  [recommendedlighting] section of mod.ini file so I put this at the end of the file:

Code: [Select]
[recommendedlighting]
name      = Jack's setup
flagset   = -ambient_factor 100 -spec_exp 0.7 -spec_tube 1.0

Then in wxlauncher interface I could see my new preset line replacing the other one (baseline recommended) and when i selected it new settings appeared in "current command line" box.

But when I ran the game after this settings I could see no change in lightings. I know it could be very subtle changes at times so I dig further in this and I found out that cmdline_fso.cfg did not reflect my changes. Instead it had:

 -ambient_factor 75 -spec_exp 11 -spec_tube 0.4

which are the exact settings you get when not using that mod.ini section! (or if one checks baseline recommended preset line)
To get it to work I had to copy my settings to custom flags box after choosing it in preset list (which automatically checks "Preset off"). This obviously makes mod.ini section useless, but I did get the good options in cmdline_fso.cfg and I could see changes in game too.
Hope this does not look like too confused explanations, I wish I could fix it by myself, but I can't  :(

 :v: A+
Jack H.
Title: Re: RELEASE: wxLauncher 0.9.4 beta [Updated 2013/06/09]
Post by: Iss Mneur on November 10, 2014, 09:24:21 am
Hello world,

Maybe you'd like to hear about this weird behaviour of wxlauncher I caught up lately, so I post it here. Please redirect me if necessary.
I wanted to use the  [recommendedlighting] section of mod.ini file so I put this at the end of the file:

Code: [Select]
[recommendedlighting]
name      = Jack's setup
flagset   = -ambient_factor 100 -spec_exp 0.7 -spec_tube 1.0

Then in wxlauncher interface I could see my new preset line replacing the other one (baseline recommended) and when i selected it new settings appeared in "current command line" box.

But when I ran the game after this settings I could see no change in lightings. I know it could be very subtle changes at times so I dig further in this and I found out that cmdline_fso.cfg did not reflect my changes. Instead it had:

 -ambient_factor 75 -spec_exp 11 -spec_tube 0.4

which are the exact settings you get when not using that mod.ini section! (or if one checks baseline recommended preset line)
To get it to work I had to copy my settings to custom flags box after choosing it in preset list (which automatically checks "Preset off"). This obviously makes mod.ini section useless, but I did get the good options in cmdline_fso.cfg and I could see changes in game too.
Hope this does not look like too confused explanations, I wish I could fix it by myself, but I can't  :(

 :v: A+
Jack H.

Hello Jack

To clarify, after selecting the new lighting settings did you press the the "play" button  to start FSO or did you run the FSO binary directly?
Title: Re: RELEASE: wxLauncher 0.9.4 beta [Updated 2013/06/09]
Post by: chief1983 on November 10, 2014, 09:54:43 am
Also doesn't auto save need to be enabled?
Title: Re: RELEASE: wxLauncher 0.9.4 beta [Updated 2013/06/09]
Post by: Jackho on November 10, 2014, 11:27:54 am
Yes,

I clicked play after I modified the settings, indeed I always start the game this way, I mean from wxlauncher, but I only save when I'm satisfied with the settings. As a matter of fact I noticed that when play button is clicked then the cmdline_fso.cfg file is updated just before game launches. And from what I understand it contains options used also if you start the .exe directly. Is this correct?

So I wonder if it's really necessary to activate autosave, but I'll try it as soon as I get back home.
 :v: A+
Jack H.
Title: Re: RELEASE: wxLauncher 0.9.4 beta [Updated 2013/06/09]
Post by: Iss Mneur on November 10, 2014, 02:19:26 pm
Also doesn't auto save need to be enabled?
No, auto-save is for the profiles, not for the changes that are made when the play button is pressed.

Yes,

I clicked play after I modified the settings, indeed I always start the game this way, I mean from wxlauncher, but I only save when I'm satisfied with the settings. As a matter of fact I noticed that when play button is clicked then the cmdline_fso.cfg file is updated just before game launches. And from what I understand it contains options used also if you start the .exe directly. Is this correct?

So I wonder if it's really necessary to activate autosave, but I'll try it as soon as I get back home.
 :v: A+
Jack H.

That is correct.  It sounds like you are doing everything to correctly.  I will have to look in to this issue when I have a chance and see if I can reproduce.
Title: Re: RELEASE: wxLauncher 0.9.4 beta [Updated 2013/06/09]
Post by: Jackho on November 10, 2014, 04:32:52 pm
I tried to auto save but to no avail, I was sure it wouldn't help anyway. I hope you can reproduce it and see what happens because I really like this new launcher, it is a true evolution compared to the other launcher5.5. With this one I'm 2 or 3 clicks away from any mods or TC, each with its own combination of settings. I feel like it'll be the only one in the future although launcher5.5 is still pretty stable.

thx for your help on this.
 :v: A+
Jack H.
Title: Re: RELEASE: wxLauncher 0.9.4 beta [Updated 2013/06/09]
Post by: Iss Mneur on November 10, 2014, 11:42:42 pm
I tried to auto save but to no avail, I was sure it wouldn't help anyway. I hope you can reproduce it and see what happens because I really like this new launcher, it is a true evolution compared to the other launcher5.5. With this one I'm 2 or 3 clicks away from any mods or TC, each with its own combination of settings. I feel like it'll be the only one in the future although launcher5.5 is still pretty stable.

thx for your help on this.
 :v: A+
Jack H.

Hello Jack,

I cannot reproduce the issue.  Can you please list step by step (including your editing of the mod.ini) of how to reproduce this issue?  Please attempt to reproduce the issue using a debug build (see the "Troubleshooting" section of the first post). Please attach the log from an instance where the cmdline_fso.cfg does not get updated, their may be useful information about what is going wrong in their.

Thanks,
Title: Re: RELEASE: wxLauncher 0.9.4 beta [Updated 2013/06/09]
Post by: Jackho on November 13, 2014, 05:14:15 pm
Hello Jack,

I cannot reproduce the issue.

Hello,
Ok today I took time to make some tests that I hope will provide you with as much information as you may need. I made every session (let's call them that way) as follows:

-run wxlauncher (provide wxlauncher.log)
-2 error dialogs open about missing sound devices, continue anyway (provide screenshots)
-select profile (provide pro0000X.ini)
-selected mod is MediaVPs_2014 (provide mod.ini,cmdline_fso.cfg)
-run game, enter a mission

First session is Default: I selected the Default profile listed in first tab
2nd session is nopreset: this one has my new profile and uses mod with no changes in mod.ini. preset selected is "baseline recommended"
3rd session is preset: this one has my new profile too and uses modified mod.ini. preset is then selected in advanced tab
4th session is customflag: this one has my new profile and uses modified mod.ini. lighting options are copied from preset to custom flag box

I can see the change in lighting only after running 4th session, please see all files in attachment. Just a word about OS: it's Win7 ultimate 64bits.
Hope this helps

[attachment kidnapped by pirates]
Title: Re: RELEASE: wxLauncher 0.9.4 beta [Updated 2013/06/09]
Post by: Iss Mneur on November 13, 2014, 10:49:59 pm
Are you editing the mod.ini while wxLauncher is running?  The 3rd session doesn't show "Jack's baseline" in the MediaVPs_2014 mod.ini until after you switch TC's to BRTL and then back.
Title: Re: RELEASE: wxLauncher 0.9.4 beta [Updated 2013/06/09]
Post by: Jackho on November 14, 2014, 10:36:57 am
Are you editing the mod.ini while wxLauncher is running?
I'm afraid not, why would I do that anyway?  ;7
I can only say I modified the mod.ini because I used only this mod during testing, so I had to. I might have mistaken.

Quote
The 3rd session doesn't show "Jack's baseline" in the MediaVPs_2014 mod.ini until after you switch TC's to BRTL and then back.
Well I don't remember of this behaviour, what does BRTL stand for?
hmm I seem to have failed this one, perhaps I forgot to add lighting section in mod.ini before I begin the test  :banghead:
I'll do session3 again and repost logs tonight, sorry I was too quick. Now I think I understand why you asked.

 :v: A+
Jack H.
Title: Re: RELEASE: wxLauncher 0.9.4 beta [Updated 2013/06/09]
Post by: chief1983 on November 14, 2014, 10:42:20 am
He probably meant BtRL, 'Beyond the Red Line', and may have been confused with Diaspora.
Title: Re: RELEASE: wxLauncher 0.9.4 beta [Updated 2013/06/09]
Post by: Iss Mneur on November 14, 2014, 02:16:21 pm
He probably meant BtRL, 'Beyond the Red Line', and may have been confused with Diaspora.
Yes, Beyond the Red Line. No, it was definitely BtRL because it was loading fs2_open_3.6.9.exe. On Jack's computer it is installed in "D:\Programmes\BtRL\" and is apparently called "Beyond the Red Light" by its mod.ini file @ D:\Programmes\BtRL\mod.ini.

Are you editing the mod.ini while wxLauncher is running?
I'm afraid not, why would I do that anyway?  ;7
I can only say I modified the mod.ini because I used only this mod during testing, so I had to. I might have mistaken.
Well its either that or your file system is not returning the same thing everytime  :drevil:
The 3rd session doesn't show "Jack's baseline" in the MediaVPs_2014 mod.ini until after you switch TC's to BRTL and then back.
Well I don't remember of this behaviour, what does BRTL stand for?
hmm I seem to have failed this one, perhaps I forgot to add lighting section in mod.ini before I begin the test  :banghead:
I'll do session3 again and repost logs tonight, sorry I was too quick. Now I think I understand why you asked.

