bravo 6 0 Posted August 21, 2009 (edited) Thanks Yoda. edit: Yoda can we have sounds when the server change status? Edited August 21, 2009 by bravo 6 Share this post Link to post Share on other sites
Yoma 0 Posted August 21, 2009 Thanks Yoda.edit: Yoda can we have sounds when the server change status? Try "monitor server" in the launch panel ;-) You'll hear my voice screech waiting when server status goes from playing to waiting. Anyway, let's not hijack this thread. Share this post Link to post Share on other sites
felp 10 Posted August 21, 2009 Simple and very convenient software, thanks! Share this post Link to post Share on other sites
mlenser 10 Posted August 29, 2009 Great program alpinestars, I'm loving it. I have a question though. The launcher finds all my mods in folders beginning with @ perfectly but when I attempt to add a folder with a mod that doesn't reside directly in the ARMA 2 folder and doesn't begin with @ it is removed automatically on the next start of your launcher. e.g. I have a folder structure of G:\ArmA 2\x\caa1 (and G:\ArmA 2\x\oac\oac_core) which it will accept when added and show caa1 (and oac_core) in the mod list. If I "Save & Exit" then restart "ArmA II launcher" it detects a change in my mods - restarts after removing caa1 (and oac_core) from my mods list. Am I doing something wrong? Share this post Link to post Share on other sites
kremator 1065 Posted August 29, 2009 No you aren't doing anything wrong, however the system does need to remember other NON @ folders when new ones are added. Currently it doesnt do this. Remove the 'detects folders automatically' tick and you will be fine. Share this post Link to post Share on other sites
CptArmA2 10 Posted August 30, 2009 The launcher should save the mods that are placed inside the game directory. Sorry, but I don't yet implemented support of mod folders outside the standards game dir. alpinestars Share this post Link to post Share on other sites
mlenser 10 Posted August 30, 2009 The launcher should save the mods that are placed inside the game directory. Sorry, but I don't yet implemented support of mod folders outside the standards game dir.Thanks for your reply. Do you mean I can't place mods in a sub directory of the game directory the mod folder must be placed directly in the game folder with/without the @? Share this post Link to post Share on other sites
CptArmA2 10 Posted August 30, 2009 As far as I understand mod folder will/must be placed in game dir, e.g. _ Games __ ArmA 2 (game dir) ___ @RoccoFaces (mod folder) ____ Addons ___ @VopSound_2.0 (mod folder) ____ Addons The launcher will find all folders with @ in the beginning and you will be able to add further mod folders without @, but they must be also in the game directory. alpinestars Share this post Link to post Share on other sites
LondonLad 13 Posted September 4, 2009 I notice that this is now at Version 1.0 :) Share this post Link to post Share on other sites
Nosedive 10 Posted September 5, 2009 Why is MaxMem limited to 2048? I read somewhere something about there being some issue with setting it to use 4gigs, but i can't remember where, or what was said. Could someone in the know please give me the straight dope and add some clarification? Cheers Share this post Link to post Share on other sites
CptArmA2 10 Posted September 7, 2009 I notice that this is now at Version 1.0 :) Yes, I added multilanguage support. Is there anybody who is able to translate it to French and Russian? Thx, alpinestars Share this post Link to post Share on other sites
Nosedive 10 Posted September 8, 2009 Could you answer my question as well please? Share this post Link to post Share on other sites
CptArmA2 10 Posted September 8, 2009 Could you answer my question as well please? I don't know, but I read that values over 2047 MB make no sense, because it is the maximum. alpinestars Share this post Link to post Share on other sites
InFireBaptize 0 Posted September 17, 2009 love it love it, although i like the older interface but this one does the job. Excellent work. Share this post Link to post Share on other sites
OverDawg 10 Posted September 20, 2009 Having some trouble with this one. When I add a list of mods and also tag them on the Start tab all I see when I enter MP server is the first mod I have in the list. Also, mod priority. Does High priority mean it get's loaded first or last? Like @CBA is high priority in that it needs to be loaded before other mods. But say HiFi sounds have high priority in that they need to be loaded after another soundmod so it overrides those sounds.... See what I mean? :) Share this post Link to post Share on other sites
kremator 1065 Posted September 20, 2009 Looks like you haven't gone into all the tabs in the launcher ! Share this post Link to post Share on other sites
vasmkd 12 Posted September 20, 2009 Iv'e been using shortcuts for each of my mods but with so many more mods coming our way i think i'll have to use the Launcher. Share this post Link to post Share on other sites
Lonestar 11 Posted September 20, 2009 Yes, I added multilanguage support. Is there anybody who is able to translate it to French and Russian?Thx, alpinestars CptArmA2 I can give a try to the french translation ;) Send me a PM. Share this post Link to post Share on other sites
CptArmA2 10 Posted September 20, 2009 Having some trouble with this one. When I add a list of mods and also tag them on the Start tab all I see when I enter MP server is the first mod I have in the list.Also, mod priority. Does High priority mean it get's loaded first or last? Like @CBA is high priority in that it needs to be loaded before other mods. But say HiFi sounds have high priority in that they need to be loaded after another soundmod so it overrides those sounds.... See what I mean? :) Start the launcher via command line with "-debug" and you will be able to see the priority (order) of the mods before starting the game. Thx, alpinestars Share this post Link to post Share on other sites
dmarkwick 261 Posted September 21, 2009 For those using CAA1 mod you can place this extra parameter in the "Additional command line parameters" field on the "Start Parameters" tab: -mod=beta;x\oac\oac_core;x\caa1 and it should work. I couldn't really see another way to do it, so I presume it's the correct way? Share this post Link to post Share on other sites
CptArmA2 10 Posted September 23, 2009 -mod=beta;x\oac\oac_core;x\caa1 -mod=beta is automatically set, if you activate the usage of beta executable. Share this post Link to post Share on other sites
mlenser 10 Posted September 25, 2009 I love this launcher but I wish it had a way to remember different modsets so I can quickly play different missions with the correct mods already selected. Share this post Link to post Share on other sites
dmarkwick 261 Posted September 25, 2009 -mod=beta is automatically set, if you activate the usage of beta executable. Yeah that "beta" thing was left in by accident :) Is there a way to work in a method of specifying another app to also be pre-loaded? Rather like the TrackIR preload but for specified apps. Then I can preload FRAPS each time too :) Share this post Link to post Share on other sites
CptArmA2 10 Posted September 25, 2009 I love this launcher but I wish it had a way to remember different modsets so I can quickly play different missions with the correct mods already selected. It's one of the next features! alpinestars Share this post Link to post Share on other sites
CptArmA2 10 Posted September 28, 2009 All, version 1.1.0 is now released. Fully re-designed ServerBrowser * Realtime requests against gamespy master server * Filter options to hide full, inactive and password protected servers * Possibility to force an update of the server list (the list is cached 120 sec by default) * Transparency can be set * All options (sorting, filtering etc.) will be saved for next session Please try it and give some feedback. Thx, alpinestars Share this post Link to post Share on other sites