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PostPosted: January 12th, 2008, 5:53 pm 
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Oh, didn't know that :|
But ya, that's a good idea :)


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PostPosted: January 12th, 2008, 8:31 pm 
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I'll have to do some testing; I'm not sure if the library files already need to exist before the script starts, or if I could extract them as the first thing and then reload the script. I'll get back to you on that one.

If it becomes too complicated, I may just add includes for all the required files. I just really like using the library :)

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PostPosted: January 12th, 2008, 9:36 pm 
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XFire integration has just been added to the SteamLab 0.9 release for later today. It is currently enabled via a config file edit, but I plan to have an option in Settings by release time.

If enabled, SteamLab will download and install XFire if necessary and run it as requested.

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PostPosted: January 12th, 2008, 9:40 pm 
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Whoo great!
And if you need a tester, ask me ;)


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PostPosted: January 12th, 2008, 9:54 pm 
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Thank you :) I will need all the testing I can get, more-so in preparation for the 1.0 release than the 0.9 release. But all feedback will be incredibly valuable!

GameSpy Comrade integration has also been added with the same features as the XFire integration.

Coming in version 1.0 - a unified Games Manager which combines the CD Key Manager and Update Manager into an overall GUI to manage all aspects of the SteamLab games.xml database. At least, that's my current plan, rather than having three separate GUIs for all of these functions. It would look mostly like the Update Manager but with a lot more Game Management features added, and CD Keys in the listview along with the copy button.

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PostPosted: January 12th, 2008, 10:05 pm 
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And to keep the updates rolling as we come up to release today, I might as well announce that I just integrated the FilePlanet Download Manager into SteamLab as well.

The main purpose of this is so that you can auto-launch it when launching SteamLab, with the option to auto-close it if there are no active downloads. No need to put DLM in your startup list then, just launch SteamLab :)

Speaking of which, all integrated apps now have an AutoRun option to start with SteamLab. Now you can remove any of XFire, Comrade, Steam, FilePlanet download manager, CrosuS, GPGNet, and OBMM from your system startup! Woohoo!

I have also integrated configurable autolaunch delays, and a much better way of auto-launching applications upon start which will no longer hang up the rest of SteamLab's startup.

I am currently combining the keys.ini database with the games.xml database. Keys will now be XML-driven and games will be shared between the key manager, update manager, etc.

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PostPosted: January 13th, 2008, 1:04 am 
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CD Key Manager is now XML-based, using the same file as the Update Manager uses, which is the same file the Steam shortcuts are imported to.

This means when you want to add a new game to the CD Key Manager, you can either select one of the current games in games.xml, or enter the title of a new game to add it.

As a bonus, added games to the CD Key Manager can be given a version in the Update Manager and checked for patches!

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PostPosted: January 13th, 2008, 7:52 am 
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I realize I have not released 0.9 yet. I'm still putting the finishing touches on it and expect to release it in a little while. I want to make the release as problem-free as possible.

In the meantime, and in preparation for the release, I have begun the new SteamLab Wiki!

Bookmark http://steamlab.wiki.zoho.com today, and use it to learn about and share information about SteamLab. I will eventually post all the knowledge I have about it there, but that will take some time. I'm looking for some suggestions about what type of documentation or information people want to see first.

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PostPosted: January 13th, 2008, 10:20 pm 
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Joined: January 19th, 2007, 9:09 pm
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When do you think you will release the standalone gui function (the steamwin function)?


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PostPosted: January 13th, 2008, 10:35 pm 
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Possibly later today with (or shortly after) SteamLab 0.9's release, otherwise ASAP if I don't have time today (like probably tomorrow). I'll document all the SteamWin code and add a SteamWin section in the SteamLab wiki with more information to help get you started creating SteamWin windows and skins as well.

Have you had a go at creating any icons? No rush, just curious. I'm considering whether or not to try and whip something up for the 0.9 release today, because I really don't like the current icon very much.

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PostPosted: January 14th, 2008, 1:40 am 
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Well, maybe, just maybe, I will be able to release SteamTabs with SteamLab 0.9 after all! I now have working tabs added to the Steam window, and am just trying to create the actual window overlay.

This is exciting news. I now have the ability to actually extend Steam (artificially of course) rather than just building similar apps.

I have added a SteamLab menu above the SteamTabs (identical to the tray menu contents) as well, so with the SteamTabs all control can be done directly with or near the tabs.

:)

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PostPosted: January 14th, 2008, 7:38 am 
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Coming in SteamLab 0.9, which has been pushed back an extra day:

The new experimental SteamTabs feature! This function adds SteamLab program tabs to Steam, and integrates the windows directly into the main Steam window. In addition, it adds a "SteamLab" menu directly above the new tabs which mimics the tray menu.

Here is an example of how it works, when it's working properly:
Image

There are some issues I'm working out, and I emphasize that this is still an experimental feature, but I'm loving it so far!

Also in the works, possibly even for the 0.9 release, is the addition of Source Mods to the games.xml database. Source Mods will automatically be detected and searched for updates, just like regular games!

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PostPosted: January 14th, 2008, 10:07 am 
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My apologies that there was no release again today. I have finished the functions to import all Source Mods into the games.xml database, however, and it will be included in version 0.9!

Woohoo!

Now I'm considering the possibility of, if Oblivion Mod Manager is enabled, importing a list of all OBMMs and their versions, so that oblivion mods can be searched for updates too. That will most likely come after 0.9, but I just wanted to put it out there.

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PostPosted: January 14th, 2008, 11:54 am 
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There are some issues I'm working out, and I emphasize that this is still an experimental feature, but I'm loving it so far!

Beautiful. I am really impressed. The ability to extend the 3th party application that way is astonishing....


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PostPosted: January 14th, 2008, 4:11 pm 
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Thank you :)

I know; this adds so many possibilities. Even on the Steam window, which doesn't use any standard window controls and appears as a blank GUI window to AutoHotKey, Dock() can be used to display new GUI elements without issue (as long as you know where they need to be placed). I'm thinking I can just add a "Lock" icon somewhere inconspicuous on the Steam window as well to serve as the SteamLock toggle, to avoid having to use the feature from the menu with SteamTabs.

I'm going to have fun with this :D

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