Warzone 2100 Launcher

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Odin79
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Warzone 2100 Launcher

Post by Odin79 »

It's been a little while but it's finally ready. It's an upgrade from the original mod manager (name change too).
The brand new and shiny Warzone 2100 Launcher is now ready.

It includes all the original mod manager features plus support for setting various command line options as well as the new mod file name format (gmod.wz, mmod.wz, cmod.wz).

A few notes:
  • Grayed out mods in the mod manager are auto load mods so they cannot be disabled.
  • Install mod feature on Vista/Windows 7 may require admin privileges.
TO-DO:
  • Include all game options (Not just the command line)
  • Map Manager/Installer
  • Documentation
  • Add launcher to menus
Known Bugs: None at the moment


Windows:
http://www.mediafire.com/file/nzzytntni ... _win32.zip
Ubuntu/Debian packages:
i386: http://www.mediafire.com/file/nnwzjjz5w ... 2_i386.deb
amd64: http://www.mediafire.com/file/mmyyhmdkm ... _amd64.deb
Fedora RPM:
Coming Soon.
Mac OS:
Coming Soon.


As usual the source is attached for those who don't want to wait.
Comments, bugs, rants, suggestions are welcome.

Enjoy :)


Version History
0.1
Initial Release
0.1.1
Fixed Install Mod bug (Always selected the mod as global)
Fixed Linux path issues.
0.2
Fixed more Linux path issues
Added a tab on the settings to configure the launcher paths
Fixed the debug options
Settings are properly saved
Remove exit confirmation
UI is now more flexible (thanks to Safety0ff)
Made it more clear which mod profile is currently selected
Attachments
wz2100launcher-0.2_src.zip
Source code
(528.48 KiB) Downloaded 591 times
Last edited by Odin79 on 29 Jan 2010, 23:10, edited 14 times in total.
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Terminator
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Re: Warzone 2100 Launcher

Post by Terminator »

What IDE do you use for developing? I can't see any solution files. I've tryed MSVC 2008 - its dont works. I'm not good at this.

AS for suggestions: If you would make a client-server chat, It would be awesome, so I would not need to make Warzone online =)
Death is the only way out... sh*t Happens !

Russian-speaking Social network Group http://vk.com/warzone2100
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Odin79
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Re: Warzone 2100 Launcher

Post by Odin79 »

I'm using Qt Creator to make this. As for the chat that certainly is a possibility but I'll focus on making this stable first before adding any new major features.
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Terminator
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Re: Warzone 2100 Launcher

Post by Terminator »

Will check it
Death is the only way out... sh*t Happens !

Russian-speaking Social network Group http://vk.com/warzone2100
crux
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Re: Warzone 2100 Launcher

Post by crux »

hey, this is cool!
thanks! :)
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Odin79
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Re: Warzone 2100 Launcher

Post by Odin79 »

Thanks crux.

Finally got my hands on a Mac so if all goes well I should have a Mac build in the next few days.
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Berg
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Re: Warzone 2100 Launcher

Post by Berg »

Thanks for the debian package I'm gona try this out
tried to open in console


dennis@dennis-desktop:~$ WZ2100Launcher
Segmentation fault


no idea!!!!
Thats what came up when I tried to run it
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Odin79
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Re: Warzone 2100 Launcher

Post by Odin79 »

Berg wrote:Thanks for the debian package I'm gona try this out
tried to open in console


dennis@dennis-desktop:~$ WZ2100Launcher
Segmentation fault


no idea!!!!
Thats what came up when I tried to run it
What distro are you running?
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Berg
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Re: Warzone 2100 Launcher

Post by Berg »

Ubuntu 9.10
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Odin79
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Re: Warzone 2100 Launcher

Post by Odin79 »

I'll look into it tomorrow it's getting late here.
crux
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Re: Warzone 2100 Launcher

Post by crux »

Odin79, I was reading the mailing list and saw
The Qt port branch has come a long way recently, and now runs entirely
without SDL and QuesoGLC (and all its dependencies). I would like to
merge it into trunk soon, so I would encourage everyone to take the
branch for a test run, and see if you can find issues in it that need
to be addressed first.
which would mean that you could integrate your code directly with the codebase
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Odin79
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Re: Warzone 2100 Launcher

Post by Odin79 »

crux wrote:Odin79, I was reading the mailing list and saw
The Qt port branch has come a long way recently, and now runs entirely
without SDL and QuesoGLC (and all its dependencies). I would like to
merge it into trunk soon, so I would encourage everyone to take the
branch for a test run, and see if you can find issues in it that need
to be addressed first.
which would mean that you could integrate your code directly with the codebase
If anything it would be a separate app.
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Re: Warzone 2100 Launcher

Post by Safety0ff »

Odin79 I've briefly looked at your code, and I immediately noticed that you're not using layouts.

Layouts will save you large amounts of work to adjust the widget sizes and positions.

I've taken the liberty of changing your widgets to use layouts, resizing should be re-enabled on some widgets.

A few other points:
- Why does the settings window automatically appear?
Shouldn't you just go to the main window and let the user decide?

- Is the quitting confirmation really necessary?
I mean it's just launcher, if the user accidentally closes it, it's no big deal.

- It's not necessary to use a QMainWindow if there's no need of a status, menu or tool bar; a QWidget would serve the same purpose ( actually the centralWidget is a QWidget and it is the one doing all the work.)

Anyways, I think there has been a need for something like this, so hopefully we can build on it and make it a community thing.
crux wrote:Odin79, I was reading the mailing list and saw ... which would mean that you could integrate your code directly with the codebase
You misunderstand.

Updated file below to include some fixes
Attachments
wz2100launcher_0.1.1_src.zip
Adjusted Layout, fixed resolution loading and debug output options
(516.5 KiB) Downloaded 498 times
Last edited by Safety0ff on 29 Jan 2010, 17:21, edited 1 time in total.
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Odin79
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Re: Warzone 2100 Launcher

Post by Odin79 »

Thanks again for adding the layouts.

The settings window will now only appear if the launcher cannot find either one of three things. The Warzone executable, the mod directory or the config directory. I have added a tab in the settings window so it can be changed.

The exit confirmation has been removed.

Also from the conversation on IRC I think it would be a good idea to include settings profile that way one can switch between different versions of Warzone that they may have installed (ex. official release and trunk build). I'm still trying to decide the best way to implement this. I could a couple possibilities so far.

1. Each setting profile would have a list of mod profiles.
For example:
"Setting profile 1" would have mod Profiles:
"Profile S1_1" with mods A, B and C
"Profile S1_2" with mods C,D and E
"Setting profile 2" would have mod profiles:
"Profile S2_1" with mods F,G,H
"Profile S2_2" with mods C,E,G

The drawback of this approach is that even is the setting profiles are for the same install of Warzone the user has to configure the mod profiles for each one individually. This way only the mod profile for the particular installation appear in the list.

2. All setting profiles share the mod profiles. The drawback here is that the user has to remember which mod profile is for which install of Warzone. The benefit here is that you can have multiple setting profiles for a Warzone installation without setting up your mods again (ex. Norma run, debug run).

For Example
if "Mod Profile 1" belongs to Warzone 2.2.4 the user uses it to launch Warzone 2.3 obviously the mods won't load. This is of course the worst case scenario and will not affect the game itself.

I'm leaning toward #2 at the moment but I'm open to suggestions. #2 is also the quickest and easiest to implement. Not that the code for this is complex though :)
Antimatter001
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Re: Warzone 2100 Launcher

Post by Antimatter001 »

ok i accidently installed this through the ubuntu software center and now i can't find the damn thing. halp?
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