 :v: A+
Jack H.
Thank you for your patience and thoroughness in the debugging of this issue.
Title: Re: RELEASE: wxLauncher 0.9.4 beta [Updated 2013/06/09]
Post by: Jackho on November 14, 2014, 05:10:55 pm
yes it's BtRL and I modified the mod.ini there too.
Here's the new log, I guess it doesn't need any more explanation, I just start wxlauncher, select my profile and mod (Advanced tab shows my preset ), start the game and get the same cmdline with Baseline recommended settings.
I'm still impressed if one ever managed to get it working, it seems so straightforward. So I may not give up until it works on my computer too!

:v: A+
Jack H.

[attachment kidnapped by pirates]
Title: Re: RELEASE: wxLauncher 0.9.4 beta [Updated 2013/06/09]
Post by: LaineyBugsDaddy on December 04, 2014, 01:36:08 am
So I'm running OpenSuSE 13.2 x86_64 and even with the stl.diff patch in place, I only get 57% through compiling before it dies on me.
Link to compiler output here:
http://pastebin.com/yBTn3Mdq
Title: Re: RELEASE: wxLauncher 0.9.4 beta [Updated 2013/06/09]
Post by: Iss Mneur on December 10, 2014, 10:34:27 pm
Hello LaineyBugsDaddy,

Sorry, I thought I had replied to this...

What stl.diff patch are you applying?
Title: Re: RELEASE: wxLauncher 0.9.4 beta [Updated 2013/06/09]
Post by: Iss Mneur on December 11, 2014, 12:03:05 am
@Jackho:  What drive is your Windows directory on?  C:? D:?
Title: Re: RELEASE: wxLauncher 0.9.4 beta [Updated 2013/06/09]
Post by: ngld on December 11, 2014, 06:15:25 am
@Iss Mneur: Here's the stl.diff patch (https://code.google.com/p/wxlauncher/issues/attachmentText?id=72&aid=720005000&name=stl.diff&token=ABZ6GAdAfrNQJLcJW8FVGuHYxMKjzN-GiQ%3A1416851371292) LaineyBugsDaddy used.
It's attached to this issue (https://code.google.com/p/wxlauncher/issues/detail?id=72) on your bug tracker.
Title: Re: RELEASE: wxLauncher 0.9.4 beta [Updated 2013/06/09]
Post by: LaineyBugsDaddy on December 11, 2014, 10:58:33 am
Yeah. Before I applied that patch, the compile process failed somewhere around the 2 or 4 % mark.  Now it fails, as I said, at 57%. I forgot to give my build environment other than in general terms, though. OpenSuSE 13.2 64-bit, GCC 4.8, cmake 3.0.2 (no option to downgrade with this release of OpenSuSE), wxWidgets 2.8.12. Don't recall what else I might need for dependencies.
Title: Re: RELEASE: wxLauncher 0.9.4 beta [Updated 2013/06/09]
Post by: Iss Mneur on December 11, 2014, 01:36:22 pm
Okay. I will have to try and download OpenSuse 13.2 again (tried last night but it failed), and replicate this issue.
Title: Re: RELEASE: wxLauncher 0.9.4 beta [Updated 2013/06/09]
Post by: chief1983 on December 11, 2014, 01:43:08 pm
Might just try a vagrant machine (https://vagrantcloud.com/berendt/boxes/opensuse-13.2-x86_64).  Or a VirtualBox Appliance (http://virtualboximages.com/openSUSE+13.2+x86_64+VirtualBox+VDI+Virtual+Computer).  I've got FS2 Open compiling on the vagrant one already, updating the Wiki with an entry for OpenSuSE now under  the Linux howto.  I'll take a crack at wxLauncher if I get another break in the workload today, but no promises.  Hectic times, we're building out our new production datacenter.
Title: Re: RELEASE: wxLauncher 0.9.4 beta [Updated 2013/06/09]
Post by: chief1983 on December 11, 2014, 03:54:57 pm
Ok, so far I've used zypper to install cmake, wxWidgets-devel, and python-Markdown.  Everything else in the deps list was already installed by default or from the FS2 compiling environment.  I was able to reproduce both mentioned compiling issues, the 4% one, which I patched from the linked issue, and then the current one (at 54% for me).

IssMneur, if you do get to running OpenSuSE, you should be able to follow the install commands in the FS2 Open for Linux documentation now, to get a compiling environment and the dev libs for FS2 Open, and then install the packages listed above to get the remaining deps for wxLauncher from the README.

Here's a little more context that on the pastebin post.
Code: [Select]
[ 54%] Building CXX object CMakeFiles/wxlauncher.dir/code/datastructures/ResolutionMap.cpp.o
In file included from /usr/include/wx-2.8/wx/clntdata.h:17:0,
                 from /usr/include/wx-2.8/wx/event.h:18,
                 from /home/vagrant/wxlauncher/code/datastructures/ResolutionMap.h:22,
                 from /home/vagrant/wxlauncher/code/datastructures/ResolutionMap.cpp:19:
/home/vagrant/wxlauncher/code/datastructures/ResolutionMap.cpp:34:2: error: conflicting declaration ‘typedef class std::tr1::unordered_map<wxString, ResolutionData, wxStringHash, wxStringEqual> PreferredResolutionMap’
  PreferredResolutionMap);
  ^
In file included from /home/vagrant/wxlauncher/code/datastructures/ResolutionMap.cpp:19:0:
/home/vagrant/wxlauncher/code/datastructures/ResolutionMap.h:36:7: error: ‘class PreferredResolutionMap’ has a previous declaration as ‘class PreferredResolutionMap’
 class PreferredResolutionMap; // in .cpp file
       ^
/home/vagrant/wxlauncher/code/datastructures/ResolutionMap.cpp:36:39: error: aggregate ‘PreferredResolutionMap ResolutionMap::prefResMap’ has incomplete type and cannot be defined
 PreferredResolutionMap ResolutionMap::prefResMap;
                                       ^
/home/vagrant/wxlauncher/code/datastructures/ResolutionMap.cpp: In static member function ‘static const ResolutionData* ResolutionMap::ResolutionRead(const wxString&)’:
/home/vagrant/wxlauncher/code/datastructures/ResolutionMap.cpp:39:2: error: incomplete type ‘PreferredResolutionMap’ used in nested name specifier
  PreferredResolutionMap::const_iterator it = prefResMap.find(shortname);
  ^
/home/vagrant/wxlauncher/code/datastructures/ResolutionMap.cpp:39:41: error: expected ‘;’ before ‘it’
  PreferredResolutionMap::const_iterator it = prefResMap.find(shortname);
                                         ^
/home/vagrant/wxlauncher/code/datastructures/ResolutionMap.cpp:41:10: error: ‘it’ was not declared in this scope
  return (it == prefResMap.end()) ? NULL : &it->second;
          ^
CMakeFiles/wxlauncher.dir/build.make:583: recipe for target 'CMakeFiles/wxlauncher.dir/code/datastructures/ResolutionMap.cpp.o' failed
make[2]: *** [CMakeFiles/wxlauncher.dir/code/datastructures/ResolutionMap.cpp.o] Error 1
CMakeFiles/Makefile2:131: recipe for target 'CMakeFiles/wxlauncher.dir/all' failed
make[1]: *** [CMakeFiles/wxlauncher.dir/all] Error 2
Makefile:137: recipe for target 'all' failed
make: *** [all] Error 2
Title: Re: RELEASE: wxLauncher 0.9.4 beta [Updated 2013/06/09]
Post by: Jackho on December 11, 2014, 05:20:28 pm
@Jackho:  What drive is your Windows directory on?  C:? D:?

Hi,
I installed Windows on C: drive. I added D: drive afterwards because I needed more space and then I ended up installing non system related software on D: (like games). So you can assume only windows is on C: and everything else on D:

:v: A+
Jack H.
Title: Re: RELEASE: wxLauncher 0.9.4 beta [Updated 2013/06/09]
Post by: Iss Mneur on December 15, 2014, 12:22:30 am
Thanks for the help chief.

@LaineyBugsDaddy: please try the follow patch.  It looks like we did something dumb in one of the header files and this patch will fix that.  I can now build wxLauncher on OpenSUSE.

Code: [Select]
diff --git a/code/datastructures/ResolutionMap.h b/code/datastructures/ResolutionMap.h
index c6fca73..735ecd9 100644
--- a/code/datastructures/ResolutionMap.h
+++ b/code/datastructures/ResolutionMap.h
@@ -33,8 +33,6 @@ DECLARE_EVENT_TYPE(EVT_RESOLUTION_MAP_CHANGED, wxID_ANY);
 
 WX_DECLARE_LIST(wxEvtHandler, ResolutionMapEventHandlers);
 
-class PreferredResolutionMap; // in .cpp file
-
 struct ResolutionData {
  ResolutionData() { } // required for wxHashMap, unfortunately
  ResolutionData(long width, long height) : width(width), height(height) { }
@@ -46,6 +44,10 @@ struct ResolutionData {
  long height;
 };
 
+WX_DECLARE_STRING_HASH_MAP(
+ ResolutionData,
+ PreferredResolutionMap);
+
 class ResolutionMap {
 public:
  static const ResolutionData* ResolutionRead(const wxString& shortname);

@JackHo:  Does your system have a "C:\Programmes" as well?  If so, did you create it manually?  Do you have a "C:\Program Files" or "C:\Program Files (x86)" on your system?
Title: Re: RELEASE: wxLauncher 0.9.4 beta [Updated 2013/06/09]
Post by: LaineyBugsDaddy on December 15, 2014, 11:20:16 am
Thanks, ISS Mneur. It compiled beautifully, in fact going from 50% to complete all at once. Then I installed and made a desktop link and it works wonderfully. Just one question. Where's the icon file?

EDIT: Nevermind, I found it and converted it to PNGs with ImageMagick.
Title: Re: RELEASE: wxLauncher 0.9.4 beta [Updated 2013/06/09]
Post by: Jackho on December 18, 2014, 01:10:12 am
@JackHo:  Does your system have a "C:\Programmes" as well?  If so, did you create it manually?  Do you have a "C:\Program Files" or "C:\Program Files (x86)" on your system?

