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Old 07 November 2008, 19:12   #221
tomcat666
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Great !
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Old 08 November 2008, 13:22   #222
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Quote:
Originally Posted by killergorilla View Post
NOTE: My pallette is probably the best you are going to get.
I belive ya. But I already have some 800 or so shots done in some other palette If most of those will be already done with your palette (which I suspect will be when you release the gfx pack too ) then I will use that.
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Old 08 November 2008, 16:01   #223
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Quote:
Originally Posted by killergorilla View Post

NOTE: My pallette is probably the best you are going to get.
Don't sport with your palette, you better have a decent search filter or i will kick your ...
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Old 08 November 2008, 16:24   #224
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what he said. i'll kick you nevetheless
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Old 10 November 2008, 11:27   #225
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Can you please give us some kind of ETA?
Or even better, let me beta test too
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Old 11 November 2008, 14:29   #226
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You're on the beta list now so no need for an ETA
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Old 11 November 2008, 15:15   #227
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i have no time to betatest (i wanted to berate and abuse the other thread about the betatest but i have no time for that either...) and since this is a general question, here it is:
will either you or Bloodwych release it (when finished) to fit in ClassicWB with the current game directory intact (the whole KG-games hard disk) or will it require some thinkering? like, could it be simply started by the games hd root or something similar?
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Old 11 November 2008, 15:37   #228
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I'm not sure I 100% get what you mean but I'll try to answer anyway...

I've already spoken to Bloodwych and the plan is to include it in the xmas version of ClassicWB (isn't it Bloodwych! ) so there will be no need to install it if you use that version.

If you plan on adding it to another version of ClassicWB yourself it'll be very straight-forward. The menu itself needs a couple of libs and a couple of files (such as assign) but that's it. Most of these are already in ClassicWB so you will only have to copy the font and then the KGLoad-specific files (skins/boxart etc.)

There are no hardcoded directory paths, you can specify them all in the setup file so it should work with any setup.

But please do ask any further questions or point out any flaws/problems you may see.
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Old 11 November 2008, 16:24   #229
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that pretty much answer it thanks!
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Old 11 November 2008, 16:45   #230
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Yes, that's the plan. All the old packs are now off-line until the xmas release as I accidentally deleted them last weekend. I've started work on a newer webpage however. I'll upload some beta's minus the launcher for people who are desperate, but hopefully they can wait for the next big release.

My idea is to boot KG's launcher using a RAD: system. Hold the left mouse button on boot and select KGLaunch from the requester. Everytime you reset your Amiga after the initial load, it boots straight back into the KG Launcher as RAD: survives soft booting, leaving maximum resources free.

I'll also add it to the Workbench menus. Obviously KG might want a say in how it's presented also.

My only worry is the size of the art files. If they take up a huge amount of space, I may have to think of adding an uninstall option or making the Launcher a separate addon pack for people who need the disk space back.

We will see.
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Old 11 November 2008, 17:03   #231
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Well you don't NEED the art files.

How about if I make 2 default skins, one which uses the artfiles by default and one which doesn't show any artwork with a larger gameslist.

That way you can use the second one by default in ClassicWB and if they get a taste for it, they can download the artwork packs from my site.

Or you could make it an install option...

Oh and it's KGLoad
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Old 11 November 2008, 17:10   #232
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I stand corrected!

I guess getting the name right is a step in the right direction.

I was thinking actually of re-naming the ClassicWB version to something more appropriate, like Bloodwych's Game Gallery - BGG for short.

BGG will look nice in menus and such. Get to work on that skin please. Then we're in business!
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Old 11 November 2008, 20:27   #233
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mmm leave it also as a icon to be launched from the workbench screen, for people who don't want to install it in RAD:

imho, the artwork is a structural part of the tool, as you wouldn't need to get back and forth to HOL to decide what to play. also, if the artworks would get updated along with the whdload KG' packs, and just dumped in their own directory, that would be just sweet...
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Old 12 November 2008, 02:16   #234
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Please,
At least with the demos I decided to put all OCS with nocache and leave AGA default,
Can You do a tooltype option that could make that automatic? (if ocs then nocache)

A4000/040 default

Many Many Many Tks
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Old 12 November 2008, 12:58   #235
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@marco

I will indeed be releasing screenshot/boxart packs along with the whdload packs. I'm planning on releasing the next whdload pack at xmas along with the first full version of the frontend.

@cybernoid

My frontend pulls all tooltypes from the game's/demo's icon (.info file). I don't plan on changing the way it handles this. You'll just have to edit your info files manually.
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Old 12 November 2008, 13:04   #236
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Quote:
Originally Posted by killergorilla View Post
My frontend pulls all tooltypes from the game's/demo's icon (.info file).
And does it store it in some other file after that? Maybe we could edit that?
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Old 12 November 2008, 13:40   #237
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Why would I need to store that info anywhere else? It's already stored in the icon files...
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Old 12 November 2008, 13:42   #238
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So, if I understand correctly, it has to be read each time you run the proggie, right?
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Old 12 November 2008, 13:51   #239
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Quote:
Originally Posted by 5h00n4y View Post
So, if I understand correctly, it has to be read each time you run the proggie, right?
what is 'it'?

The program only needs to read the icon tooltypes when you run a game, it doesn't access the icon file at any other time.

(At the moment anyway, I may add the ability to edit the info file directly within the menu at a later date.)
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Old 12 November 2008, 13:53   #240
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I mean the tooltypes, of course.

Saving all that precious info would speed things up a bit, not to mention we could edit the tooltypes with ease.
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