Let me introduce PatchLaunch: Today the Patcher
Today, I start to introduce you to our new comrades, the PatchLaunch duo.
Standing to my left, we see the PatchLaunch Patcher, already jumping into different dresses to pose for our photocameras. But before doing so, I want to point out that we added a translation for technically oriented readers at the end of todays entry.
His first dress is very nature inspired and shows the beauty of skinning:
But the accessories are what really makes the dress shine as we see:
The special thing about these accessories is, as we see thanks to the purposly oversized accessory, that they smoothly blend with the dress, allowing the Patcher meet the requirements for any party.
The Patcher also shows great communication skills, giving him the possibility to express any feel and thought one could come up.
The following two photographs we were able to take show the Patcher how he communicates his knowledge and in addition, we also were able to get a surprise shot of his friend the Interface Editor tutoring him how to do this, even showing him exactly how he has to do it finally:
With Makeup
Without Makeup
I hope you enjoyed our little photoshooting as much as we did and will come back soon again to be introduced to the second half of the PatchLaunch duo, the Tools.
Translation for technical oriented readers:
This is the first article on our multi part series PatchLaunch, our upcomming solution for automatic HTTP driven game & application patching and launching the patched product then.
The focus of this article is to show you a few features of the patcher
Above screenshots illustrate a few of the key features in our patcher:
- It has support for graphical skinning of the whole surface, including support for a background skin with optional usage of graphical buttons.
- As the sneak preview shows, the Interface Editor allows you to check the final result without beeing forced to start the patcher thanks to the integrated preview capability.
- The patcher also can be used without any graphically skinning if your application requires that, including the possibility to change the visual appearance through Manifests
- Flexible capabilities: The screenshots also show different parts that can be used but must not be used.
As an example, the first two shots use the News Button (opens the news view in a distinct window) and the information window.
The 3rd and 4th screenshot show the newsview as it is integrated in a skinned patcher and no information view.
The last two screenshots show both, the news view (top) and the information window (bottom), working side a side. - Various optional capabilities have not been highlighted in above screenshots like the possibility to have the per file update progress, automatic start of the patching patching when the patcher opens and the possibility to play a background track while it is doing its work.
- The patcher keeps local per-file version data which it compares to the data on the server to decide which files it needs to download for patching.
- To optimize the download times and traffic, PatchLaunch supports file compression (optional) which will compress only those files where a size reduction can be achieved.
I hope you liked what you saw so far and will join us soon again when we talk about other aspects PatchLaunch.
If you have any input or question, feel free to drop a us a comment.
2 Kommentare:
i do have a question. This tool looks very good, but is it going to be a shared tool, inplanted with RC? or a non related tool wat can be used with rc....
Also when will this tool be avalible, is it freeware?
You know the basic questions.
This tool is unrelated to Realm Crafter but I will include documentation aspects especially for RC Users which guides them step by step through the building of their game, creating the patch and distribution the patcher.
I will publish the details on the license and fees as soon as I am ready to publically launch it.
It will not be free will be offered at a very competitive price.
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