Indeed I have both "Program Files" and "Program Files (x86)" on C:\ but not "Programmes" which I created only on D:. And also I don't have either "C:\Games" or "D:\Games".

:v: Hope this helps!
Jack H.
Title: Re: RELEASE: wxLauncher 0.9.4 beta [Updated 2013/06/09]
Post by: darckense on December 24, 2014, 06:01:31 pm
Dear All,

I have played FS2 Open quite a bit, and find it enjoyable.
Recently, I got a new computer, and I wanted to reinstall FS2 Open to at least try to finish the FS2 campaign, and try some nice mods.

I've installed the Debian testing Jessie, which will be the Stable distribution in a few month. On the stock distribution, there are cmake 3.0.2 and libwxgtk 3.0 packaged. Although it's specified wxLauncher should use cmake 2.8, it works fine with cmake 3.0.
On the other hand, the compilation failed with libwxgtk3.0, and it looks like I need the 2.8 version off the library.
This one is not packaged in current Debian. I could always install package from Wheezy, but unless it is really necessary I would prefer to not manage package from an old version.

So, do you guys plane to make an update from libwxgtk2.8 to libwxgtk3.0 ?
Or do you have any ideas to what could make it work with the last wxgtk library ?

Many thanks,
--
Darckense
Title: Re: RELEASE: wxLauncher 0.9.4 beta [Updated 2013/06/09]
Post by: Iss Mneur on December 24, 2014, 08:27:22 pm
Based on the questions that I have gotten from Olly I was under the impression that wxLauncher was in the package repository for Jesse as "freespace2-launcher-wxlauncher".

https://bugs.debian.org/cgi-bin/bugreport.cgi?bug=749834

Is that not the case?
Title: Re: RELEASE: wxLauncher 0.9.4 beta [Updated 2013/06/09]
Post by: darckense on December 25, 2014, 04:29:09 am
Well.... Indeed, it works.
My mistake, I'm so used to compile games myself that I did'nt check if it was packaged in Jessie...

Need to find my joystick, now ! ;-D
Title: Re: RELEASE: wxLauncher 0.9.4 beta [Updated 2013/06/09]
Post by: Agusfri on June 10, 2015, 07:07:16 pm
I have some problem with wxlauncher 

Unable to open log output file.
 Runtime error

i have reinstalled visual c++ runtime but the problem continue to hapend

but i still have the problem

i don't have any problems with the launcher 5.5g

well i found the solution:

delete the wxlauncher folder in C:\Users\Agusfri\AppData\Roaming\wxlauncher  and problem solved

sorry i have very bad English
Title: Re: RELEASE: wxLauncher 0.9.4 beta [Updated 2013/06/09]
Post by: jr2 on July 15, 2015, 05:48:13 pm
Any easy way you guys can get the launcher to check if the necessary FS2 registry settings exist, and if not, then prompt for admin access and set them?

Title: Re: RELEASE: wxLauncher 0.9.4 beta [Updated 2013/06/09]
Post by: Iss Mneur on July 16, 2015, 12:27:53 am
It is certainly possible and I thought it was in the list, but I have created issue 120 (https://github.com/wxLauncher/wxlauncher/issues/120) so that it doesn't get forgotten.
Title: Re: RELEASE: wxLauncher 0.9.4 beta [Updated 2013/06/09]
Post by: z64555 on August 17, 2015, 01:25:43 pm
Hey Iss Mneur, would you be interested in transferring ownership of the wxLauncher GitHub repo to the scp-fs2open organization? It should help us keep tabs on things and maybe also help attract more attention to wxL.
Title: Re: RELEASE: wxLauncher 0.9.4 beta [Updated 2013/06/09]
Post by: Iss Mneur on August 17, 2015, 10:44:30 pm
Yeah, we can discuss it in SCP Internal or PMs.
Title: Re: RELEASE: wxLauncher 0.9.4 beta [Updated 2013/06/09]
Post by: z64555 on August 19, 2015, 12:12:19 am
Ok, made a thread here so folks can get organized :)

http://www.hard-light.net/forums/index.php?topic=90316.0
Title: Re: RELEASE: wxLauncher 0.10.0 beta [Updated 2015/09/16]
Post by: Iss Mneur on September 16, 2015, 10:56:56 pm
:bump:

wxLauncher 0.10.0!  Yes it is finally here, after almost 2 years.  See the original post for the details.
Title: Re: RELEASE: wxLauncher 0.10.0 beta [Updated 2015/09/16]
Post by: Yarn on September 16, 2015, 11:31:14 pm
OS: Windows 7 64-bit SP1

Unfortunately, I'm unable to run the new version. Installation works fine, but when I try to run wxLauncher, I get this error:

Quote
C:\Program Files (x86)\wxLauncher\bin\wxlauncher.exe

The application has failed to start because its side-by-side configuration is incorrect. Please see the application event log or use the command-line sxstrace.exe for more detail.

I tried using the debug build in hopes that it would generate a log, but it didn't. In fact, it doesn't seem to be writing anything to AppData. I also tried running it as an administrator with no luck.

I've attached the sxstrace output in case it's useful.

[attachment deleted by nobody]
Title: Re: RELEASE: wxLauncher 0.10.0 beta [Updated 2015/09/16]
Post by: AdmiralRalwood on September 16, 2015, 11:52:26 pm
OS: Windows 7 64-bit SP1

Unfortunately, I'm unable to run the new version. Installation works fine, but when I try to run wxLauncher, I get this error:

Quote
C:\Program Files (x86)\wxLauncher\bin\wxlauncher.exe

The application has failed to start because its side-by-side configuration is incorrect. Please see the application event log or use the command-line sxstrace.exe for more detail.

I tried using the debug build in hopes that it would generate a log, but it didn't. In fact, it doesn't seem to be writing anything to AppData. I also tried running it as an administrator with no luck.
Same, Windows 10 64-bit.
Title: Re: RELEASE: wxLauncher 0.10.0 beta [Updated 2015/09/16]
Post by: Iss Mneur on September 17, 2015, 12:13:21 am
Try the debug version. Apparently the release version is linked against the debug CRT. I will have to check how I did that tomorrow.
Title: Re: RELEASE: wxLauncher 0.10.0 beta [Updated 2015/09/16]
Post by: Yarn on September 17, 2015, 12:47:39 am
Try the debug version. Apparently the release version is linked against the debug CRT. I will have to check how I did that tomorrow.
The debug build produces the same error as the release build, so I doubt that's the problem. That is, unless the debug build uses the release build's CRT.
Title: Re: RELEASE: wxLauncher 0.10.0 beta [Updated 2015/09/16]
Post by: Iss Mneur on September 19, 2015, 01:28:08 pm
Fix versions of both the release and debug installer have been uploaded in the place of the previous, so the URLs have not changed. Please redownload it and try it now.  The installer should prompt about removing the same version.

In the end it was incorrect CRTs but for multiple reasons.  It seems that the new build script was not actually swtiching between debug and release, it was only makeing release builds.  So, the the release and the debug version were identical, which explains why the release version had the debug CRTs.  In addition, it was linking against both VC9's Debug CRT and VC9 SP1's Debug CRT, but the installer only includes VC9 SP1's Debug CRT, which was what was actually causing the SxS error.
Title: Re: RELEASE: wxLauncher 0.10.0 beta [Updated 2015/09/19]
Post by: AdmiralRalwood on September 22, 2015, 06:42:47 pm
This version runs, but it seems to be writing to the wrong place in the registry. I now have the following two registry entries:
Code: [Select]
Computer\HKEY_CURRENT_USER\SOFTWARE\Classes\VirtualStore\MACHINE\SOFTWARE\Wow6432Node\Software\Volition\Freespace2
Computer\HKEY_CURRENT_USER\SOFTWARE\Classes\VirtualStore\MACHINE\SOFTWARE\Wow6432Node\Volition\FreeSpace2
The former appears to have been written by wxLauncher; the latter is the one FSO seems to use.

/me cannot wait for Windows to move to config files instead of registry nonsense
Title: Re: RELEASE: wxLauncher 0.10.0 beta [Updated 2015/09/19]
Post by: mjn.mixael on September 25, 2015, 10:52:29 pm

The former appears to have been written by wxLauncher; the latter is the one FSO seems to use.

/me cannot wait for Windows to move to config files instead of registry nonsense

Then just do it. :P
Title: Re: RELEASE: wxLauncher 0.10.0 beta [Updated 2015/09/19]
Post by: CT27 on September 25, 2015, 11:53:30 pm
This version runs, but it seems to be writing to the wrong place in the registry. I now have the following two registry entries:
Code: [Select]
Computer\HKEY_CURRENT_USER\SOFTWARE\Classes\VirtualStore\MACHINE\SOFTWARE\Wow6432Node\Software\Volition\Freespace2
Computer\HKEY_CURRENT_USER\SOFTWARE\Classes\VirtualStore\MACHINE\SOFTWARE\Wow6432Node\Volition\FreeSpace2
The former appears to have been written by wxLauncher; the latter is the one FSO seems to use.

/me cannot wait for Windows to move to config files instead of registry nonsense

So would you advise I try this new version or stick to the previous wxlauncher (.94) that I have?
Title: Re: RELEASE: wxLauncher 0.10.0 beta [Updated 2015/09/19]
Post by: AdmiralRalwood on September 26, 2015, 05:04:11 am

The former appears to have been written by wxLauncher; the latter is the one FSO seems to use.

