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 Post subject: Widget Manager
PostPosted: 25 Apr 2011, 12:39 
Lua Coder
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Joined: 20 Feb 2007, 01:10
I finally found the time to make a standalone application from the widget module integrated in ZKLobby (formerly known as SpringDownloader).

Image

Key features:
  • Browse online widget database
  • List status of installed widgets and if updates are available
  • Install/Uninstall/Update widgets
  • Downgrade widgets to older versions
  • Activate/Deactivate widgets (like F11 menu)
  • Read/Write comments for widgets
  • Rate widgets
  • Export/Import your installed/activated widget list to a local file
  • Export/Import your installed/activated widget list to your online player profile
  • Auto-updating itself to latest version
  • Linux compatible (Mono). Does not look great though

Download:
http://widgets.springrts.de/manager/WidgetManager.exe

This is the first version, so expect bugs. Please post bug reports (or whatever) here. Thanks.


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 Post subject: Re: Widget Manager
PostPosted: 26 Apr 2011, 02:45 
Evolution RTS Developer
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Joined: 17 Nov 2005, 02:43
Hey neato! Nice1 VBS!
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 Post subject: Re: Widget Manager
PostPosted: 26 Apr 2011, 03:07 
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Joined: 22 Feb 2006, 01:02
Location: cheap kitchen
Generally such program has no use for me because I just dl widgets by hand and use the F11 list ingame. (never used the widget thing in the lobbies either) I also only use few custom widgets and do not like to spend ages tweaking my UI.
So I tested it anyway:

The program's spring.exe path was set some old install on an old hdd, so i deleted that spring version and restarted the widget manager.
Then it asked me to select path to spring.exe, i did that. Worked.
Though my widgets are not in the same folder as spring.exe so it only found some default widgets. (or something)
So I just clicked around a bit but did not test if disabling/enabling widgets really works ingame. I also did not want to mess up my widget configs ;)

-> it should be possible to select the path of of luaui\widgets, not just path for spring.exe (maybe for advanced users only)

Why excactly does it need lobby name+pw? I don't asume you want to steal accounts, just wondering.

win xp, everything looked ok.
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 Post subject: Re: Widget Manager
PostPosted: 26 Apr 2011, 20:39 
Lua Coder
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Joined: 20 Feb 2007, 01:10
knorke wrote:
-> it should be possible to select the path of of luaui\widgets, not just path for spring.exe (maybe for advanced users only)

It is supposed to detect that by itself but that may not be perfectly working at this moment. Where do you have your widgets?

knorke wrote:
Why excactly does it need lobby name+pw? I don't asume you want to steal accounts, just wondering.

It is needed for different functions:
-ratings
-comments
-save your widget installation and activation list in your online profile

Nobody has to enter his credentials of course if he does not trust me or the application.
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 Post subject: Re: Widget Manager
PostPosted: 26 Apr 2011, 21:12 
Tournaments Moderator
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Joined: 08 Dec 2007, 17:39
Location: UK - England
I haven't needed to use it at all as of late due to the huge decrease in regular widgets being pumped out.
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 Post subject: Re: Widget Manager
PostPosted: 27 Apr 2011, 00:55 
Redacted
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Joined: 11 Jul 2007, 16:47
Jazcash wrote:
huge decrease in regular widgets being pumped out.
it's almost time for my yearly widget!
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 Post subject: Re: Widget Manager
PostPosted: 27 Apr 2011, 01:22 
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Joined: 22 Feb 2006, 01:02
Location: cheap kitchen
Quote:
Where do you have your widgets?
F:\Spiele\spring-0.82.7 -> engine, lobbies
F:\Spiele\springcontent\ ->mods, maps,screenshots,... widgets

to be excact:
F:\Spiele\spring-0.82.7\spring.exe
F:\Spiele\springcontent\LuaUI\Widgets\

Quote:
I haven't needed to use it at all as of late due to the huge decrease in regular widgets being pumped out.
nowadays most games include all needed (and some un-needed) widgets.

