UKWXP Mod Manager (Update #6)

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UKWXP Mod Manager (Update #6)

Post by InfinitasImpetum on Sat Jun 02, 2012 1:51 pm

Ultimate knight Windom XP Mod Manager Updated

Download latest Version Here: :uykuk:
Normal:
http://www.mediafire.com/?yoh5j09116uvmjr
Extend:
http://www.mediafire.com/?han0w9bkl3tpr04 (includes Mecha Extender)
Last update for Mod Manager 1 (I think)

Features:

- Management of all mechs, maps, pilots,
Textures, and ENB/Shaders
- Load windom xp and extender from the Manager(added but may cause graphics error)
-extender support(only Mechs)has its own version
-pictures (only Mechs)

Pictures:











Tutorial:
http://www.winz00e.com/t2711-ukwxp-mod-manager-tutorial

suggest possible features here(go here for 2 also):
http://www.winz00e.com/t2681-need-suggestion-on-what-else-to-add-to-my-mod-manager#55169

Info:
to use put in ukwxp folder not the game folder or copy the game folder to location of manager
when you first start it will backup your robo folder and create a mods folder
put all your mods uncompressed in a folder in the mods robo folder
how name them doesn't matter

created it in 1 day can only manage mechs but i might add map and other mod related stuff to it
the other features shouldn't really take long


Needs to be in the same folder as the Windom XP Game folder or it will not Run

if you get any errors please tell when they occur and i will fix it, if its a major problem



Mod Manager 2 Preview Time for a break





Features:
-All the features of 1 (these features will be implemented first)
-Themes(customize the manager to look how you want it)
-easy addition of other languages
-launching of game working properly
-extend support for maps
-one version
-improved texture switching
-sound switching
-if i can built in hex editor(Probably a NO but i will try) Got to Research
-access individual mech and map files for opening with other programs(if i can do it) Got to Research
-improve ani editing built in (if i can do it) Got to Research
-progress bar Got to Research
-search bar
-settings menu(this will have to be implemented first)
-encrypt the .exe (decompile proof)


use the suggestion thread for any ideas that can be added





Last edited by Ancient AQ on Sat Jun 23, 2012 8:06 pm; edited 42 times in total

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Re: UKWXP Mod Manager (Update #6)

Post by Guest on Sat Jun 02, 2012 3:14 pm

Is there any screenshots? cuz I'm kinda suspicious that this might be some malware shit and stuff, cuz the .exe itself is only 22kb in size
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Re: UKWXP Mod Manager (Update #6)

Post by InfinitasImpetum on Sat Jun 02, 2012 4:07 pm

I posted picture of it at amecha dot com in the downloads section
made it in visual basic if that makes it seem less suspicious

heres a image /photo/my-images/411/ukwxpmmr.png/

imageshack is the host
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Re: UKWXP Mod Manager (Update #6)

Post by Guest on Sat Jun 02, 2012 7:21 pm

Link approved
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Re: UKWXP Mod Manager (Update #6)

Post by vansnote on Sat Jun 02, 2012 9:38 pm

so ure programer..??

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Re: UKWXP Mod Manager (Update #6)

Post by Sankarea on Sat Jun 02, 2012 9:55 pm

this is worth to wait^^ Dude! Good Job!

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Re: UKWXP Mod Manager (Update #6)

Post by Guest on Sat Jun 02, 2012 10:55 pm

this will be very usefull :)
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Re: UKWXP Mod Manager (Update #6)

Post by Guest on Sun Jun 03, 2012 12:05 am

can this reach up to 50 mechs or no?
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Re: UKWXP Mod Manager (Update #6)

Post by InfinitasImpetum on Sun Jun 03, 2012 2:04 am

cannot reach up to 50 mechs but its an easy addition to add
only the original count now

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Re: UKWXP Mod Manager (Update #6)

Post by LOEWAK on Sun Jun 03, 2012 2:28 am

wow...new useful stuff...thanks..
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Re: UKWXP Mod Manager (Update #6)

Post by LOEWAK on Sun Jun 03, 2012 2:29 am

wow...new useful stuff...thanks..
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Re: UKWXP Mod Manager (Update #6)

Post by Guest on Sun Jun 03, 2012 3:14 am

does it need to be in the original installation directory i did it in a different place then the programfiles thing etc
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Re: UKWXP Mod Manager (Update #6)

Post by InfinitasImpetum on Sun Jun 03, 2012 6:40 am

no as long its in the same folder as the game folder with the game data.