/me cannot wait for Windows to move to config files instead of registry nonsense

Then just do it. :P
Unfortunately, that's waiting on Antipodes, so it'll be post-3.7.4.
Title: Re: RELEASE: wxLauncher 0.10.0 beta [Updated 2015/09/19]
Post by: Iss Mneur on September 26, 2015, 12:25:27 pm
This version runs, but it seems to be writing to the wrong place in the registry. I now have the following two registry entries:
Code: [Select]
Computer\HKEY_CURRENT_USER\SOFTWARE\Classes\VirtualStore\MACHINE\SOFTWARE\Wow6432Node\Software\Volition\Freespace2
Computer\HKEY_CURRENT_USER\SOFTWARE\Classes\VirtualStore\MACHINE\SOFTWARE\Wow6432Node\Volition\FreeSpace2
The former appears to have been written by wxLauncher; the latter is the one FSO seems to use.

/me cannot wait for Windows to move to config files instead of registry nonsense

So would you advise I try this new version or stick to the previous wxlauncher (.94) that I have?
If you are not on Windows, it doesn't matter. If you are on windows, I would try 0.10.1 (that I just posted :)).
Title: Re: RELEASE: wxLauncher 0.10.1 beta [Updated 2015/09/26]
Post by: mjn.mixael on September 27, 2015, 12:19:18 am
So, on Windows, it doesn't generally obey resolution settings anymore. I can say "Run in a Window" at 1280x800 and it will instead run the window at 1024x768 no matter what. Same for "Full Screen Window".

Also, this version of wxL somehow causes my screen resolutions to jump all over the place when FSO is started. This makes my multimonitor windows jump all over the place. I reverted back to what I had before 0.9.4 and these issues are not present. Basically it seems that at least the Windows version has issues properly setting resolutions.
Title: Re: RELEASE: wxLauncher 0.10.1 beta [Updated 2015/09/26]
Post by: Iss Mneur on September 27, 2015, 12:34:22 am
So, on Windows, it doesn't generally obey resolution settings anymore. I can say "Run in a Window" at 1280x800 and it will instead run the window at 1024x768 no matter what. Same for "Full Screen Window".

Also, this version of wxL somehow causes my screen resolutions to jump all over the place when FSO is started. This makes my multimonitor windows jump all over the place. I reverted back to what I had before 0.9.4 and these issues are not present. Basically it seems that at least the Windows version has issues properly setting resolutions.

Do you still have this problem with 0.10.1 ( released today)?  What about 0.9.6, which can be found on the releases page on github?
Title: Re: RELEASE: wxLauncher 0.10.1 beta [Updated 2015/09/26]
Post by: mjn.mixael on September 27, 2015, 07:07:12 am
Yes on 10.1. I'll try 9.6 when I get home.
Title: Re: RELEASE: wxLauncher 0.10.1 beta [Updated 2015/09/26]
Post by: mjn.mixael on September 27, 2015, 02:31:53 pm
Hmm, my mistake. AdmiralRalwood suggested I double check 10.1 again in case I was accidentally on 10.0. I thought I was on 10.1, but clearly not because these issues are not present on testing 10.1 this time.
Title: Re: RELEASE: wxLauncher 0.10.1 beta [Updated 2015/09/26]
Post by: Iss Mneur on September 27, 2015, 05:37:30 pm
Hmm, my mistake. AdmiralRalwood suggested I double check 10.1 again in case I was accidentally on 10.0. I thought I was on 10.1, but clearly not because these issues are not present on testing 10.1 this time.
Good to hear.  What you were reporting what what the fix for 0.10.1 would have affected the most.

Also, this version of wxL somehow causes my screen resolutions to jump all over the place when FSO is started. This makes my multimonitor windows jump all over the place. I reverted back to what I had before 0.9.4 and these issues are not present. Basically it seems that at least the Windows version has issues properly setting resolutions.
With 0.10.1 does this stop occurring as well?
Title: Re: RELEASE: wxLauncher 0.10.1 beta [Updated 2015/09/26]
Post by: mjn.mixael on September 27, 2015, 08:38:37 pm
Also, this version of wxL somehow causes my screen resolutions to jump all over the place when FSO is started. This makes my multimonitor windows jump all over the place. I reverted back to what I had before 0.9.4 and these issues are not present. Basically it seems that at least the Windows version has issues properly setting resolutions.
With 0.10.1 does this stop occurring as well?

Yup.
Title: Re: RELEASE: wxLauncher 0.10.1 beta [Updated 2015/09/26]
Post by: mjn.mixael on October 01, 2015, 02:12:16 am
Just upgraded to Windows 10... I can't get wxL to launch FSO. I get "Unhandled error in setting HKLM key in registry! Access is denied."

Please dear all that is holy can we get these settings out of the damned registry? (I know, that's not a wxL thing).

And yes, I did run the launcher as admin.
Title: Re: RELEASE: wxLauncher 0.10.1 beta [Updated 2015/09/26]
Post by: deathspeed on October 01, 2015, 09:56:00 am
Just upgraded to Windows 10... I can't get wxL to launch FSO. I get "Unhandled error in setting HKLM key in registry! Access is denied."

Please dear all that is holy can we get these settings out of the damned registry? (I know, that's not a wxL thing).

And yes, I did run the launcher as admin.

I got the same error in Win 10 using 0.9.4, but changing compatibility to Windows 7 seems to have fixed it.
Title: Re: RELEASE: wxLauncher 0.10.1 beta [Updated 2015/09/26]
Post by: The E on October 01, 2015, 10:12:45 am
Had this same issue as well. Will post guide when back at home comp.
Title: Re: RELEASE: wxLauncher 0.10.1 beta [Updated 2015/09/26]
Post by: m!m on October 01, 2015, 11:17:39 am
Please dear all that is holy can we get these settings out of the damned registry? (I know, that's not a wxL thing).
I had a patch for that at some point and I also have a PR that adds support for using SDL to determine where to save configuration files which is required for the configuration file changes.
The configuration path changes are ready to be merged and I'll see what I can do about the configuration file on windows but I currently don't have a Windows install so that might take a while.
Title: Re: RELEASE: wxLauncher 0.10.1 beta [Updated 2015/09/26]
Post by: The E on October 01, 2015, 12:14:42 pm
Okay, here's how I fixed this.

Step 1. Run the fs2.reg file from the steam version. If you do not have it, copy the following text into notepad and save it as fs2.reg, then doubleclick on it.
Code: [Select]
Windows Registry Editor Version 5.00

[HKEY_LOCAL_MACHINE\SOFTWARE\Wow6432Node\Volition]

[HKEY_LOCAL_MACHINE\SOFTWARE\Wow6432Node\Volition\FreeSpace2]
"EregCount"=dword:00000003
"Videocard"=hex(2):44,00,69,00,72,00,65,00,63,00,74,00,20,00,33,00,44,00,20,00,\
  2d,00,20,00,50,00,72,00,69,00,6d,00,61,00,72,00,79,00,20,00,44,00,69,00,73,\
  00,70,00,6c,00,61,00,79,00,20,00,44,00,72,00,69,00,76,00,65,00,72,00,20,00,\
  28,00,33,00,32,00,20,00,62,00,69,00,74,00,29,00,20,00,28,00,31,00,30,00,32,\
  00,34,00,78,00,37,00,36,00,38,00,29,00,00,00
"CmdLineOptions"=hex(2):00,00
"Interlaced Movies"=dword:00000000
"Movie Fast Clear"=dword:00000000
"D3DFast"=dword:00000000
"D3DTextureOrigin"=dword:00000001
"ForceWFOG"=dword:00000000
"Detect Glide"=dword:00000000
"Detect D3D"=dword:00000001
"DisableZbias"=dword:00000000
"Soundcard"=hex(2):44,00,69,00,72,00,65,00,63,00,74,00,53,00,6f,00,75,00,6e,00,\
  64,00,00,00
"LauncherSoundEnabled"=dword:00000001
"EnableJoystickFF"=dword:00000000
"EnableHitEffect"=dword:00000001
"ComputerSpeed"=dword:00000002
"NetworkConnection"=hex(2):4c,00,41,00,4e,00,00,00
"ConnectionSpeed"=hex(2):46,00,61,00,73,00,74,00,00,00
"SkipVerify"=dword:00000000
"PXOBanners"=dword:00000001
"ForcePort"=dword:00000000
"Language"=hex(2):45,00,6e,00,67,00,6c,00,69,00,73,00,68,00,00,00
"StraightToSetup"=dword:00000000
"Gamma"="1.80"
"LastPlayer"=""

[HKEY_LOCAL_MACHINE\SOFTWARE\Wow6432Node\Volition\FreeSpace2\Version]
"Major"=dword:00000001
"Minor"=dword:00000014
"Build"=dword:00000000

Step 2. Open regedit (Windows-R, enter "regedit", press return)
Go to HKEY_CURRENT_USER\SOFTWARE\Classes\VirtualStore\MACHINE\SOFTWARE\Wow6432Node\
You should have a key named "Volition" there.

Step 3. Right-click on it, and select "Permissions".
When I did this, the "Group or user names" field was blank. If it is, click "Add".
In the dialogue that now pops up, Enter "ALL APPLICATION PACKAGES" into the "Enter the object names" field.
Click OK. The dialogue should now be populated.

Step 4. Go to the FreeSpace2 subkey under the Volition entry. Check permissions as above, and if necessary, fix as above.
Title: Re: RELEASE: wxLauncher 0.10.1 beta [Updated 2015/09/26]
Post by: mjn.mixael on October 02, 2015, 06:16:51 pm
This bug is still a thing on Windows.

(http://i282.photobucket.com/albums/kk264/mjnmixael/Private/ImageBin_zps2x2cgmv5.jpg~original)

Minimize wxL causes the bottom info bar to cover the buttons. While it looks like you can press the buttons in those images, you can't... because they are "covered" by the info bar. You can to press on the very tip top edge of the FRED/FSO buttons.
Title: Re: RELEASE: wxLauncher 0.10.1 beta [Updated 2015/09/26]
Post by: Yarn on October 06, 2015, 12:41:44 pm
This bug is still a thing on Windows.

