Hard Light Productions Forums
Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Topic started by: RandomTiger on August 14, 2005, 05:52:15 pm
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http://www.randomtiger.pwp.blueyonder.co.uk/freespace/Launcher5.rar
Here is the latest version of the Launcher. It could do with some testing.
It should fix the extra modes in D3D8 video selection.
And there are a few MOD options:
Inside your MOD dir if you make a file called mod.ini the user will be able to use the new MOD tab in the launcher to find your mod and you can attach a graphic and link.
# 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 = MOD space;
image255x112 = MOD_image.bmp;
infotext = Some information on this mod.;
website = [url]http://www.google.com;[/url]
forum = [url]http://dynamic4.gamespy.com/~freespace/forums/forumdisplay.php?s=&forumid=50;[/url]
# FOR USE WITH MULTI MOD'S ONLY
#
# You do not need to put this mod either of these lists.
# Example if your mod is called 'Bob'
#
# [multimod]
# primarylist = Tim, Bert;
# secondrylist = John, Simon;
#
# gives
#
# -mod Tim, Bert, Bob, John, Simon
#
[multimod]
primarylist = prim;
secondrylist = sec;
Files must be in the MOD dir
I guess if anyone has launcher requets then this is a good place to put them. Dont hold your breath though.
Bug reports will be ignored unless they are entered in mantis and you quote a bug number.
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Anything interesting in there that isn't in the v6 beta I've been testing for you?
EDIT : Link's not working though.
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Jeebus, long time no see.
Getting an error on the file link tho.
EDIT; fine now :)
Nice work. Thank christ other people do this sort of thing, or i'd have to get my arse in gear and try myself ;)
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karajorma, no but I think you were right when you said I should just release what I had. I can finish the rest of the MOD stuff later.
aldo_14, yer, pulled it after I did a quick check. Damn cache made me think it was the wrong version. There now.
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I see the multimod stuff I've been banging on about for ages is in now :) This should make it much easier for those of us who play multiplayer :)
I've been dying to show this pic off for months :)
(http://homepage.ntlworld.com/karajorma/freespace/Misc-Pics/Launcher5.3.jpg)
Hmmm. I think I'll need a shorter blurb :)
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And lose the mystique?
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And that's why I like to scroll with scroll buttons. :)
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Thats easy enough, cant remember if there is a limit on the length of the text.
karajorma, dont set any flags in the ini, that functionality will not work properly this version.
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The bug with resolutions above 1600x1200 not appearing in the OpenGL list is still there. Seems to work okay otherwise.
[edit] oh wait, the double click on flag feature that displayed information about the flag seems to be broken. It used to work fine in 5.2.
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What exactly is multimod?
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It gives one Mod folder priority over another. Some people use it for the Media_VPs. Not sure exactly how to use it though.
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multimod allows for using more than one mod at a time - it's a feature i implemented.
Say you have mod A that builds off mod B - but you want them to be simultaneously installed independantly you use multimod.
/* Revision 2.69 2004/05/01 17:10:18 Kazan
* Multiple -mod - "-mod ModA,ModB,ModC" in order of priority
* Giving you:
* Root: ModA
* Root: ModB
* Root: ModC
* Root: Fs2Default
* Root: CDRom
*/
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Originally posted by kietotheworld
It gives one Mod folder priority over another. Some people use it for the Media_VPs. Not sure exactly how to use it though.
What I do is this.
All my media.vp files live in a folder called Media_VPs. I have nothing but builds and the launcher in the main folder.
If I want to run MindGames instead of choosing the MindGames folder using the select mod button I used to simply type -mod MindGames,Media_VPs
This would allow me to run MindGames using the media_VP files as if they were in my main Freespace2 folder.
If I want to play multiplayer however I'd just remove the line and it would play multiplayer without the media_VPs being present. I can even go back to running retail simply by running the exe (Well I have to cancel all the command line options in the launcher first but that's a bug Launcher 6 will also remove once RT is finished with it).
