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Re: Build and Shoot Launcher (Updated 3/24)

Posted: Mon Mar 25, 2013 1:28 am
by Jdrew
I have already brought up the idea to stack a bunch of times

Re: Build and Shoot Launcher (Updated 3/24)

Posted: Mon Mar 25, 2013 4:35 pm
by StopSignal
There is a form -with the launcher- to modify the games, if you wish? For example, to change the render mode. Blue_Tongue

As i know, when editing a KV6, you can select different render modes...

Re: Build and Shoot Launcher (Updated 3/24)

Posted: Mon Mar 25, 2013 9:08 pm
by TB_
Could custom kv6's be a possibility with this launcher?
For example, the last stand server tells the BnS launcher that it has a custom tent kv6 which replaces it with a big flag.
The launcher downloads the kv6, and everytime you join that server, it replaces the tent kv6 with the flag kv6.

I don't know if it's doable or not, just something I thought of.

Re: Build and Shoot Launcher (Updated 3/24)

Posted: Tue Mar 26, 2013 12:19 am
by StackOverflow
pulley999 wrote:
Stack, could you make the server list appear "inside" the launcher by having it grab a portion of the website, much like the Minecraft launcher does for its changelog? (If you haven't got Minecraft, you can still download the launcher for free to look at it, just not the game.) Sorry if this post made no sense, I have little coding experience. Also, would you still get ad revenue if a page accessed by an external app (like the launcher) has an ad on it?
What the Minecraft launcher says when it can't access the internet:
Code: Select all
<html><body><font color="#808080"><br><br><br><br><br><br><br><center>Failed to update news<br>java.net.UnknownHostException: mcupdate.tumblr.com</center></font></body></html>
Pretty sure this won't help, but does it give you ideas?
This is something we've considered, embedding a web browser and dynamically feeding content into it. This would allow us to provide said dynamic content while still enabling advertisements to help cover hosting costs.

TBS wrote:
Could custom kv6's be a possibility with this launcher?
For example, the last stand server tells the BnS launcher that it has a custom tent kv6 which replaces it with a big flag.
The launcher downloads the kv6, and everytime you join that server, it replaces the tent kv6 with the flag kv6.

I don't know if it's doable or not, just something I thought of.
This is something else that's been discussed, using a very similar implementation. It'd be very neat to have server themes and enabling uniform mods for every player on a server.

Re: Build and Shoot Launcher (Updated 3/24)

Posted: Tue Mar 26, 2013 3:13 pm
by GamingFTW
Stack, I've been using this for a few days now, I love it so much! I love being able to instantly connect again if its full. I love you so much stack!

Re: Build and Shoot Launcher (Updated 3/24)

Posted: Wed Mar 27, 2013 8:21 pm
by matthew0901
Answering Some Questions.

Where do i get other versions? You can download other versions here: http://aceofspadeswiki.com/index.php/Patches#

Can i use a modloader with the buildandshoot launcher? Not that I know of yet. I'll keep trying.

How do i mod with the buildandshoot launcher? You can find a tut here:

Re: Build and Shoot Launcher (Updated 3/24)

Posted: Wed Mar 27, 2013 8:57 pm
by Sonarpulse
Object reference not set to an instance of an object.
...And C#/"managed code" a lone was supposed to get rid of the null pointer dereferenceing, lol. Gunna need http://langexplr.blogspot.com/2008/06/u ... -in-c.html for that.

Re: Build and Shoot Launcher (Updated 3/24)

Posted: Thu Mar 28, 2013 10:35 pm
by learn_more
Sonarpulse wrote:
Object reference not set to an instance of an object.
...And C#/"managed code" a lone was supposed to get rid of the null pointer dereferenceing, lol. Gunna need http://langexplr.blogspot.com/2008/06/u ... -in-c.html for that.
that post is missing nullable types (not sure how it's called)...
Code: Select all
void myfunction( int? arg1 )
{
}
actually, it makes a non-nullable type being able to be null, so it is probably called differently.

it's used alot with db interfaces in c#

Re: Build and Shoot Launcher (Updated 3/24)

Posted: Fri Mar 29, 2013 6:00 am
by Sonarpulse
if int? is nullible, is int non-nullible?

Re: Build and Shoot Launcher (Updated 3/24)

Posted: Fri Mar 29, 2013 8:52 am
by StackOverflow
Sonarpulse wrote:
if int? is nullible, is int non-nullible?
Yes. int? makes it nullable while a standard int is not.

Re: Build and Shoot Launcher (Updated 3/24)

Posted: Fri Mar 29, 2013 3:24 pm
by Sonarpulse
Well! C# beats java yet again. I had no idea that implemented that.

Re: Build and Shoot Launcher (Updated 3/24)

Posted: Sat Mar 30, 2013 12:25 am
by FlashLite
I have a problem and that is I lost all of my kv6, png and wav files also the font when I used the launcher... thank god I didnt delete the old backup file though :3 but I lost some of the mod weapons :/

Re: Build and Shoot Launcher (Updated 3/24)

Posted: Sat Mar 30, 2013 4:56 am
by TheSifodias
Err... did any errors boxes show up? And did it show on folder when you selected the configurations tab?

Re: Build and Shoot Launcher (Updated 3/24)

Posted: Sat Mar 30, 2013 3:07 pm
by bertzlee
you can make that successful sir,, just prob to your self. its a good idea to build a shoot launcher in game, its probably amazing game sir,...

Re: Build and Shoot Launcher (Updated 3/24)

Posted: Mon Apr 01, 2013 12:37 am
by richtofen115
Where do i Uninstall, it doesnt work and i want it off