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Posted

This is a great idea Freyk. In terms of what to add I think it would be great to have something along the lines of darkloader, more specifically something that handles loading the missions and allows us to add in comments, whether we have completed the mission or not, completed it and any other relevant info (maybe if custom assets are used such as roq's/models/textures/sounds by scanning the FM file to see if they are present).

 

I don't know how hard that would be to do but I know I would really love to see something like that for TDM.

Posted

The only feedback I have at this point after having played with the Mac lanucher is you need to fully update the readme so even basic users wont get confused.

bhm_banner.jpg

Posted

Interesting... what might be neat is having GUI representation of cvar settings so (for example) you could have image_downSizeLimit sliders

for diffuse, bump, and specular... Things that wouldn't officially be added to the main GUI settings as they might be confusing or clutter the interface.

Please visit TDM's IndieDB site and help promote the mod:

 

http://www.indiedb.com/mods/the-dark-mod

 

(Yeah, shameless promotion... but traffic is traffic folks...)

Posted

This is a great idea Freyk. In terms of what to add I think it would be great to have something along the lines of darkloader, more specifically something that handles loading the missions and allows us to add in comments, whether we have completed the mission or not, completed it and any other relevant info (maybe if custom assets are used such as roq's/models/textures/sounds by scanning the FM file to see if they are present).

 

I don't know how hard that would be to do but I know I would really love to see something like that for TDM.

 

I agree! It would be great if you could select a mission that is to be loaded before TDM starts, so you don't have to start the game, select the mission and then restart the game. This would be a nice fix for a common complaint.

  • Like 1
Posted

Just from seeing the screenshot: What is the difference between Close and Cancel? And why isn't Run the right corner, but somewhere else in the window (the buttons closer to the edges in windows are normally the ones who have a "final" task and are getting recognised much faster than in the middle of the window.

  • Like 1

"Einen giftigen Trank aus Kräutern und Wurzeln für die närrischen Städter wollen wir brauen." - Text aus einem verlassenen Heidenlager

Posted (edited)

There is no difference between these buttons, because both buttons closes TDM-launcher-Lite.

TDM Launcher lite is a script made by using the engine of NSIS, and i dont have any control over the labels of the navigation buttons below.

(cant remove them either, because my knowledge of NSIS is short)

 

For the standard-version using C#, i got the total control over the buttons and a bit more experienced.

 

-edit-

I added a screenshot of the standard version to the startpost.

And uploaded a w.i.p-version of the standard version to my google drive.

Edited by freyk
  • Like 2

.

Posted

The only feedback I have at this point after having played with the Mac lanucher is you need to fully update the readme so even basic users wont get confused.

I added the tdmlauncher-lite and a howto-install file to the tdm mac dmg and uploaded to the google drive.

  • Like 1

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Posted

There is no difference between these buttons, because both buttons closes TDM-launcher-Lite.

 

Then think about which one of the both you need and place the Run button next to the other one ;)

  • Like 1

"Einen giftigen Trank aus Kräutern und Wurzeln für die närrischen Städter wollen wir brauen." - Text aus einem verlassenen Heidenlager

  • 2 weeks later...
Posted (edited)

Because I dont have much control over the navigation buttons,
added a activation-button in the "form section" of the launcher-lite (v20160929).
(see topicstart for the updated screenshot)
Added publisched sourcecode to my github-repository.

For the standard version (v20160911),

what might be neat is having GUI representation of cvar settings so (for example) you could have image_downSizeLimit sliders...
Things that wouldn't officially be added to the main GUI settings as they might be confusing or clutter the interface.

I added some options for Image processing.
(see topicstart for the updated screenshot)

...more specifically something that handles loading the missions and allows us to add in comments, whether we have completed the mission or not, completed it and any other relevant info .

for now, added tabpage "missions" with an field where the use can see which mission is "installed".
For me its difficult to create parse-code that analyses the missions.tdminfo, in the current format.
It would be easier that the tdm-developers change the format in a better-readable format, like xml.

And publisched the sourcecode on my google drive, for the ones who like to help.

Edited by freyk
  • Like 2

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  • 5 years later...

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