What this version of the launcher does is allow me to create an ini file which I drop into the MindGames folder. Now I can use the select mod button again and the laucher will automatically know to look in the media_VP folder too.
That's not so big for MG but look at something like Shrouding the Light which uses several different mods and you can see the value. With one file in the STL folder I can automatically tell it to look in a Folder called FSPort, Media_VP and whatever other mods I need. With a click of the select mod button I can then go back to playing FSPort.
The interesting thing about multimod is that it allows you to make a campaign using parts from other campaigns. Want to make a campaign that uses 10 ships from Inferno and 5 from MindGames? All you need is the ini file and the tables (assuming that the people playing your campaign already have MG and Inferno). No need to make people download a VP containing all the ships that are used in Inferno and MG even though your audience may already have them.
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multimod is even more useful if people start using the modular tables
[multimod is integrated into ferrium at the required-information level - when a .fit [ a package (mod) definition (the 'main content' has one with a name that's hardcoded as the fallback)] is setup it has a "$Dependancies:" key group -- all tables in ferrrium will be modular]
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I like it ^^
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A new Launcher... *download*
I like the Idea with the "mod.ini", i will test it.
A small question, where i must place the Mod-Image and what i need to write in the "Image" Mod.ini Line?
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ah, I remember! Thankyou.
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You must place the .bmp into the mod directory, the same like the mod.ini.
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Is FSO ever gonna get around its pickyness about spaces in the commandline? I tried making a mod directory for TBP, but it complained. I removed the spaces in "The Babylon Project" directory name, I changed the name of the mod directory in case it needed a minimum number of characters, but I guess the fact that its in the "Program Files" directory is the main problem. Options, change to a new base directory (which I'd rather avoid) or petition some code monkey to overcome this sensitivity issue.
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it's impossible to remove the "pickiness" about spaces in the command line - that's not a fs2 thing that's a command lines on all operating systems - the argument delimiter is space - if you have an argument with spaces in it you put it in quotes
example:
fs2_open -spec -glow -mod "the babylon project",media_vps -window
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Unfortunately, the Launcher doesn't appear to be intelligent enough to do that on its own. As a result, it is impossible to use the mod option with TBP as long as its in the Program Files directory. You can however, trick the launcher into doing it by entering the mod line into the custom arguments space. This does however, mean that you can't use cool new features in this Launcher build.
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you shouldn't NEED the "program files" in the mod
where is your FS2 installed at?
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We're not talking about FS2, we're talking about TBP. TBP installs itself to the c:\Program Files\ directory, then \The Babylon Poject\data etc. It seems that the "Program Files" part of the entire command line would seem to be causing the problem. If I use the "Mod" option in this or the 5.2 launcher, and try to select the mod directory (which, for reasons of secrecy shall remain nameless, but contains no spaces), it says that the mod directory cannot contain spaces. As I said, removing the spaces in "The Babylon Project" didn't help, n'or did changing the name of my mod directory to something longer incase there is a minimum name length for mod directory names, so I can only assume that the "Program Files" part is the problem.
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hrm.. the mod directory ISN'T containing spaces - the root path of FS2 doesn't get scanned
i'm assuming yuo're at
C:\Program Files\The Babylon Project\
and your mod folder is
"foomod"
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Originally posted by Kazan
hrm.. the mod directory ISN'T containing spaces - the root path of FS2 doesn't get scanned
i'm assuming you're at
C:\Program Files\The Babylon Project\
and your mod folder is
"foomod"
For all intents and purposes, yes.
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does "foomod" contain a space?
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Originally posted by Kazan
does "foomod" contain a space?
Nope. It's just 3 characters long. I had attempted to expand it to a longer modname, still, with no spaces, but to no avail.
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get it tagged as a launcher bug
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Mantised! I referenced this thread for further details.
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Nice job for fixing the multiple resolution mode bug.
