[REL] [Tools] UltimateSuite - UltimateLib [1.3.4]

Hey, I have 32bit Java :expressionless:

:ā€™(

What does it mean 32bit java? 32 bit that isnā€™t a big deal (thatā€™s why Iā€™m asked). But what are your specs?

Btw. I updated my previous topic!

Erm, I donā€™t know TBH, I know it has 1T memoryā€¦ And that the Java is 32bitā€¦

But, what is it? A PC? A tablet? A notebook? What operating system are you running on? Windows, Android, Linux, iOS, OSx?

Oh, sorry.
Itā€™s a computer, and it is running on Windows 8 :wink:

There is a new topic about testing. Maybe you should take a look there :wink:

Windows 7 Home Premium
Intel Core i5-3210 CPU 2.50GHz
12.0GB RAM
64- Bit

Please use the following forum thread for everything around this and future test sessions:
http://forum.greenheartgames.com/t/test-non-public-test-for-ultimatemodeditor-0-0-1-will-open-shortly/10129

Looking for a document writer to support us writing a user documentation for UltimateModEditor.
Please let me know if youā€™re interested and why you think youā€™re the right one for this job.

Thanks :slight_smile:

Looks pretty sweet! Nice work!! :smiley:

1 Like

Thanks @kristof1104 :slight_smile:

I plan a public release within the next days. Although quite feature limited at this time, the basic application structure has been laid down. So next stages should be hopefully a little bit quicker :slight_smile:

Looks really good! WPF project?
Like the javascript syntax highlighting!

No. Regular WinForms :slight_smile:
Thought that should be enough for this app.

1 Like

When will the next update planned?

Great work @SirEverard and @alphabit! Canā€™t wait to see future updates and what further mods this will spawn.

5 Likes

First of all, thank you very much @PatrickKlug, glad you like our project. That means a lot to us! We hope that we can boost the modding scene even more with our tools, help out modders to create even better mods and that it also helps you to keep the degree of popularity for this wonderful game where it belongsā€¦ on top :wink:


And now itā€™s time for a small update :slight_smile:

Development is going on very well, so well that we are close to release the first (still undocumented) version of the UltimateLib, our foundation for UME and some upcoming mods.

Hereā€™s a screenshot of the release version of UL.

http://puu.sh/6gAUw.png

And this is the object hierarchy of the UltimateLib:

http://puu.sh/6gCdR.png

Lined up mods (scheduled for release and using the UltimateLib):

As soon as @SirEverard has done some additional changes to cope with Camelotā€™s latest requirements, we will release the UltimateLib to the public.

The UltimateModEditor is also under heavy developmentā€¦ and after some feedback from our fellow testers (whom I wish to thank!) the decision was taken to rework the basic user interface, opting for a more known concept of boxing menus and allowing for different styles.

Hereā€™s a first screenshot of the next version (0.0.2) which will be released soon to everyone after our great testers will have taken a look at it:

The 0.0.2 version will also include the first UltimateLib generated code, allowing for more features than in the previous version!

So, stay tunedā€¦ we will be back very soon :wink:

2 Likes

This is awesome, iā€™m bad at making events so i wanted something like this.

I sense platforms are coming :DDDDDDDDD

#UltimateLib 1.0.0 released

Weā€™re happy and proud to announce that we have released the first version of the UltimateLib, our foundation library for allowing easier mod development for GameDevTycoon.

This library is needed for the upcoming TweakMod and Camelot mod, so you need it in case you want to use the mentioned mods.

Furthermore all future releases of UME (UltimateModEditor) will generate code based on the UltimateLib, so you will need it whenever you want to use a mod created with the UltimateModEditor.

Go and grab it from our official website :slight_smile:

4 Likes

couldnā€™t get the lib as-is, to load.

I think the first issue is that the folder for the lib is hardcoded in

mods/UltimateLib/UltimateLib.Main.js
which means that if you leave the folder as UltimateLib_1.0.0 it will not load the Main.js file.

Even if I correct that it seems that the mod is looking for a mods\UltimateLib\3rd directory when loading and that throws an error.

EDIT: had to create a 3rd and a libs directory for the mod to load so you should probably check if the directory exists :wink:

1 Like