Mod Launcher with module and mapscript manager

arcticnightwolf

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This thread is about mod launcher with ability to enable/disable modules, mapscripts, automatically load last savegame, etc ...
However it's designed for Rise from Erebus mod, and i don't feel like creating a mod-neutral version ( though there's one link in this thread mentioned, but that version is quite old )

This application is now a part of Rise from Erebus mod, and included in it's installer ...

RifE Launcher with module and mapscripts manager

(( RifE mod homepage: http://www.greyfox.me/rife ))
(( RifE mod forum: http://forums.civfanatics.com/forumdisplay.php?f=360 ))
(( Launcher home thread: http://forums.civfanatics.com/showthread.php?t=373810 ))

... please, don't stone me for this ...

Prologue (( justification )) :

I know that there are lots of launchers and MLF managers, i just wanted to create my own launcher for RifE mod (( Rise from Erebus mod, it's based on Fall from Heaven )), that would include module manager, so I could easily chose modules I want to play with.

By the time, as I released module to testers and developers of RifE, there were requests on new features like RSS reader for our developement blog, possibility to edit civilization4.ini (( located in documents )).
Later I added mapscript manager (( because some features from RifE weren't handled by normal mapscripts, so we have like 2 fully working mapscripts, but we also didn't want to cut users from normal mapscripts, so we choose this compromise - by default there were only enabled these two scripts (( in PrivateMaps folder )) and users could via manager add other mapscripts without entering mod folder with explorer )).
Recently I also added version checker for modules. It's done by simple list in our internal wikipedia (( which you can see if you click the link above )) and then also some dependency and conflict checker.
After that being accomplished, I was just wondering, what would others, outside of RifE forum, say about this application of mine :)

Requirements (( there's always downside )) :

It's coded in C#, so .NET framework is necessary (( v3.5 to be precise; you have to download this version specifically, v4.0 doesn't include v3.5 files ))
Since it's coded in .NET, it most likely won't run under Linux/WinE
This launcher is designed for RifE, so it may look quite rough in generic version.

Feature list (( what it actually can do )) :

* Module manager
* * enabling / disabling / deleting / changing load order of modules
* * ^ version checking from online db (( local module version is stored in separate file inside module folder ))
* * ^ simple conflict checking (( only check whether 2 files do have same ID tags like UNIT_WARRIOR ))
* * ^ dependency check (( dependencies are defined in separate file inside module folder; disables conflict checking between dependent modules ))
* Mapscript manager
* ^ RSS reader (( links directly opens the article in your default browser ))
* INI file editor
* * Allows changing values
* * Option to create new file with some preset options
* Option to change alternate root path (( parameter /altroot ))
* Option to enter main menu / load last autosave / load quick save / load user specified save

Note: ^ means, that feature isn't available in non-RifE version of launcher

Screenshots:
see attachments

Download links:
see attachments
generic version *should* work on any MLF mod ...
rife specific ... idk what that will do on other mod ...
note: i haven't checked it since i don't have any other mod installed :D ...
 

Attachments

  • rifemain.png
    rifemain.png
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  • modulemgr.png
    modulemgr.png
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  • modulemgrcontext.png
    modulemgrcontext.png
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  • conflict.png
    conflict.png
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  • dependency.png
    dependency.png
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  • nonrifeversion.png
    nonrifeversion.png
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  • RifELauncher_Generic_version.zip
    RifELauncher_Generic_version.zip
    243.5 KB · Views: 166
  • RifELauncher_RifE_version.zip
    RifELauncher_RifE_version.zip
    243.5 KB · Views: 135
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