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PostPosted: April 1st, 2008, 4:46 am 
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Hey, thanks for checking SteamLab out, Fry, and for your kind review :)

Unfortunately since I have had a lot of other projects on my plate lately (my job, writing, developing steam-lab.com along with a couple of other web projects, and administering my new Ubuntu server), I haven't had time to complete SteamLab 0.9, but it already has a ton more features and works a lot better than all previous releases. I'm going to try to work on it in my freetime this week and see if I can't get a version out containing the new features so you and anyone else can test them out.

You may have read this in previous posts, but just a summary of wat's already complete and will be included:
SteamLab 0.9 has an extensive .ini file containing all customization settings (many of which have GUI controls), and contains the first versions of the Games and Tools XML databases and related features. It also introduces built-in support for a much larger array of third party tools, and the games database now has full support for Source mods (including automatic detection and management in the database).

One of the coolest and most radical new features is called SteamTabs, which replaces the SteamDock and most SteamLab windows with extra tabs integrated into (actually overlayed on top of) the Steam interface. The effect is nearly seamless, though a little bit buggy at present, but it generally works great and is most definitely the future of SteamLab. You can of course still use the SteamDock and access the main windows there, through the tray menu, or through the added SteamLab menu on the main Steam window. The result is a more 'modular' way to run SteamLab, and a choice how to display the content.

I am focused right now on maximizing performance, as well as allowing SteamLab to run in a mode in which no process-intensive things will occur, suitable for running in the background while gaming. Although to clarify, I run SteamLab in the background while gaming all the time, and I have never noticed any particular slowdowns related to it. Unless you are actively working with a SteamWin window, or SteamLab is searching for updates or processing the database files (which is usually initiated by hand), it for the most part sleeps and uses a very minimal amount of resources.

I mentioned my Ubuntu server earlier, and that is somewhat significant because I now have full Subversion version management for my projects, as well as a very handy internal bug tracking system, which should immensely help my productivity once I get in the hang of utilizing both tools fully.

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PostPosted: April 1st, 2008, 4:51 am 
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Fry wrote:
I have made my own script to click the Steam updates button every few hours so I never have an out-of-date Steam.


Also, I just wanted to comment on the auto-updates, as that seems to be something which interests you. SteamLab 0.9 can automatically search for and download updates for your non-steam games on a scheduled basis. So you won't even need to use a script to activate it in the future; you can just set it to run however often you'd like.

Additionally, SteamLab 1.0 will feature full connectivity with Steam-lab.com to auto-update itself, receive updates to the games and tools database, get notice when there are Steam updates available, automatically retrieve tips, tricks, walkthroughs, hints, and more for the games in your database from sources around the web, and a lot more. I am adding a full API to Steam-Lab.com which it can connect to for server-side processing of non-sensitive data when required, as well (for example, to provide XML updates to the live XML databases). It should be very cool :)

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PostPosted: April 9th, 2008, 5:21 am 
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In an effort to make it much, much easier for me to continue work on SteamLab as it grows in size and complexity, it is now version-managed by SVN and has its own public Trac site.

Development Site: http://trac.denet.info/steamlab
Subversion Repository: (Please hold while I get Subversion opened to the outside)

This also means that SteamLab is now fully-open source. Feel free to create an account at the DEnet Trac site and report bugs, write documentation, contribute, etc.

You can also view the live source files there, which you can also get by checking them out via Subversion as soon as I get that link posted.

At this site you can also keep up with my development progress, if you don't want to contribute. I have current versions and milestones listed.

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PostPosted: April 16th, 2008, 6:24 pm 
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SteamLab is now part of a larger development network I'm starting titled SingularityShift. Designed to promote open source development, there is a main site wiki for information, research, documentation, etc. and a trac site and subversion repository for each project.

Visit the main page at http://singularityshift.com to check out the projects or contribute!

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PostPosted: May 10th, 2008, 4:07 am 
How can I download this? The links on the first page are broken, the SingularityShift project page has no links, and the steamlab wiki has nothing, either.


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PostPosted: July 9th, 2008, 12:25 am 
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Sorry about that; I started getting the next version ready and have been swamped with website projects ever since.

I switched the hosting to my own server, and never updated the links here :?

With my current projects and new girlfriend, it may take me a bit to finish SteamLab 0.9 still. I will make it a priority to get it complete however.

In the meantime, I'll re-post the latest build of version 0.8 as soon as I get home tomorrow evening.

I'm back (hopefully for good)!

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PostPosted: July 9th, 2008, 12:38 am 
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And as my luck would have it, I can't access my home computer via Remote Desktop for some reason this evening, so even though I have several hours free tonight, I can't even work on SteamLab as I don't have the latest version of my source :(

Oh well, it's coming soon. I'll pick up work on it tomorrow night.

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PostPosted: August 3rd, 2008, 2:08 pm 
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Joined: July 16th, 2008, 12:22 am
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...And nearly a year later lol, i really want to view this source and the links are broken and i can't find the files anywhere, does someone have any of his versions of steamlab and would be willing to share,

Thanks a lot

Apocalypse


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PostPosted: October 4th, 2008, 2:43 am 
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If I can locate a working version of the old (pre-Subversion) source, I will send it to you.

If you want to check out the latest (currently only partially working) development version, you can get to it from the SingularityShift page I just finally updated:

http://wiki.singularityshift.com/wiki/Category:SteamLab

There you can find some more info, and links to the Trac development site and Subversion repository.

I have finally picked this back up again and am starting to hammer through the current bugs and enhancements listed on the Trac site. Feel free to post some of your own bugs or enhancement requests as well, or participate in development if interested.

Sorry for the lack of updates for so long.

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PostPosted: October 6th, 2008, 6:59 am 
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I've fixed a couple glaring issues in the source in SVN, posted a bunch of new tickets in Trac, and closed several out!

Progress is finally being made. Expect a lot more updates tomorrow.

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PostPosted: October 6th, 2008, 9:07 am 
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Some extensive documentation is being created for others wishing to contribute, or to use some of the components in their own projects.

For starters I'm creating some SteamWin documentation as originally promised. You can see the progress at: http://wiki.singularityshift.com/wiki/SteamWin


Note also on my Trac site, http://trac.denet.info/projects/steamlab, where you can register for a free account or browse it anonymously, I have a roadmap of releases and all current bugs I'm aware of and their status. The dates are as accurate as I can tell so far. You should expect version 0.8.9 on or around the 15th.

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PostPosted: October 26th, 2008, 10:00 pm 
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I really have need of dynamic function calls with a dynamic number of parameters.

I have a hard choice now, since I'd like to be able to distribute SteamLab as both AHK source and a compiled EXE.

Do I use AutoHotKey_L (Lexikos' build) and require my users that want to run it from source get a new AHK binary, or do I want to use the LowLevel functions, and simply require that my users have a specific version of AHK?

The former would be easier, the latter would be more universal, although still version limited.

Leaning toward the latter, since I think more people will have the current version of AHK, than would be using Lexikos' custom build.

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PostPosted: October 27th, 2008, 2:29 pm 
I'd go with the standard build.


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PostPosted: October 27th, 2008, 6:44 pm 
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That's what I decided to do; my users will need to use the latest version of AutoHotKey in order for the LowLevel functions to work, but I think that's better than requiring them to get a customized version of AHK.

Although many I'm sure will prefer the compiled version of the script, so it won't matter anyway for them :)

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PostPosted: November 19th, 2008, 9:28 pm 
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Sorry all, I seem to have fallen ill the exact day of Fallout 3's release and have just been far too sick to work on any coding since then :)

I'll be back to finish the remaining Trac tickets and release 0.9 soon.

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