I think nobody is still hunting for ie "that things that makes builders guard their factory"
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 Post subject: Re: Widget Manager
PostPosted: 27 Apr 2011, 19:35 
Cursed Zero-K Developer
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Joined: 07 Nov 2007, 21:48
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Yeah and widget makers often get inspired go on to make their own mods instead of hanging around making widgets for BA. :-)
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 Post subject: Re: Widget Manager
PostPosted: 13 Dec 2011, 05:23 

Joined: 20 Oct 2009, 12:04
This utility is very useful and so hard to find it in forum)))
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 Post subject: Re: Widget Manager
PostPosted: 14 Dec 2011, 08:59 
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Joined: 12 Oct 2007, 08:24
Does anyone still use widgets?
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 Post subject: Re: Widget Manager
PostPosted: 14 Dec 2011, 09:52 
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Joined: 06 Sep 2010, 21:59
knorke wrote:
nowadays most games include all needed (and some un-needed) widgets.

I think nobody is still hunting for ie "that things that makes builders guard their factory"


I dont think it is true, at least for BA the included widgets aren't enough. And I think people still spend some time to find them, test, activate this one, etc...


Google_Frog wrote:
Does anyone still use widgets?


So yes I use some of them and ppl around me also do.
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 Post subject: Re: Widget Manager
PostPosted: 14 Dec 2011, 09:55 
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Joined: 22 Feb 2006, 01:02
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Why don't these players ask the mod makers to include the widgets so everybody can use them?
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 Post subject: Re: Widget Manager
PostPosted: 14 Dec 2011, 10:18 

Joined: 20 Oct 2009, 12:04
knorke wrote:
Why don't these players ask the mod makers to include the widgets so everybody can use them?


Some people like some widgets, another people dislike them. And for newbie it is hard to enable/disable widgets and understand what they do.

Also you can have advantages in the game because of widgets. So you don't really want to give these advantages to another people)))
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 Post subject: Re: Widget Manager
PostPosted: 14 Dec 2011, 11:49 
Evolution RTS Developer
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Joined: 17 Nov 2005, 02:43
jamerlan wrote:
So you don't really want to give these advantages to another people)))


Who can argue with this logic, knorke? Geez. Get with the program.
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 Post subject: Re: Widget Manager
PostPosted: 14 Dec 2011, 12:04 
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Joined: 06 Sep 2010, 21:59
jamerlan wrote:
Some people like some widgets, another people dislike them. And for newbie it is hard to enable/disable widgets and understand what they do.


I agree but I think that some widgets are just necessary and should be included in the engine like knorke said.
Exemples:
- bomber control (who dont want to have a better attack control with bombers?)
- initial queue (who dont want to start faster a game with first units programmed)
- etc..

jamerlan wrote:
Also you can have advantages in the game because of widgets. So you don't really want to give these advantages to another people)))


I agree also, but there is a very simple solution imo. Lets discuss about these fundamental widgets and include them so newbies wont need to download and activate them :mrgreen:

Ofc that interface widgets are optional and maybe should not be integrated directly.
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 Post subject: Re: Widget Manager
PostPosted: 14 Dec 2011, 21:52 
Cursed Zero-K Developer
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Joined: 07 Nov 2007, 21:48
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marciolino wrote:
I agree but I think that some widgets are just necessary and should be included in the engine like knorke said.
Exemples:
- bomber control (who dont want to have a better attack control with bombers?)

Not all spring games have bombers. You should revise your opinion.
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 Post subject: Re: Widget Manager
PostPosted: 14 Dec 2011, 23:42 
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Joined: 06 Sep 2010, 21:59
CarRepairer wrote:
Not all spring games have bombers. You should revise your opinion.


That is why I wrote "exemples" and "Lets discuss about these fundamental widgets".
Ok, I didnt know some games dont have bombers but every game has units so "initial queue" would be usefull. Or I am still wrong?

There are so many other widgets that people are using and that improve the gameplay but if nobody is interested just say it, for me it wont change it is just for new players that it would change.
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 Post subject: Re: Widget Manager
PostPosted: 15 Dec 2011, 00:04 
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Joined: 22 Feb 2006, 01:02
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initial queue thing is in XTA since a long time.
I makes more sense to make a thread in eg the BA forum with a list of widgets you want included. Then also make such thread in forum of all other games.
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 Post subject: Re: Widget Manager
PostPosted: 15 Dec 2011, 08:31 
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Joined: 12 Oct 2007, 08:24
I don't think any widgets should be included with the engine, you clearly don't know about it's diversity.
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 Post subject: Re: Widget Manager
PostPosted: 15 Dec 2011, 08:56 
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Joined: 22 Feb 2006, 01:02
Location: cheap kitchen
initial buildqueue would be useless in eg kernel panic because your startunit is a factorry.

thread about BA's widgets:
viewtopic.php?f=44&t=27300
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