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Re: UKWXP Mod Manager (Update #6)

Post by Guest on Sun Jun 03, 2012 12:50 pm

k thanks
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Re: UKWXP Mod Manager (Update #6)

Post by Minty Kitty on Tue Jun 05, 2012 1:35 pm

WOW, Great Job!!! :D

Been waiting for someone to make this!

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Re: UKWXP Mod Manager (Update #6)

Post by Guest on Thu Jun 07, 2012 8:42 am

Well done
This will be very useful gqersgh
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Re: UKWXP Mod Manager (Update #6)

Post by Pain(God) on Sun Jun 10, 2012 5:44 am

Please assist me by using this..

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Re: UKWXP Mod Manager (Update #6)

Post by CometStrife on Mon Jun 11, 2012 4:23 am

This is definitely useful, for many many people. Firstly thank you!
Suggestions:
You might want to do something about the base that you used to create the programme. Although I 100% trust that this does not have any virus, my anti-virus goes "Trojan detected" as always, so yeah, its a little troublesome for people to constantly allow the programme. If something can be done about it, that would be excellent.

Also, maybe you can create add in features to tell people what each sound represents? so that they can easily replace the sounds in the game.

Maybe a function that allows encryption/decryption of files easily, and also the ani breakdown tool to be combined with your mod manager? So that it'll be an all-in-one .exe file

PS: Your upcoming features are very interesting. Good Luck for it!!
I'll seriously use this tool for future mod purposes, once your updates are done, and it WILL definitely help many other modders.

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Re: UKWXP Mod Manager (Update #6)

Post by InfinitasImpetum on Mon Jun 11, 2012 11:10 am

i can't do the all in one because the limitation programming language i am using
probably when i convert the program over to Visual C++Visual C# i will be able to add much more to it and solve a few issues on the way

the sound part i can add

i can't combine the .ani breakdown tool (never used this provide link or explaination) and encryption/decryption tool with it but i can have it open it from the mod manager at least

get in contact with zhmwwl(@3dgundam) the creator of the etrancoder and mech extender and then we talk about those tools being added!
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Re: UKWXP Mod Manager (Update #6)

Post by Guest on Mon Jun 11, 2012 8:07 pm

Zeranto I wrote:This is definitely useful, for many many people. Firstly thank you!
Suggestions:
You might want to do something about the base that you used to create the programme. Although I 100% trust that this does not have any virus, my anti-virus goes "Trojan detected" as always, so yeah, its a little troublesome for people to constantly allow the programme. If something can be done about it, that would be excellent.

Also, maybe you can create add in features to tell people what each sound represents? so that they can easily replace the sounds in the game.

Maybe a function that allows encryption/decryption of files easily, and also the ani breakdown tool to be combined with your mod manager? So that it'll be an all-in-one .exe file

PS: Your upcoming features are very interesting. Good Luck for it!!
I'll seriously use this tool for future mod purposes, once your updates are done, and it WILL definitely help many other modders.
nice ideas this would be really useful
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Re: UKWXP Mod Manager (Update #6)

Post by CometStrife on Wed Jun 13, 2012 4:28 am

well those are suggestions, you don't have to add them in if it is not probable at the moment :), just do what you can

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Re: UKWXP Mod Manager (Update #6)

Post by Guest on Wed Jun 13, 2012 4:31 am

well anyway Zeranto 1 i think mugen attack made a suggestion thread in the help section you can post suggestions there...
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Re: UKWXP Mod Manager (Update #6)

Post by InfinitasImpetum on Wed Jun 13, 2012 8:59 pm

updated mod manager

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Re: UKWXP Mod Manager (Update #6)

Post by Guest on Wed Jun 13, 2012 10:31 pm

i like what the update says time to test it out lol
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Re: UKWXP Mod Manager (Update #6)

Post by Guest on Thu Jun 14, 2012 2:41 am

Win7 and can not use it.
Give it administrator privileges also not line.
Use compatible model and no effect
solidice
It always show a small window, and then immediately.
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