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For those of you using Launcher 5.3 here's (http://homepage.ntlworld.com/karajorma/freespace/Downloads/FS2_Launcher_Ini_Files.rar) a bunch of ready made mod.ini files and Mod images for several major FS2 campaigns. I've already set up the interdependacies so as long as you're using the folder names I've provided campaigns like shrouding the light and Sol A History should automatically use multimod when you attempt to run them.
The ini files are also set up to use a folder called media_VPs for all the media VP files and LightSpeed's Nebulae. If you don't use this there won't be the blindest bit of a difference when you play any of the campaigns but if you do use it you can switch to multiplayer with all the media VP files turned off simply by switching to no-mods or play using them by selecting the multiplayer mod. That should be a godsend for people who regularly swap between FS2_Open and Tom's Old Build.
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finally....can't say much more. Thanks RandomTiger !!!
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Just out of interest is anyone actually using the mod ini files I posted?
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i probably will when i get around to it
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Not that I want encourage laziness, but would it be possible to have a button to pack up the last entry in error.log file and the fs.log file into a zip file?
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I'm having a two small bugs with Launcher 5.3.
The first one is that "-spec" flag is not saved through the Flag List but as a Custom flag. So after running the Launcher once, I always get the "Enable specular" item unticked but -spec is added to "Custom flags". If I put a tick on "Enable specular", then next time I will get two "-spec" flags through Custom Flags and so on.
Here is my Command Line instruction "C:\FreeSpace2\fs2_open_T-20050807.exe -mod MOD_FSPort -glow -jpgtga -nomotiondebris -rlm -noscalevid -dualscanlines -targetinfo -ballistic_gauge -smart_shields -ship_choice_3d -3dwarp -tbpwarpeffects -snd_preload -ambient_factor 75 -spec_static 0.6 -spec" where the three last flags are custom ones.
The second one is that the report bug button opens a broken link (http://mgo.maxgaming.net/mantis/login_page.php).
Just, one question, should we use Mantis for Launcher bugs too?
Thank you.
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Are you using a mod.ini file by any chance? I've never had any problems with them but RT did say that the ability to add flags through them isn't working at the moment.
If you're not using a mod.ini file then I'm a little puzzled by this one.
The Link to mantis in Goober's signiture should work so use that one instead :)
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I was getting that -spec issue at one point too. I'm not sure what I did but it's not coming up anymore. I think I just unchecked and checked the option and removed the superflous one in the custom flags list.
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No, I'm not using mod.ini files at all.
I always have that bug. It doesn't matter if I run any mod or no mod at all. I have Inferno (installed in \MOD_Inferferno_R1), Trascend (\MOD_Trascend) and FSPort 2.3 (\MOD_FSPort).
Whenever I check the "Enable specular" item, the next time I run the launcher the -spec flag appears converted in a custom flag.
I don't know If it has something to do with it, but I'm running a Spanish WXP SP2, but I use numbers in English format (. as decimal separator and , as thousand separator).
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I believe this is included in the latest release.
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Originally posted by karajorma
Just out of interest is anyone actually using the mod ini files I posted?
I am. They're far more easy to edit than I'd thought they'd be, so I've been making quick ones so I can multi-mod with them.
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im having issues, i cant even get launcher to start up
it opened once, the very first time, then i selected the 367 P4/AXP/A64 build and it looked like it was working for a bit, then it shut off
now it just looks like the computer is doing something for a bit, then i get that standard windows "has encountered a problem and needs to close" message
wtf?
ty for your help
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Originally posted by ARSPR
I'm having a two small bugs with Launcher 5.3.
The first one is that "-spec" flag is not saved through the Flag List but as a Custom flag. So after running the Launcher once, I always get the "Enable specular" item unticked but -spec is added to "Custom flags". If I put a tick on "Enable specular", then next time I will get two "-spec" flags through Custom Flags and so on.
