Author Topic: Den Darkhill - Re: FS2 Open Launcher Source Code  (Read 2390 times)

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Offline RandomTiger

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Den Darkhill - Re: FS2 Open Launcher Source Code
My replies dont seem to get through so Im posting here
---
What version of the launcher are you using now?
Why arent you wanting to use fs2_open as your FS2 exe?
Why not just use the original launcher if you are using the original code?

Just to be clear, are you wanting it to create the
'KEY_LOCAL_MACHINE\SOFTWARE\Volition\Freespace2' dir if its not there? Newish versions *should* actually do that already.

The code is in cvs, you are free to download a copy and use it as long as Im properly credited. Also if you had your own version it would need to be clearly indicated that it is a different exe so people dont try to use it for fs2_open. If you only want a small change I could do it for you which would probably be a good idea for all concerned. Please dont commit any code to it without me checking it over first, I've got enough problems with my own code let alone other peoples :)

Code: [Select]

cvs - d :pserver:[email protected]:/home/fs2source/cvsroot login
Password is anonymous
cvs -d :pserver:[email protected]:/home/fs2source/cvsroot checkout Launcher


Have you got any links to info about your project?

- RT
« Last Edit: February 27, 2004, 03:36:01 pm by 561 »

 

Offline RandomTiger

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Den Darkhill - Re: FS2 Open Launcher Source Code
Quote

I'm the darkchron4 that has been posting on the boards lately.  We are using the 3.5.5 code as a base and I've done some tweaking to it.  Mostly changing the locations of graphics around.  Its pretty specific to our project so its not really anything I don't think your team would be interested in.  


You are a MOD and want it so we are interested, is it a solution that could be made general so it didnt break back compatibility? Whos is doing the coding?

It would be better if you could become part of fs2_open because then we would have one more feature and you guys would benift from our new features.

Quote

with the version 4 launcher of yours I got it will fail if the Freespace 2 registry key doesn't exist


Do you mean the game or launcher fails? When I go into regedit and delete the volition dir the launcher *does* set it up again perfectly as far as I can see.

So what are you meaning? Because I think I have the wrong end of the stick.

Quote

There is another possibilty that  we might be a little vain and change the location of the key.  So yes, what I want to do is make the launcher create the key


If you are willing to adopt a naming convenstion for your exes I could setup the launcher to recognise your exe and use a different registry key or even offer different options, most of the code to do that is already there.

Quote

And if you give me the source to the launcher you will be given full credit for being the original coder.


I would suggest that you let me make the changes to the launcher then they can be commited and you will benfit from bug fixes etc, a few people currently have problems with joysticks.

To download the code use cvs:

cvs - d server:[email protected]:/home/fs2source/cvsroot login
Password is anonymous
cvs -d server:[email protected]:/home/fs2source/cvsroot checkout Launcher

Or I could post it up in a rar or zip if you like.
« Last Edit: February 27, 2004, 12:14:39 pm by 848 »

 
Den Darkhill - Re: FS2 Open Launcher Source Code
First thing I want to say is I'm not trying to be a prick or rude or anything else.  

I'm the one that is hacking up the code.  What we are doing I don't think I would consisder it worthy of adding to your code base.  The location of a button is determined by a mask that goes with the screen.  But when you press the button and it lights up those coordinates are in the code.  Up until now I was hard coding the new coordinates for our button changes.  You made me have a thought about moving all those coordinates to a table file.  The one hitch is those buttons have a defined value thats set in the code.  If a way was thought of to give a value to each button at run time then a table might work.

The problem with the launcher was I was using 2.4 instead of 4.0.  I have no registry problems now.  One of the reasons that I wanted to change the code a bit is I think we are going to end up releasing a build of the original code with the modifications.  We have some people that the fs2_open version doesn't run very well or run at all.  So we are going to need the original registry entries along with the new ones.  I doubt this is something that you want your launcher doing.  We want to do a few other tweaks like limiting it to only 640x480 for the time being since we won't have artwork for the high res for awhile.

Like I said I don't want to come off sounding like a prick.  But the changes that we want to do are really only going to be useful to our project.  But I don't see any reason not to share what we have done to those that would like to see it.

 

Offline RandomTiger

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Den Darkhill - Re: FS2 Open Launcher Source Code
Quote
Originally posted by darkchrono4

The problem with the launcher was I was using 2.4 instead of 4.0.  I have no registry problems now.  


Good, watch out though, Launcher v4 will not setup OGL correctly for old builds. You might need to revert to v3 (its in my sig).

Quote

So we are going to need the original registry entries along with the new ones. I doubt this is something that you want your launcher doing.


It does :) If you select the original freespace exe (and if it manages to detect its official) then it will offer glide and D3D5 instead of D3D8 and OGL and sets up all the other entries needed by the original code.

The code is all there I would just need to make a few small changes to let you make full use of it. None of it seems to be a big job so I'd be quite happy to help out.

 
Den Darkhill - Re: FS2 Open Launcher Source Code
After taking a look at the code I do see that all of the stuff is there.  But for whatever reason we do something else with the project we don't want to make you responsible for changing things around just for us.

 

Offline RandomTiger

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Den Darkhill - Re: FS2 Open Launcher Source Code
I probably dont mind, why dont you tell me exactly what you need done.

 
Den Darkhill - Re: FS2 Open Launcher Source Code
Would probably want the executable selection gone and maybe the whole speech tab (its giving us some fits).  We aren't just doing just a simple mod we are doing a complete rework.  What we end up doing may not be compatible with the fs2_open project (doubtfull, but you never know).  We don't want to put you under the burden of doing a different launcher altogether or worry about bugs or tech support with our version.  Its not that we don't want your help, but it seems you have enough going on with this project without having to get involved with ours too.

 

Offline RandomTiger

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Den Darkhill - Re: FS2 Open Launcher Source Code
Hmm... does sound like a bit of a pain in the ass actually.
OK, well you do what you think is best then, I just wanted to know.

My one concern is that bugs (that we fix for 3.6) in the launcher and fs2_open will be in your project and you wont be able to get rid of them easily. You may well want to consider waiting for the release of 3.6 to use as a base for your project.

Either way feel free to ask if you want anything about the way the launcher works explained.

 
Den Darkhill - Re: FS2 Open Launcher Source Code
We ultimately want to use the 3.6 version (for MP if anything else) as our base.  But in the meantime if we can get all our data files done messing with 3.5.5 it will be a rather simple matter for me to include our changes in the new code.

Thanks for giving the OK to use your launcher though.

 

Offline RandomTiger

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Den Darkhill - Re: FS2 Open Launcher Source Code
Thats OK, if its going to have totally different functionality then it should have a different name so people dont overwrite the fs2_open one. Might be an idea to change the icon, that will really make it clear that its something different.

  
Den Darkhill - Re: FS2 Open Launcher Source Code
Thanks