[...]

Minimize wxL causes the bottom info bar to cover the buttons. While it looks like you can press the buttons in those images, you can't... because they are "covered" by the info bar. You can to press on the very tip top edge of the FRED/FSO buttons.
That's not happening on my Windows 7 64-bit SP1 system. Maybe it only happens on newer versions of Windows.
Title: Re: RELEASE: wxLauncher 0.10.1 beta [Updated 2015/09/26]
Post by: Yarn on October 06, 2015, 12:44:46 pm
Is anyone else finding that all their joysticks are called "Microsoft PC-joystick driver" instead of their actual names? For me at least, this happens in both wxLauncher and Launcher 5.5g.
Title: Re: RELEASE: wxLauncher 0.10.1 beta [Updated 2015/09/26]
Post by: chief1983 on October 06, 2015, 12:47:06 pm
Oh yeah, my Sidewinder hasn't listed as Sidewinder in the launchers in a long time.
Title: Re: RELEASE: wxLauncher 0.10.1 beta [Updated 2015/09/26]
Post by: mjn.mixael on October 06, 2015, 04:48:59 pm
This bug is still a thing on Windows.

[...]

Minimize wxL causes the bottom info bar to cover the buttons. While it looks like you can press the buttons in those images, you can't... because they are "covered" by the info bar. You can to press on the very tip top edge of the FRED/FSO buttons.
That's not happening on my Windows 7 64-bit SP1 system. Maybe it only happens on newer versions of Windows.

Happened on my install of Windows 7 forever. I just put up with it. Suppose I'll be putting up with it indefinitely if no one else can reproduce it.
Title: Re: RELEASE: wxLauncher 0.10.1 beta [Updated 2015/09/26]
Post by: AdmiralRalwood on October 06, 2015, 05:48:05 pm
This bug is still a thing on Windows.

[...]

Minimize wxL causes the bottom info bar to cover the buttons. While it looks like you can press the buttons in those images, you can't... because they are "covered" by the info bar. You can to press on the very tip top edge of the FRED/FSO buttons.
That's not happening on my Windows 7 64-bit SP1 system. Maybe it only happens on newer versions of Windows.

Happened on my install of Windows 7 forever. I just put up with it. Suppose I'll be putting up with it indefinitely if no one else can reproduce it.
Doesn't happen to me on my Win10-64 install, and I don't recall it ever happening on my old Win7-64 install. Might be related to multiple monitors?
Title: Re: RELEASE: wxLauncher 0.10.1 beta [Updated 2015/09/26]
Post by: mjn.mixael on October 06, 2015, 05:52:38 pm
This bug is still a thing on Windows.

[...]

Minimize wxL causes the bottom info bar to cover the buttons. While it looks like you can press the buttons in those images, you can't... because they are "covered" by the info bar. You can to press on the very tip top edge of the FRED/FSO buttons.
That's not happening on my Windows 7 64-bit SP1 system. Maybe it only happens on newer versions of Windows.

Happened on my install of Windows 7 forever. I just put up with it. Suppose I'll be putting up with it indefinitely if no one else can reproduce it.
Doesn't happen to me on my Win10-64 install, and I don't recall it ever happening on my old Win7-64 install. Might be related to multiple monitors?

*Tests theory.

Yup. I installed wxL on my old computer that is now a single monitor machine. The problem does not occur.
Title: Re: RELEASE: wxLauncher 0.10.1 beta [Updated 2015/09/26]
Post by: tomimaki on October 06, 2015, 05:53:09 pm
I saw it once when installed new launcher and activated it for first time.
(http://i.imgur.com/fFemlub.png)
win 7 64bit, no multi monitors

edit:
Actually it's enough if I remove or rename wxlauncher folder in Appdata, then start launcher, select game root folder then minimize.
So it's kinda reproducible.

edit2:
Height of wxlauncher's window at first start is smaller than at second and further activations.
Title: Re: RELEASE: wxLauncher 0.10.1 beta [Updated 2015/09/26]
Post by: zheega on October 12, 2015, 10:57:37 am
I have a problem. Even if I use the old launcher or the new one, the resolution settings do not apply. I keep getting 800x600, tried it with several FSO builds and MODs.
Can it be a Win10 problem?

Thank you,
Title: Re: RELEASE: wxLauncher 0.10.1 beta [Updated 2015/09/26]
Post by: m!m on October 12, 2015, 11:02:36 am
Can you try an older release (e.g. 0.9.6 (https://github.com/scp-fs2open/wxLauncher/releases/tag/release-0.9.6)) and tell us if that release works? I changed how the registry was accessed but that code was written for Windows 7 so it's possible that it won't work with Windows 8 or 10.
Title: Re: RELEASE: wxLauncher 0.10.1 beta [Updated 2015/09/26]
Post by: zheega on October 12, 2015, 11:05:42 am
Same thing. All mods work (mediaVP 2014, blueplanet etc...), but the settings don't apply :(
Title: Re: RELEASE: wxLauncher 0.10.1 beta [Updated 2015/09/26]
Post by: jr2 on October 12, 2015, 12:34:54 pm
Pretty sure registry changes are handled the same way, or you would have seen gobs of apps stop working with the 8/8.1/10 releases.
Title: Re: RELEASE: wxLauncher 0.10.1 beta [Updated 2015/09/26]
Post by: MitoPL on October 12, 2015, 12:36:36 pm
Had the same problem - forcing a preferred resolution by -res custom flag helped...
Title: Re: RELEASE: wxLauncher 0.10.1 beta [Updated 2015/09/26]
Post by: AdmiralRalwood on October 12, 2015, 03:03:39 pm
I keep getting 800x600
Are you missing the 1024x768 interface art (IIRC, it's in sparky_hi_fs2.vp)?
Title: Re: RELEASE: wxLauncher 0.10.1 beta [Updated 2015/09/26]
Post by: Talon 1024 on October 28, 2015, 12:31:27 am
I've compiled wxLauncher on Ubuntu 15.10 using wxWidgets 3.0.2. I removed wxWidgets 2.8 before I compiled wxLauncher.

When I try to start it up, however, I get this error message:

(http://www.ciinet.org/kevin/wxLFail.png)

This problem occurs with the wxLauncher package in the repo, too.
Title: Re: RELEASE: wxLauncher 0.10.1 beta [Updated 2015/09/26]
Post by: niffiwan on October 28, 2015, 01:30:30 am
I have the same issue with Mint 17 (Ubuntu 14.04). I have wxWidgets 2.8.12 & 3.0.0 installed.  I have been working around the issue by clicking "Continue" lots of times  :nervous:
Title: Re: RELEASE: wxLauncher 0.10.1 beta [Updated 2015/09/26]
Post by: Iss Mneur on October 29, 2015, 11:24:24 pm
I've compiled wxLauncher on Ubuntu 15.10 using wxWidgets 3.0.2. I removed wxWidgets 2.8 before I compiled wxLauncher.

When I try to start it up, however, I get this error message:

(http://www.ciinet.org/kevin/wxLFail.png)

This problem occurs with the wxLauncher package in the repo, too.
I am unable to replicate this, I assume a mod.ini somewhere has something that is triggering a log message that is not formatted correctly.

To find which one and where, please build as debug and then start wxlauncher in gdb and paste the full stack trace.  Debug building instructions are in the OP.

Please paste or attached both the stacktrace and the generate wxLauncher log.

Thanks,
Title: Re: RELEASE: wxLauncher 0.10.1 beta [Updated 2015/09/26]
Post by: Iss Mneur on October 29, 2015, 11:29:47 pm
For anyone that is having trouble with the screen resolutions please ensure that you have 0.10.1.  This issue was fixed by this release.

I have added a reminder to the OP of this as well.
Title: Re: RELEASE: wxLauncher 0.10.1 beta [Updated 2015/09/26]
Post by: niffiwan on October 30, 2015, 06:31:51 am
Ha! I thought I'd run into this before (http://www.hard-light.net/forums/index.php?topic=89162.msg1784873#msg1784873).  For some reason the mod.ini files for ASW1 & ASW2 also have a colon in their settings section:

Code: [Select]
[settings]
flags: -ship_choice_3d;

Replacing the colon with equals removes the issue.

Talon 1024, one of your mod.ini files might have the same thing.
Title: Re: RELEASE: wxLauncher 0.10.1 beta [Updated 2015/09/26]
Post by: Goober5000 on October 30, 2015, 09:21:43 am
Is wxLauncher 0.10.1 suitable to add to the FSO Installer, or should I keep the previous version there for now?  (Or I could keep both versions side by side.)
Title: Re: RELEASE: wxLauncher 0.10.1 beta [Updated 2015/09/26]
Post by: Iss Mneur on October 30, 2015, 01:49:31 pm
0.10.1 should be fine to put into installer.
Title: Re: RELEASE: wxLauncher 0.10.1 beta [Updated 2015/09/26]
Post by: Yarn on October 30, 2015, 06:32:56 pm
Ha! I thought I'd run into this before (http://www.hard-light.net/forums/index.php?topic=89162.msg1784873#msg1784873).  For some reason the mod.ini files for ASW1 & ASW2 also have a colon in their settings section:

Code: [Select]
[settings]
flags: -ship_choice_3d;

Replacing the colon with equals removes the issue.

