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Author Topic: Game launcher/init editor program  (Read 14626 times)

daveralph1234

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Game launcher/init editor program
« on: June 23, 2012, 07:32:59 pm »


Note: Most functionality of this program is now included in the unofficial version 16+ of the Lazy Newb Pack.


Little program for editing init/d_init options without having to bother with opening text files and such while providing useful tooltips as to what things actually do. It's nothing fantastic but it dose everything you would expect it to and I guess its kind of helpful. I've put it up here incase anyone wants it. I'm not expecting much interest, but here you go.

Clicking buttons cycles through/toggles their options or brings up an input box for numerical values.
Everything is read from your init/d_init files at startup and changes are saved immediatly.

V1.10 adds the ability to set executables to run upon launching Dwarf Fortress, this has many possibilities, such as in the example where it will run the just_embark utility.

Download on DFFD





Download on DFFD

Changelog;
1.00 Initial release
1.01 Added 'Artifacts' button
1.02 Now actually dose support older versions properly
1.03 Now actually, actually dose support older versions properly, and fixed some other errors.
(options not found in the init files are disabled in the interface)
1.10  Added the functionality to run programs when launching DF
« Last Edit: May 10, 2013, 07:47:17 pm by daveralph1234 »
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Hugo_The_Dwarf

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Re: Game launcher/init editor program
« Reply #1 on: June 23, 2012, 08:04:37 pm »

What did you write this in? C# C++?

I'm just curious as I wanted to learn how to get/put data from files.
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daveralph1234

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Re: Game launcher/init editor program
« Reply #2 on: June 24, 2012, 05:41:55 am »

What did you write this in? C# C++?

I'm just curious as I wanted to learn how to get/put data from files.
It's a VB windows form application.

Hugo_The_Dwarf

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Re: Game launcher/init editor program
« Reply #3 on: June 24, 2012, 12:26:54 pm »

oh Visual Basic that was a pain for me. Databases was what I used that for.

Not that it's hard, but learning VB, HTML, Javascript, PHP, and C# all at once. You can see how easy it its to get write one code in another.
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Meph

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Re: Game launcher/init editor program
« Reply #4 on: June 24, 2012, 10:25:03 pm »

The Lazy Newb Pack, Genesis and Masterwork DF have a VB based program similar to yours, to set the init options and more. Not sure if you are aware of this.

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daveralph1234

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Re: Game launcher/init editor program
« Reply #5 on: June 25, 2012, 08:56:31 am »

Yes, I know but Masterwork and Genesis force gameplay changes so their quite diffrent entirly and the LNP is missing a lot of options so I always end up editing my files manually anyway and instead just has redundent buttons that don't do anything (although I think this is currently beeing worked on).
This isn't a mod, it dosen't add anything, it is just for changing init/d_init options and thats it. This dosen't even include DF or any RAW files in the download, because it dosen't need to.
It is stand-alone any will work with any version of DF, with any mods, with any tilesets. As long as your on a windows computer.
(it should work fine with older versions as long as you don't try to change options that didn't exist back then)

Hugo_The_Dwarf

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Re: Game launcher/init editor program
« Reply #6 on: June 25, 2012, 12:24:14 pm »

Hey can you throw a option for controlling what Tileset is used? Maybe a dropdown list that auto populates with the filenames in the /art foulder.

And maybe something for color schemes like Vherid and the maker of Jolly Bastion have.
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RanDomino

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Re: Game launcher/init editor program
« Reply #7 on: June 25, 2012, 12:27:25 pm »

Ignore the naysayers, it's great.
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Hugo_The_Dwarf

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Re: Game launcher/init editor program
« Reply #8 on: June 25, 2012, 12:38:47 pm »

I hope I'm not a Naysayer :( I acaully support this, since I have to alter all the Init files for every new DF update. And no offense to the other Mods that have setting programs like this. But some of those mods cause crashes, or have something really strange like "Raptors" and other dino critters. Some like dino stuff, some don't

anyways keep at this, I'm sure there is alot of neat features you can put in it ;) like maybe you could make a modder's option or Noob option that turns off INVADERS, CAVEINS, ARTIFACTS, so on a so forth, with the ability to save differnt settings and load them up.
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daveralph1234

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Re: Game launcher/init editor program
« Reply #9 on: June 25, 2012, 12:45:42 pm »

Hugo_The_Dwarf

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Re: Game launcher/init editor program
« Reply #10 on: June 25, 2012, 12:48:56 pm »

Oh durr, had another look at the teaser image and you already have 2 of teh 3 mentioned options :P
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daveralph1234

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Re: Game launcher/init editor program
« Reply #11 on: June 25, 2012, 12:57:08 pm »

ARTIFACTS
I knew I forgot something!
Now I don't know where to put the button. Any suggestions?
I want to put it with the 6 on the left, but where?

Hugo_The_Dwarf

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Re: Game launcher/init editor program
« Reply #12 on: June 25, 2012, 01:05:44 pm »

ARTIFACTS
I knew I forgot something!
Now I don't know where to put the button. Any suggestions?
I want to put it with the 6 on the left, but where?
Make the buttons a bit smaller OR use check boxes, I'm sure you have a IF statment to say

if (chkArtifact.CHECKED) then
ARTIFACT=YES
else
ARTIFACT=NO
end if
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daveralph1234

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Re: Game launcher/init editor program
« Reply #13 on: June 25, 2012, 01:14:16 pm »

ARTIFACTS
I knew I forgot something!
Now I don't know where to put the button. Any suggestions?
I want to put it with the 6 on the left, but where?
Make the buttons a bit smaller OR use check boxes, I'm sure you have a IF statment to say

if (chkArtifact.CHECKED) then
ARTIFACT=YES
else
ARTIFACT=NO
end if
close, but not quite....
Spoiler (click to show/hide)
Also I found somewhere to put it, now I just have to convince Visual studio to actually save its new position......

daveralph1234

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Re: Game launcher/init editor program
« Reply #14 on: June 25, 2012, 01:32:34 pm »

ARTIFACTS
I knew I forgot something!
Now I don't know where to put the button. Any suggestions?
I want to put it with the 6 on the left, but where?
Make the buttons a bit smaller OR use check boxes, I'm sure you have a IF statment to say

if (chkArtifact.CHECKED) then
ARTIFACT=YES
else
ARTIFACT=NO
end if
close, but not quite....
Spoiler (click to show/hide)
Also I found somewhere to put it, now I just have to convince Visual studio to actually save its new position......
Ok, done.
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