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Comment History
Aeon12
Aeon12 - - 5 comments @ Half-Life Mod Launcher

Update:
The file was re-uploaded.

Fixes:
- Custom Mod selection error when game directory was not defined.
- Games form Run-time error when old game directory is removed.

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Aeon12
Aeon12 - - 5 comments @ Half-Life Mod Launcher

That could've been a way for listing mods in the launcher
but would've been harder to apply an icon for them, because listlib.gam doesn't provide a suitable icon.
At the time i designed this launcher i didn't know about "liblist.gam". For custom-made mods i think "Add custom mod" option is sufficient (you can browse for an icon there). If i just added a lot of mods at the design time, i think it would've been rarely a case when people were having more than one or two custom mods to add.
Still this is a mod launcher, not a mod tester.

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Aeon12
Aeon12 - - 5 comments @ Half-Life Mod Launcher

What is better: Quality or Quantity?

I would rather make an app standalone with a reduced list of supported mods which I could always update easily, than something monotone which couldn't be fixed without modifying program construction.

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Aeon12
Aeon12 - - 5 comments @ Half-Life Mod Launcher

What do you mean?
Steam app must have somewhere inside a resource file containing all the available mods today, they probably update it with their software update everytime.
I think a good app shouldn't depend on a 3'rd party file format that is different in each mod (ex. flfx mod include gamedir path, while cstrike mod doesn't)
I would rather make the application scan for folder names and compare them with the list of supported mods embedded in the program. Icons don't weight much, text even less.
It wouldn't be nice if all mods were having the same icon, next - icons must be formatted, so i can't just use default ones if they even were present in resource folder. In this case they must be embedded in the app., and they must be indexed somehow, so i indexed them with GameshName (ex. cstrike). Being that done, icons are limited, so as supported mods , that's why there is a list of supported mods. It is short now because i didn't have time to search for all existent mods and for appropriate icons.
If i had a list of all available mods for HL1 and HL2 today with their Gamedir Folder name i could've included it in the program in a short time. Formatting icons isn't that hard if i had them.

Good karma+1 vote
Aeon12
Aeon12 - - 5 comments @ Half-Life Mod Launcher

"that program shouldn't be 6mB."
I wanted to make source files available to everyone, even to those who don't have internet connection :) [But have VB6 ;)]
I don't think that 6mb would be a problem, considering the size of HDDs manufactured today.

Using the information from liblist.gam could've been a nice way, but considering that not all liblist.gam files may be the same and that there is also an ico file required which not all mods may have, I think it's better the way it is now.

Adding the all most renown mods to the list should've been my duty.
That's not hard, just copy/paste in the code with "VBNewLine" command between them. If I just had that list with the corresponding gamedir name and the corresponding icons for them.
That's probably another reason for leaving source files embedded in the program.

Maybe later i will make an Update.
BTW, in the ProjectFiles zip archive you can find a readme file explaining how to add new mods.
That's probably 5 minutes to do that, if you have icon files formatted with the appropriate size, color bits and shape, the list of mods in the following format "FullGameName = GameDirName" and Review/Walkthrough files in txt format [which are not mandatory].

If you have any questions, ask me.
I will try to help you as best as i can.

Good karma+1 vote