Here is my Command Line instruction "C:\FreeSpace2\fs2_open_T-20050807.exe -mod MOD_FSPort -glow -jpgtga -nomotiondebris -rlm -noscalevid -dualscanlines -targetinfo -ballistic_gauge -smart_shields -ship_choice_3d -3dwarp -tbpwarpeffects -snd_preload -ambient_factor 75 -spec_static 0.6 -spec" where the three last flags are custom ones.
The second one is that the report bug button opens a broken link (http://mgo.maxgaming.net/mantis/login_page.php).
Just, one question, should we use Mantis for Launcher bugs too?
Thank you.
This happens when you have custom spec-xx commands (spec-static, spec-exp...).
Then the -spec command will be converted into a custom command.
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Originally posted by Turambar
im having issues, i cant even get launcher to start up
it opened once, the very first time, then i selected the 367 P4/AXP/A64 build and it looked like it was working for a bit, then it shut off
now it just looks like the computer is doing something for a bit, then i get that standard windows "has encountered a problem and needs to close" message
wtf?
ty for your help
Try deleting the launcher.ini file and setting things up again. I've seen that happen a couple of times and I reported to RT but that was before Launcher 5.3 was actually released.
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Originally posted by Overlord
This happens when you have custom spec-xx commands (spec-static, spec-exp...).
Then the -spec command will be converted into a custom command.
Thank you for the info.
I have just Mantised a reminder with this info to RandomTiger.
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I've had success using karajormas .inis (no more screwing around trying to get STL working). However, Sol:AH gives me table errors (the table entries appear to be in the wrong order) - is this normal, or are my tables for SAH old or broken?
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Useful aren't they? :) I think people think they're complicated to use but in reality they amount to little more than moving a few files around in explorer.
As for SaH there's a good chance that the tables are broken there as the SCP increased the strictness with which they parse the table files a little while back.
Try going into the troubleshoot section on the launcher and choosing disable parsing errors. That will allow FS2_Open to use less strict parsing, closer to what retail used but remember that the chance of crashes and locks increases when you use this option because bad data isn't being caught.
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Originally posted by karajorma
Useful aren't they?
They sure are. Should become the standard for everyone. Would cut down on a lot of user created errors and make troubleshooting them easier.
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Originally posted by karajorma
Useful aren't they? :) I think people think they're complicated to use but in reality they amount to little more than moving a few files around in explorer.
They sure are! Can the inis be used for modular tables? Not that I'm even sure what the modular table status is at the moment... :)
As for SaH there's a good chance that the tables are broken there as the SCP increased the strictness with which they parse the table files a little while back.
Yeah, I dimly recall last time I fought the beast trying to get SAH working I manually went through the tbls and reordered everything using the error data. I guess it serves me right for not saving the 'fixed' version!
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Originally posted by Pnakotus
They sure are! Can the inis be used for modular tables? Not that I'm even sure what the modular table status is at the moment... :)
Modular tables may possibly be a problem depending on how they are used by the second mod (Modular tables should be fine in the first mod as far as I can see but I don't know if they would work if they are in the second mod).
Even if they don't work placing a copy of the modular table in the first mods folder should end the problem :)
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If you can see mission files/campaign from both mods using multiple mods, then yes, modular tables should work.
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I'm wondering if that would be a problem. Suppose I have altered the Myrmidon to be faster in the table files for my mod. A second helper mod however uses a modular table to alter the myrmidon to be more agile.
Am I right in thinking that when I run using multimod I'd end up with a myrmidon that is both faster AND more agile? What about when those changes are made to modular tables that allow you to simply edit the lines you wish and read everything else from the table?
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The Myrmidon will either be faster or more agile, not both.
Right now there are no modular tables that let you simply edit the lines you want to; each time you specify a ship, the old entry is cleared and then the data applied, or a new entry is created.
That is going to change, though.
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That answers a question I had about granularity: so each object can only have it's attributes modified once? The wiki isn't very specific, so how do I determine which tbm takes precedence over others?
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I've never tested it with the multiple mod feature, so I'm guessing the one in the target mod will take precedence. :nervous:
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Originally posted by WMCoolmon
The Myrmidon will either be faster or more agile, not both.