Are you sure that field actually works? Because I tried it myself and it didn't do anything. I even looked at the source code for wxLauncher and the old Windows launcher; as far as I can tell, wxLauncher has zero support for it, whereas the Windows launcher has code for parsing it that's commented out.
Title: Re: RELEASE: wxLauncher 0.10.1 beta [Updated 2015/09/26]
Post by: AdmiralRalwood on October 30, 2015, 06:40:18 pm
It does nothing with it, but it still parses the whole file.
Title: Re: RELEASE: wxLauncher 0.10.1 beta [Updated 2015/09/26]
Post by: niffiwan on October 30, 2015, 07:06:08 pm
If it doesn't do anything then we need to get the mod creators to remove it; I got ASW1& 2 only a couple of weeks ago using the installer.
Title: Re: RELEASE: wxLauncher 0.10.1 beta [Updated 2015/09/26]
Post by: Iss Mneur on October 30, 2015, 08:53:18 pm
Correct, it doesn't do anything and as already noted, as far as I can tell, there is no indication of what it is supposed to even do. Some examples I have seen are used sort of like the flagsets feature of wxLauncher.

However, the actual problem is the format is incorrect. It is should it should be
Code: [Select]
[settings]
flags= -ship_choice_3d;
The win32 launcher doesn't care so I need to "fix" wxLauncher not to either, but that hasn't happened yet.  Though if a mod is being distributed with the above setting...
Title: Re: RELEASE: wxLauncher 0.10.1 beta [Updated 2015/09/26]
Post by: Yarn on November 01, 2015, 01:47:55 pm
Correct, it doesn't do anything and as already noted, as far as I can tell, there is no indication of what it is supposed to even do. Some examples I have seen are used sort of like the flagsets feature of wxLauncher.
I'm pretty sure it's supposed to specify which flags are always supposed to be enabled, regardless of the user's settings. For instance, in the example given, the -ship_choice_3d flag is supposed to be enabled, even if the user has not enabled it.

EDIT: Here's the comment of SVN revision 5199 (http://svn.icculus.org/fs2open?view=rev&revision=5199), which commented out the code that loads this field (emphasis is mine):
Quote
massive conversion of old hackish ini bookkeeping to new encapsulated bookkeeping
nobody try to run this yet; it's not debugged and doesn't even compile
(The commented-out code is in CTabMOD::GetSettings in TabMOD.cpp, in case you want to look.)

Judging from that comment, I'm now quite sure that this was used to store user settings, not mandatory settings. If this is true, then wxLauncher should definitely ignore this field as it does now.
Title: Re: RELEASE: wxLauncher 0.10.1 beta [Updated 2015/09/26]
Post by: Goober5000 on November 01, 2015, 02:55:59 pm
Right.  In the old Launcher 5.5, the top section contained the mod-provided flags and the bottom section contained the user-customized flags.  It wasn't implemented very well though, and that commit was the beginning of an attempt to code an alternate system.

Since wxLauncher has its own system of storing user preferences, it should* ignore that field entirely, as you said.


*Actually, I can think of an exception.  If a project published the mod developer's own mod.ini file, there is a chance that the mod's recommended flags would be incorrectly specified in the user preferences section.
Title: Re: RELEASE: wxLauncher 0.10.1 beta [Updated 2015/09/26]
Post by: Yarn on November 03, 2015, 10:27:39 pm
If by "top section" and "bottom section" you mean the [launcher] and [settings] sections respectively, then I'm pretty sure that only the [settings] section stored flags; I don't see any part of TabMOD.cpp, before or after that commit, that tries to read a "flags" field from anywhere other than the [settings] section.
Title: Re: RELEASE: wxLauncher 0.10.1 beta [Updated 2015/09/26]
Post by: Goober5000 on November 03, 2015, 10:45:21 pm
Is that so?  I thought that there was a mod-provided flag list somewhere.  If you don't see it in the code, though, that must mean I'm conflating the two.
Title: Re: RELEASE: wxLauncher 0.10.1 beta [Updated 2015/09/26]
Post by: jr2 on December 02, 2015, 11:12:34 am
Can has an [about] section, or list the wxLauncher version number in the title bar?

Currently the only way to detect what version of wxLauncher you're running seems to be opening %APPDATA%\wxlauncher\wxlauncher.log


See: here (http://www.hard-light.net/forums/index.php?topic=91030.msg1805531#msg1805531).

EDIT: If it's normally displayed as info on the bottom, I can't see it because I have an info tip about Windows reporting 0 joysticks and 0 being plugged in.

EDIT2: I noticed, upon opening, wxLauncher displays like 3 messages in the bottom info section, which are each quickly replaced with the next message, and no way to view a message log of what was displayed.  Not sure if that is intended behavior or not.
Title: Re: RELEASE: wxLauncher 0.10.1 beta [Updated 2015/09/26]
Post by: Iss Mneur on December 02, 2015, 02:12:09 pm
Can has an [about] section, or list the wxLauncher version number in the title bar?

Currently the only way to detect what version of wxLauncher you're running seems to be opening %APPDATA%\wxlauncher\wxlauncher.log


See: here (http://www.hard-light.net/forums/index.php?topic=91030.msg1805531#msg1805531).

EDIT: If it's normally displayed as info on the bottom, I can't see it because I have an info tip about Windows reporting 0 joysticks and 0 being plugged in.

EDIT2: I noticed, upon opening, wxLauncher displays like 3 messages in the bottom info section, which are each quickly replaced with the next message, and no way to view a message log of what was displayed.  Not sure if that is intended behavior or not.
There is/was a button on the bottom left labeled about.  But I don't remember if it is still there it was removed.  I will have to look tonight.
Title: Re: RELEASE: wxLauncher 0.10.1 beta [Updated 2015/09/26]
Post by: jg18 on December 02, 2015, 03:50:34 pm
Hmm, I don't remember seeing an About button...
Title: Re: RELEASE: wxLauncher 0.10.1 beta [Updated 2015/09/26]
Post by: Iss Mneur on December 02, 2015, 11:57:06 pm
Hmm, I don't remember seeing an About button...
You are correct.  I know had code for it somewhere at sometime.  I wonder if it turned into one of the pages in the online help...

Well, I guess an about button goes on the issues list.
Title: Re: RELEASE: wxLauncher 0.10.1 beta [Updated 2015/09/26]
Post by: jr2 on December 03, 2015, 09:09:06 am
That page in the help section was "Latest Changes" under "wxLauncher User Guide", but hasn't been updated since 0.9.0
Title: Re: RELEASE: wxLauncher 0.10.1 beta [Updated 2015/09/26]
Post by: m!m on December 04, 2015, 08:29:01 am
I have recently installed Windows 10 and I am also unable to save the video settings to the registry. Once I have my development tools installed I'll try to find the cause of this issue and fix it.
Title: Re: RELEASE: wxLauncher 0.10.1 beta [Updated 2015/09/26]
Post by: Iss Mneur on December 04, 2015, 02:30:21 pm
Verify you are in fact running 0.10.1 (check the log, details in the OP).  Is this a clean install of Windows 10 or was it upgraded from 7 or 8.1?
Title: Re: RELEASE: wxLauncher 0.10.1 beta [Updated 2015/09/26]
Post by: m!m on December 04, 2015, 02:44:23 pm
WTF? I just tried it again with a clean system (I needed to reinstall because of my own stupidity) and now it worked out of the box. I'm fairly certain that I used 0.10.1 both times and both times it was a clean install of Windows 10.
I guess that's just another reason to use a config file on all platforms. The current way of writing to the registry probably isn't very robust anyway.
Title: Re: RELEASE: wxLauncher 0.10.1 beta [Updated 2015/09/26]
Post by: Agusfri on May 15, 2016, 04:55:57 pm
well i have the screen resolution problem. i fix using the custom flag -res 1920x1080


-res
Allows you to specify a resolution if the desired one cannot be set in the Launcher. For example, -res 1920x1080 would run the game in 1920 x 1080 resolution. Since it requires an argument, it needs to be entered as a custom flag when using the Launcher. The "Run at specified resolution" option the Launcher gives is essentially this, but without being able to actually specify a resolution, it doesn't work.

thanks to the guy which suggest to use it. MitoPL
Title: Re: RELEASE: wxLauncher 0.10.1 beta [Updated 2015/09/26]
Post by: m!m on May 16, 2016, 02:38:33 am
What version of FSO are you using? 3.7.4 RC2 should have a fix for this bug by enabling the "Use a different registry path" option in the launcher. I don't know why but sometimes the Windows registry just doesn't work anymore for FSO. It will be properly fixed after the 3.7.4 release when a new configuration system will be used that doesn't rely on the registry anymore.
Title: Re: RELEASE: wxLauncher 0.10.1 beta [Updated 2015/09/26]
Post by: Iss Mneur on May 16, 2016, 12:42:01 pm
I don't know why but sometimes the Windows registry just doesn't work anymore for FSO.
More than likely it is related to the registry virtualization that is applied to an application like FSO that doesn't have a proper manifest, and writes to HKLM and Program Files.
Title: Re: RELEASE: wxLauncher 0.10.1 beta [Updated 2015/09/26]
Post by: m!m on May 16, 2016, 12:47:06 pm
Yes, it's probably cause by the registry virtualization but for some time it worked on my Windows 10 install but then it suddenly stopped working without a clear reason. Well, it doesn't really matter that much. For the 3.7.4 release there is the troubleshooting option and for future releases the new config system should fix all these issues.
Title: Re: RELEASE: wxLauncher 0.10.1 beta [Updated 2015/09/26]
Post by: AdmiralRalwood on May 16, 2016, 03:54:08 pm
Also, sometimes wxLauncher needs to be run with admin privileges, or it won't write the registry entries in the first place.
Title: Re: RELEASE: wxLauncher 0.10.1 beta [Updated 2015/09/26]
Post by: Agusfri on May 18, 2016, 11:40:52 am
What version of FSO are you using? 3.7.4 RC2 should have a fix for this bug by enabling the "Use a different registry path" option in the launcher. I don't know why but sometimes the Windows registry just doesn't work anymore for FSO. It will be properly fixed after the 3.7.4 release when a new configuration system will be used that doesn't rely on the registry anymore.

