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raynor_d

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Everything posted by raynor_d

  1. raynor_d

    Arma 3 Mod Preset Launcher

    Heh, can't believe I hadn't thought of that, thanks. Yep, that will definitely be in the next version. Should have some time soon to work on it.
  2. raynor_d

    Arma 3 Mod Preset Launcher

    After doing some research, I'm betting it has to do with the different .NET framework version. 4.5 actually replaces 4.0, instead of being side-by-side like previous versions, and that's caused a lot of issues just like this one, and a huge uproar in the dev community. And since I don't have access to Visual Studio 2012, I can't develop for .NET 4.5. Microsoft marketing at its best. I guess my .NET 4.5 users will just have to live with the workaround of creating an empty modfolder (@Vanilla and @Vanilla/addons) to play vanilla. :( I have another version in the works with a couple small features, so you can see if it somehow gets fixed in that version, though I haven't made any changes to the listview code, so it's doubtful.
  3. raynor_d

    Arma 3 Mod Preset Launcher

    Hey tpw, thanks for the feedback. Wow, that is very odd. I can't say I'm able to replicate that. And during testing, I make sure to test a vanilla profile to be sure it does what I expect. A couple questions to help me figure out what's going on if you wouldn't mind: Do you have .NET framework 4.0 installed? (in addition to any older or newer versions) Does creating a few more modded presets and then remaking a vanilla preset fix it?
  4. Hey guys, awesome work on these. Is there any chance of getting an AH-64 variant with 16x AGM-114 rails, say 8x L and 8x N? That's a real life anti-armor mission profile, and I very rarely use the hydra pods due to their ineffectiveness against anything but infantry, which I'm not usually engaging. Even better, I know it'd be a ton of work and further down the road, but being able to change what's on each hardpoint like John Spartan's F-18 would be amazing on the AH-64. Keep up the great work, looking forward to future releases!
  5. raynor_d

    Arma 3 Mod Preset Launcher

    @Noraku, @Scruffy, thanks for the input guys, I've added the -malloc parameter and fixed the groups window truncating the folders. I'll release the changes as soon as I have time to package a release. @Teddybear1, I'm having a hard time understanding your questions, but I'll do my best to address them. The installation issue makes no sense; something had to go terribly wrong on your OS's end for anything like that to happen. What OS are you using? Do you have Microsoft .NET 4.5 installed? If it's not showing up in Control Panel, just delete its installation folder and its folder in AppData. That's all that is installed on your system, no registry values or anything. As for listing more addons, I just created 1000 modfolders for testing and it listed all of them just fine, so I'm not sure what you mean. The requirements for a modfolder to show up in the list are: begin with @ character, and have a subfolder named addons. If it doesn't have both of those, it won't show in the list. If I'm understanding your last question correctly, you're asking if it can show mods on other drives, correct? That feature is under Options > Modfolder Locations. Just add the folder where your modfolders are stored.
  6. raynor_d

    Arma 3 Mod Preset Launcher

    Sorry guys, kinda got sidetracked with work and all that fun stuff for a while there. Updated to v1.2.2 - Added: Now searches one level down for modfolders in folders (Arma 3\@Mods\@JSRS), so you can declutter your Arma directory (Note: top folder must start with @) - Added: Alternate mod locations: mods can now be loaded from other locations, like other drives. (infinite number of locations) * Note: Because I didn't design the program to do this from the beginning, it will show the full path in the list views when using the above features, so I suggest very short paths like: Arma 3\@Mods\(mods) or F:\Arma3\(mods) if on a separate drive - Added: Option to run Arma3.exe directly, in case of Steam issues (shortcuts also save with this option) (NOTE: This is not intended to, and does not, allow pirated games to be launched) - Added: Options menu with the above features - Added: Will now remember previously active preset - Added: Explanatory tooltips for all the parameters - Fixed: Can now only have one instance open at once - Removed some unused references and resources - Updated help dialogs Let me know how the update goes!
  7. raynor_d

    Arma 3 Mod Preset Launcher

    I suppose that's a reasonable feature, certainly easy enough to implement. Already done. Once I figure out how I want to implement mods stored elsewhere, I'll update it just for you freaks with weird modfolder setups. ;)
  8. raynor_d

    Arma 3 Mod Preset Launcher

    @Foxhound: Much appreciated! @madeineano: Thanks, that's what I was going for. :) Interesting. I'll see about adding an option for an alternate modfolder location.
  9. raynor_d

    Arma 3 Mod Preset Launcher

    Yeah, sorry about that, I didn't realize that about this installer until recently. I thought about trying to change installers or something for this version, but since this is most likely the final version, and it probably wouldn't have helped if you had an old version anyway, I didn't think it'd be worth it. I'll dive in and figure it out for later projects, and if I find that I can easily change this over to a better method, I'll come back and update it.
  10. raynor_d

    Arma 3 Mod Preset Launcher

    Thanks for the feedback guys. I've updated the launcher to v1.2.1, taking into account your input, as well as several new snazzy features and fixes. As always let me know if you have any issues or feedback for the new version. v1.2.1 - 2014-02-26 - Added: -window, -noLogs, -noFilePatching parameters - Added: Launcher action on game launch (nothing, minimize, or close) - Added: Horizontal resizing for both dialogs - Added: Launcher position and sizes are now saved (intelligently checks and resets if off screen, in case resolution changed etc.) - Added: Gray highlight in the mod list if mod is in current preset - Added: Red highlight for mods in the active preset but not in the A3 directory (deleted/name changed) - Added: Relevant mod coloring for groups dialog (gray and red) - Added: Shiny new About and Usage dialogs - Fixed: Modfolders with spaces in their name no longer break the command line - Fixed: Possible crash when creating new group - Fixed: Drive letter is now capitalized (didn't cause problems, just bugged me) - Fixed: Lots of semi-edge case fixes/improvements
  11. raynor_d

    Arma 3 Mod Preset Launcher

    Appreciate the feedback, ck, glad you're finding it useful! If I ever update it again, I'll be sure to toss in that option.
  12. raynor_d

    Arma 3 Mod Preset Launcher

    Updated to version 1.1.1: - Implemented groups: Basically sub-presets. See Help > Usage for details - Now installed using the standard windows installer. The executable will now be stored in program files like every other normal program. - Added -exThreads parameter - Both main and group dialogs can be vertically resized - Minor UI fixes and squashed bugs - Load order tweak - if a mod that's already part of an active group is manually added somewhere else in the current preset, it will load there instead of as part of the group.
  13. raynor_d

    Arma 3 Mod Preset Launcher

    @Foxhound - Thank you! @pressytcn - Thanks for the suggestion, I see what you mean. That would be a cool little feature, but I fear it would over-complicate the UI. But I will see if I can find a way to implement it without sacrificing ease of use of the preset system.
  14. Oh yeah, duh, I don't know how I forgot about enableSimulation. A little rusty since Arma 2 scripting. :p Thank you.
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