Right now there are no modular tables that let you simply edit the lines you want to; each time you specify a ship, the old entry is cleared and then the data applied, or a new entry is created.
That is going to change, though.
And what's going to happen when you do make that change? I think just faster makes the most sense but I've got no idea how easy that will be to do.
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When I do, ships will be initialized once, and all fields will be optional so that only what you specify will be used.
So if you wanted to keep it as maneuverable as before, but go faster, you'd specify the $Max Speed field with your new value, and the $Rot time field (I forget the name) with the original Myrmidon value. So:
#Ship Classes
$Name: GTF Myrmidon
$Rot time: blah blah blah
$Max Speed: blah
#End
could be your entire modular table contents to make that mod.
This way you can make an add-on for afterburner/shockwave art or whatever else without interfering with other mods on the ship. (eg a mod adds a new weapon to the 'allowed weapons' list)
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Hi, I don't know if this is a bug or the program is intended to work in this way so I'm posting it before mantisig it.
I've made a vp containing LS Nebulae (and their stars.tbl) called mv_000_LS_Nebulae.vp. This pack is going to be used in Derelict and Trascend so I've put it a subfolder called MOD_LS_Nebulae as I want to use multimod and mod.ini features.
Derelict is in MOD_Derelict. Then if Derelict's mod.ini is:
[multimod]
primarylist = ;
secondrylist = ,MOD_LS_Nebulae;
then command line is fs_open_P420060126.exe -mod MOD_Derelict, ,MOD_LS_Nebulae ..., and the multimod feature works fine; I mean I get the nebulae in the game. (Notice the two commas and the space).
But if Derelict's mod.ini is:
[multimod]
primarylist = ;
secondrylist = MOD_LS_Nebulae;
then command line is fs_open_P420060126.exe -mod MOD_Derelict, MOD_LS_Nebulae ... and the Nebulae aren't loaded. (Notice just one comma and one space).
Is there any reason to this behaviour? Or is it a bug?
OTOH, shoudn't it be secondarylist instead of secondrylist?
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You're right on both counts. :)
I did bring up the first point with RT when the launcher was under development and was told that he'd get around to it eventually. Till then it works prefectly well even if it looks odd in the launcher.
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Then I suppose the secondarylist is a launcher bug as it's the Launcher which translates it in flags.
But the comma issue seems be a fs2_open_ChooseTheVersion.exe bug as I suppose Launcher has no relation with flag processing. Do I mantis it? Is it fixable?
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Oh, would it be possible to make the Launcher checks for the folders indicated in primarylist and secondarylist ?
I mean, if I indicate "MediaV" in primarylist, and that folder doesn't exist (real name is "MediaVP" for example), the Launcher would complain, indicating "Folder MediaV doesn't exist, make sure you provided the right name" or something like that.
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Nope. It's actually a launcher bug not FS2_Open. If you add -mod MOD_Derelict, ,MOD_LS_Nebulae as a custom flag in the launcher it won't work.
The launcher is displaying things incorrectly but it's sending the correct thing to FS2_Open itself. Mantis it as a launcher bug but if it is fixed it will need to be done in a way that doesn't break the current mod.ini files.
Oh, would it be possible to make the Launcher checks for the folders indicated in primarylist and secondarylist ?
I mean, if I indicate "MediaV" in primarylist, and that folder doesn't exist (real name is "MediaVP" for example), the Launcher would complain, indicating "Folder MediaV doesn't exist, make sure you provided the right name" or something like that.
That's not a bad idea. It could solve a fair bit of head scratching :)
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I've seen in Mantis that some bugs are fixed within Launcher. Would it be possible to update the modified 5.3xx version anywhere?
I would put a link in Redmenace's "CVS Builds" thread.
Thank you, guys.
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i believe i speak for all the modders when i say
fred tab! :D
obviusly for selecting fred builds and command line options.
and what about a customizeable welcome page for total conversions.