using the  "Use a different registry path" fix the problem. thanks
Title: Re: RELEASE: wxLauncher 0.10.1 beta [Updated 2015/09/26]
Post by: m!m on May 18, 2016, 01:45:30 pm
Great! Thanks for testing that.
At least now we know that that option properly fixes the issue.
Title: Re: RELEASE: wxLauncher 0.10.1 beta [Updated 2015/09/26]
Post by: AdmiralRalwood on May 18, 2016, 06:48:41 pm
Great! Thanks for testing that.
At least now we know that that option properly fixes the issue.
...For some people. Unfortunately, for others, the alternative registry path code makes it stop working, and we've yet to find the common denominator.
Title: Re: RELEASE: wxLauncher 0.10.1 beta [Updated 2015/09/26]
Post by: m!m on May 19, 2016, 03:00:15 am
That's why I added the troubleshooting option so the people who have this problem can fix it. Fixing it properly would not be worthwhile since Antipodes has the new file based config system which will fix this issue.
Title: Re: RELEASE: wxLauncher 0.10.1 beta [Updated 2015/09/26]
Post by: jr2 on May 19, 2016, 06:18:13 am
What's the difference between the two options, exactly?  (What differing paths or methods are used)
Title: Re: RELEASE: wxLauncher 0.10.1 beta [Updated 2015/09/26]
Post by: m!m on May 19, 2016, 06:23:24 am
Here (https://github.com/scp-fs2open/fs2open.github.com/blob/master/code/osapi/osregistry.cpp#L114) is the code but basically the option enables a behavior where FSO tries to determine the compatibility registry path typically used by Windows for older applications instead of relying on the registry virtualization that Windows uses for the paths FSO typically accesses.
Title: Re: RELEASE: wxLauncher 0.10.1 beta [Updated 2015/09/26]
Post by: jr2 on May 26, 2016, 01:06:33 am
...does Windows allow direct access to this, or does it attempt to block direct modification of the compatibility reg path?  MS might block it to try to deter people from relying on legacy settings instead of updating their programs to use user profile specific (instead of machine-wide) reg paths.
Title: Re: RELEASE: wxLauncher 0.10.1 beta [Updated 2015/09/26]
Post by: m!m on May 26, 2016, 03:03:38 am
It worked on my machine for quite a long time with both Windows 7 and Windows 10 but now it suddenly stopped. The problem isn't that reading the compatibility path fails but that reading the "old" path fails.
Title: Re: RELEASE: wxLauncher 0.10.1 beta [Updated 2015/09/26]
Post by: LaineyBugsDaddy on June 28, 2016, 01:02:34 pm
Ok, wxLauncher SERIOUSLY needs a way to distinguish between game controllers in Windows. Doesn't matter if it's a Logitech Wingman Extreme 3D Pro or a Madcatz Xbox 360 controller, all it says is Microsoft PC-joystick driver. ARGH! I should not have to switch out game controllers completely to avoid hassle with figuring out which one is the stick and which the gamepad.
Title: Re: RELEASE: wxLauncher 0.10.1 beta [Updated 2015/09/26]
Post by: m!m on June 28, 2016, 01:15:55 pm
:nervous: Well, that problem has already been "fixed" for antipodes/SDL2 builds but the old builds require using the old API which is currently broken. Antipodes should be merged soonTM so then that issue will be fixed for most users...
Title: Re: RELEASE: wxLauncher 0.10.1 beta [Updated 2015/09/26]
Post by: LaineyBugsDaddy on June 28, 2016, 01:35:56 pm
Well that's good. I mean, I knew which one it had to be because of the order they had been plugged in, but if I leave them plugged in and I reboot, who knows which will initialize first? I look forward to the upcoming code merge and fixed behavior.
Title: Re: RELEASE: wxLauncher 0.10.1 beta [Updated 2015/09/26]
Post by: m!m on June 28, 2016, 01:39:34 pm
In my experience the order stays the same even after a reboot but that may have changed in newer Windows versions.
Title: Re: RELEASE: wxLauncher 0.10.1 beta [Updated 2015/09/26]
Post by: CT27 on July 21, 2016, 03:00:28 pm
Which is the better one to use:

.10.1 in this thread

or

0.11.0 in http://www.hard-light.net/forums/index.php?topic=89162.0
Title: Re: RELEASE: wxLauncher 0.10.1 beta [Updated 2015/09/26]
Post by: m!m on July 21, 2016, 03:02:21 pm
If you are using 3.7.4 final then 0.10.1 is sufficient. If you want to use a recent nightly then you should use 0.11.
Title: Re: RELEASE: wxLauncher 0.10.1 beta [Updated 2015/09/26]
Post by: CT27 on July 21, 2016, 03:11:13 pm
Oops, then.

When I saw the newer number I installed 0.11  (and I'm using 3.7.4 final).

However, I haven't run into any problems yet.  Should I delete 0.11 and switch back to 0.10.1?
Title: Re: RELEASE: wxLauncher 0.10.1 beta [Updated 2015/09/26]
Post by: m!m on July 21, 2016, 03:13:59 pm
No, keep the newer version.
What I meant was that if you have 0.10.1 installed and if you are only using 3.7.4 then you don't need to change that. However, due to changes in how FSO interacts with the launcher the recent nightlies require 0.11 in order to work correctly.
Title: Re: RELEASE: wxLauncher 0.10.1 beta [Updated 2015/09/26]
Post by: Trivial Psychic on July 27, 2016, 07:11:43 pm
I've been keeping up with updates to both FSO and the launcher, and I've noticed a few updates to the launcher today that seem somewhat significant.  May I suggest that a new build might be in order?
Title: Re: RELEASE: wxLauncher 0.10.1 beta [Updated 2015/09/26]
Post by: Mars on September 18, 2016, 01:57:08 pm
So this has started happening whenever I try to launch FSO via WXLauncher, and I can't figure out why.

[attachment deleted by admin]
Title: Re: RELEASE: wxLauncher 0.10.1 beta [Updated 2015/09/26]
Post by: Iss Mneur on September 18, 2016, 03:31:32 pm
Please try it with the debug build posted in the OP and paste bin the log as described in the OP under troubleshooting.
Title: Re: RELEASE: wxLauncher 0.10.1 beta [Updated 2015/09/26]
Post by: Mars on September 18, 2016, 08:24:03 pm
Pastebin (http://pastebin.com/yKdEFrRm)
Title: Re: RELEASE: wxLauncher 0.10.1 beta [Updated 2015/09/26]
Post by: Iss Mneur on September 18, 2016, 09:40:18 pm
I don't see a failure in that log.  Did the assertion box come up on this run?
Title: Re: RELEASE: wxLauncher 0.10.1 beta [Updated 2015/09/26]
Post by: Mars on September 18, 2016, 11:00:41 pm
Ultimately I got these dialog boxes and total crash on launch attempt

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Title: Re: RELEASE: wxLauncher 0.10.1 beta [Updated 2015/09/26]
Post by: Mars on September 18, 2016, 11:01:04 pm
<etc>

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Title: Re: RELEASE: wxLauncher 0.10.1 beta [Updated 2015/09/26]
Post by: Mars on September 18, 2016, 11:06:16 pm
I have also tried disabling Aviria Active protection, which I had assumed to be the cause.
Title: Re: RELEASE: wxLauncher 0.10.1 beta [Updated 2015/09/26]
Post by: Iss Mneur on September 18, 2016, 11:54:04 pm
Please try this build (https://app.box.com/s/o39j66rouo9urnp9xapyq1iamuw4yu3q).
Title: Re: RELEASE: wxLauncher 0.10.1 beta [Updated 2015/09/26]
Post by: Mars on September 19, 2016, 12:11:49 am
!!! It works. Do you need anything from me to figure out why?
Title: Re: RELEASE: wxLauncher 0.10.1 beta [Updated 2015/09/26]
Post by: Iss Mneur on September 19, 2016, 07:51:34 am
Does your system really have no active audio capture devices?
Title: Re: RELEASE: wxLauncher 0.10.1 beta [Updated 2015/09/26]
Post by: Mars on September 19, 2016, 05:46:23 pm
The onboard soundcard has the ability, but there's nothing plugged in.
Title: Re: RELEASE: wxLauncher 0.10.1 beta [Updated 2015/09/26]
Post by: Iss Mneur on September 19, 2016, 09:14:33 pm
Ok, so then it is the bug that I thought it was.
Title: Re: RELEASE: wxLauncher 0.10.1 beta [Updated 2015/09/26]
Post by: CT27 on September 23, 2016, 06:05:49 pm
I'm trying to understand the release system here better:

As I understand it, the latest 'official' wxlauncher version is 0.11.  However, there is also work being done on "release candidates" for version 0.12; when 0.12 gets finalized and official, will it be announced here in this thread and put in the opening post list?
Title: Re: RELEASE: wxLauncher 0.10.1 beta [Updated 2015/09/26]
Post by: Iss Mneur on September 23, 2016, 07:32:00 pm
As I understand it, the latest 'official' wxlauncher version is 0.11.

The latest official release is 0.10.1, which is the one that you should use.  When a new official release is made the OP will be updated and a new post added (so feel free to turn on notify for this thread).

However, there is also work being done on "release candidates" for version 0.12; when 0.12 gets finalized and official, will it be announced here in this thread and put in the opening post list?
Correct.  This is how wxLauncher releases have worked since 0.10 but they were never explicitly labeled as such.
Title: Re: RELEASE: wxLauncher 0.10.1 beta [Updated 2015/09/26]
Post by: CT27 on September 23, 2016, 08:46:27 pm
I'm using 3.7.4 final for my build.  However, m!m told me on the previous page that it wasn't a problem that I was using 0.11 with that.

Should I switch back to 0.10.1?
Title: Re: RELEASE: wxLauncher 0.10.1 beta [Updated 2015/09/26]
Post by: AdmiralRalwood on September 23, 2016, 09:31:22 pm
I'm using 3.7.4 final for my build.  However, m!m told me on the previous page that it wasn't a problem that I was using 0.11 with that.

Should I switch back to 0.10.1?
Not unless it's giving you problems.
Title: Re: RELEASE: wxLauncher 0.10.1 beta [Updated 2015/09/26]
Post by: chief1983 on May 08, 2017, 08:21:20 am
What do we need to do to get a new, stable 0.12.0 release in the immediate future?
Title: Re: RELEASE: wxLauncher 0.10.1 beta [Updated 2015/09/26]
Post by: jg18 on May 08, 2017, 09:08:12 pm
Great question. Unfortunately only Iss Mneur would know for sure, and he hasn't been around in over two weeks. :blah:

From what I remember, he was working on refactoring the third-party dependencies like OpenAL/SDL into a Git submodule. However, that shouldn't be required for 0.12.0.

Offhand I can't think of anything else that needed to be done other than probably more testing. The best way to accomplish that most likely is to release a new wxL RC on all platforms and get it in people's hands with the 3.8 RCs/nightlies. As always, I can help with macOS releases. Currently there is no public macOS release of wxL that can run the 3.8 RCs or nightlies.
Title: Re: RELEASE: wxLauncher 0.10.1 beta [Updated 2015/09/26]
Post by: Axem on May 17, 2017, 08:59:26 am
This is probably a must-fix (http://www.hard-light.net/forums/index.php?topic=93352.msg1845475#msg1845475) since it could shut out a lot of potential joystick users who would stop by for such a major release.
Title: Re: RELEASE: wxLauncher 0.10.1 beta [Updated 2015/09/26]
Post by: jg18 on May 17, 2017, 05:06:16 pm
Since Iss Mneur hasn't been around in nearly a month, I can take a look at this.

I'll need some information from a coder who's familiar with the FSO input control code, specifically:

- which platforms this issue applies to (presumably all)
how to get the joystick/controller GUID, since FSO must do it somewhere. Presumably it's an SDL2 API call.

EDIT: Correction.
Title: Re: RELEASE: wxLauncher 0.10.1 beta [Updated 2015/09/26]
Post by: m!m on May 19, 2017, 04:25:45 am
wxLauncher (at least the most recent version) already uses the same SDL2 APIs that FSO uses.
The wxLauncher code does it in the JoystickManager (https://github.com/scp-fs2open/wxLauncher/blob/master/code/apis/JoystickManager.cpp#L363) file and FSO does it in joy-sdl.cpp (https://github.com/scp-fs2open/fs2open.github.com/blob/master/code/io/joy-sdl.cpp#L78).
Title: Re: RELEASE: wxLauncher 0.10.1 beta [Updated 2015/09/26]
Post by: jg18 on May 25, 2017, 01:11:55 am
So it turns out I don't have the equipment to reproduce the XInput controller issue. My roommate doesn't have a working Xbox 360 controller, so I can't reproduce this. :sigh:

Perhaps Iss Mneur or another coder has an XInput controller and can look into this?

Otherwise, I'll need to work with Yarn or someone one-on-one and figure out where things are going wrong with wxL and XInput controllers.

I tried wxL master with my CH Pro Throttle USB (which is DirectInput) and wxL seems to write the correct GUID to fs2_open.ini. So offhand I'm not sure why XInput controllers would be any different.
Title: Re: RELEASE: wxLauncher 0.10.1 beta [Updated 2015/09/26]
Post by: chief1983 on May 25, 2017, 10:55:17 am
I think I have a XBox 360 controller USB receiver for the PC, I can try to be of some help.
Title: Re: RELEASE: wxLauncher 0.10.1 beta [Updated 2015/09/26]
Post by: AdmiralRalwood on May 25, 2017, 02:41:58 pm
I have a PS3 controller pretending to be an XBox 360 controller; I think that should work.
Title: Re: RELEASE: wxLauncher 0.10.1 beta [Updated 2015/09/26]
Post by: jg18 on May 26, 2017, 12:30:38 am
Doing some digging by code/documentation reading.

wxL itself never manually sets the GUID to zero (that is, a long string of zeroes). It sets the GUID to an empty string on error, which will cause FSO to ignore the GUID entirely AFAICT.

AFAICT the only case where the GUID gets set to 0 is in SDL itself, from the SDL wiki page (https://wiki.libsdl.org/SDL_JoystickGetGUID):

Quote
Return Value

Returns the GUID of the given joystick. If called on an invalid index, this function returns a zero GUID; call
SDL_GetError() for more information.

Therefore wxL may be specifying the wrong index when getting the joystick GUID for XInput devices? That's one thought. I need to compare more carefully to the FSO SDL joystick code. That's what I have so far.

EDIT: Wait that doesn't make sense. wxL is passing in an SDL_Joystick* (and not an array index) when getting the GUID. I wonder if something is wrong with the version of SDL2.dll that ships with wxL?
Title: Re: RELEASE: wxLauncher 0.10.1 beta [Updated 2015/09/26]
Post by: AdmiralRalwood on May 26, 2017, 02:34:26 am
I wonder if something is wrong with the version of SDL2.dll that ships with wxL?
Why is wxLauncher still using SDL 2.0.3, anyway?
Title: Re: RELEASE: wxLauncher 0.10.1 beta [Updated 2015/09/26]
Post by: chief1983 on May 26, 2017, 08:13:48 am
Probably cause we haven't shipped an updated wxLauncher since a newer version was released?
Title: Re: RELEASE: wxLauncher 0.10.1 beta [Updated 2015/09/26]
Post by: AdmiralRalwood on May 26, 2017, 12:21:18 pm
Probably cause we haven't shipped an updated wxLauncher since a newer version was released?
But even the RC for 0.12 is still using SDL 2.0.3.
Title: Re: RELEASE: wxLauncher 0.10.1 beta [Updated 2015/09/26]
Post by: chief1983 on May 26, 2017, 12:30:30 pm
That's what I meant, even the last RC we shipped is still using 2.0.3.  We need a new stable release with 2.0.4 (or 2.0.5 if we can be _newer_ than the shipping FSO version).
Title: Re: RELEASE: wxLauncher 0.10.1 beta [Updated 2015/09/26]
Post by: AdmiralRalwood on May 26, 2017, 12:49:35 pm
That's what I meant, even the last RC we shipped is still using 2.0.3.
To be clear, when you said
Probably cause we haven't shipped an updated wxLauncher since a newer version was released?
you meant that wxLauncher didn't get updated after SDL 2.0.4 was released? If so, that's incorrect; the first RC for wxLauncher 0.12 was released months after FSO had already updated to SDL 2.0.4.
Title: Re: RELEASE: wxLauncher 0.10.1 beta [Updated 2015/09/26]
Post by: chief1983 on May 26, 2017, 12:52:44 pm
Ah, well.  Then, retroactively, what I _meant_ was that even though it was released we didn't ship it with the updated version :P

So we still need to fix that by shipping an updated wxLauncher with an updated SDL2 :)
Title: Re: RELEASE: wxLauncher 0.10.1 beta [Updated 2015/09/26]
Post by: AdmiralRalwood on May 26, 2017, 02:15:47 pm
Well, of course; the only real question is whether we update to 2.0.4 or skip straight to 2.0.5 in the expectation that FSO will follow soon after.
Title: Re: RELEASE: wxLauncher 0.10.1 beta [Updated 2015/09/26]
Post by: jg18 on May 27, 2017, 12:48:09 am
My vote is to skip straight to 2.0.5, since FSO will presumably get there soon, perhaps before 3.8 goes final?

Also, my hunch that something was wrong with the SDL2.dll that ships with wxL 0.12.0 RC2 proved correct:
Using the SDL2.dll from the latest 32-bit nightly solved the problem.
:D
Title: Re: RELEASE: wxLauncher 0.10.1 beta [Updated 2015/09/26]
Post by: AdmiralRalwood on May 27, 2017, 02:26:26 am
perhaps before 3.8 goes final?
Not likely, unless there's a major bug with SDL 2.0.4. Otherwise, that'll have to wait for 3.8.2.
Title: Re: RELEASE: wxLauncher 0.10.1 beta [Updated 2015/09/26]
Post by: Iss Mneur on May 27, 2017, 11:38:22 am
Firstly, sorry about the timeframe on this.  New house and new job and bull**** from the previous job have not been leaving any time for wxLauncher.  But lets see what I can do this week.

Well, I have been integrating SDL 2.0.5 in all of my builds since October.

As for the 360 controller, I have an XBox One controller and I end up with a null GUID with it as well.  I have tried tinkering with it and there are no errors being reported by SDL, it seems that SDL doesn't see anything wrong.  Maybe it is how I am compiling the SDL2.dll.

I seem to recall the hold up on releasing 0.12 RC3 was getting a build that would actually work on macOS.  It has been a while since I was fiddling with it, but iirc it was something to do with wxWidgets.
Title: Re: RELEASE: wxLauncher 0.10.1 beta [Updated 2015/09/26]
Post by: chief1983 on May 27, 2017, 11:45:39 am
Are you compiling the SDL2.dll, or compiling _against_ the SDL2.dll headers?  Because I'm pretty sure on Windows everyone should be using the officially provided SDL2.dll binaries for consistency.  I think someone even stated that using the SDL2.dll from FSO (the official dll) seems to have fixed the problem?

Also, I have been using a working 0.12.0 rc3 build on Mac for quite a while.  There are some wx issues but it is usable.  Mostly you can't Cmd+Q to close it, have to click the red close button I think.  But it has at least been stable for me, not once lately I can even remember an actual crash.