TorchKit

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Re: TorchKit

Postby ZekeTheSquirrel » Fri Nov 06, 2009 4:42 pm

Not sure what I'm doing wrong since it doesn't appear that anyone else has had this issue. When I try to run Torchkit.exe I get an error that just says: "The given key was not present in the dictionary."
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I'm currently using the 32 bit Win 7 Release Candidate, all up to date and with .net framework etc...
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Re: TorchKit

Postby Faxfane » Fri Nov 06, 2009 4:48 pm

Right. There were new variables integrated into settings.txt, and since TorchKit's settings_types.txt doesn't have any entry definitions for those new variables, it throws up that error. From my understanding, cdp is aware of the issue and is working on fixing it.
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Re: TorchKit

Postby UncleJim » Fri Nov 06, 2009 5:06 pm

ZekeTheSquirrel wrote:Not sure what I'm doing wrong since it doesn't appear that anyone else has had this issue. When I try to run Torchkit.exe I get an error that just says: "The given key was not present in the dictionary."
Image

I'm currently using the 32 bit Win 7 Release Candidate, all up to date and with .net framework etc...


Put those three files in the in the same dir as your mod dir.
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Re: TorchKit

Postby cdp » Fri Nov 06, 2009 7:20 pm

New version of TorchKit available

New Features:
-Support for binding mouse buttons
-"Set homepage" link. Clicking this link will set the active page as your default page the next time you start TorchKit.
-New font for setting labels
-Added 1.12 settings in settings_types.txt (thanks sanjo)
-Added a few more descriptions to settings_types.txt
-"Launch Torchlight" button should now work with users who purchased the game through Wild Tangent (thanks Twilightdemise)
-Better support for users with Torchlight in non-default install locations. If Torchlight.exe cannot be found in the Runic Games, Steam, or Wild Tangent directories a File dialog will pop up asking the user to point to "Torchlight.exe". The path will be saved to TorchKit-config.txt so you only have to do this once.
-1.12 mod support. Compiled files will be deleted as required when saving your new mod settings (thanks Bebop)

Fixes:
-"The given key was not present in the dictionary" message. This was a bug where one of the dictionaries was not being cleared and has been fixed.

Download here:
https://sourceforge.net/projects/torchkit/
TorchKit: a settings and mod configuration editor
https://sourceforge.net/projects/torchkit/
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Re: TorchKit

Postby Marsh » Fri Nov 06, 2009 8:03 pm

I now launch Torchkit from my dev environment before launching the latest build! This is great! Thanks so much.
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Re: TorchKit

Postby ashke » Fri Nov 06, 2009 10:26 pm

So with the new version, I set my thumb button to HOLDPOS which it assigns to XButton1, and when I go in game, it doesn't work. So, then I went to change it back to Shift and the keybinder didn't detect Shift on the keypress for HOLDPOS, so I set it manually and it still didn't work. Then I checked my settings.txt and it looks like Torchkit was assigning Shift the number of 160 and not 16. Now I'm back to square one.
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Re: TorchKit

Postby ZekeTheSquirrel » Fri Nov 06, 2009 11:12 pm

cdp wrote:Fixes:
-"The given key was not present in the dictionary" message. This was a bug where one of the dictionaries was not being cleared and has been fixed.

Latest version is working, thanks!
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Re: TorchKit

Postby lgorek » Sat Nov 07, 2009 1:56 am

i have a question

i have mouse logitech with more then 2 button i have about 10 buttons is possible to sing buton for same acction for example i press
button1=attak
button2=attak2
button3=pottion
button4=mana
button5=spell
button6=other

It works great in loki or titan quest that for all mouse button i will able to assign action

is possible to do this in TL bc sometimes on keybours is hardcore to use spells, potion, and other.
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Re: TorchKit

Postby Luitjens » Sat Nov 07, 2009 2:02 am

lgorek wrote:i have a question

i have mouse logitech with more then 2 button i have about 10 buttons is possible to sing buton for same acction for example i press
button1=attak
button2=attak2
button3=pottion
button4=mana
button5=spell
button6=other

It works great in loki or titan quest that for all mouse button i will able to assign action

is possible to do this in TL bc sometimes on keybours is hardcore to use spells, potion, and other.


Well you could map your Logitech mouse to use keyboard buttons not in use (exampl f1-f11) then bind them to that use torchkit
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Re: TorchKit

Postby CyberMachine » Sat Nov 07, 2009 4:35 am

Guys, HELP!
In game mouse button 4 & 5 dont work, please, what to do for work mbuttons?
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Re: TorchKit

Postby lgorek » Sat Nov 07, 2009 4:40 am

it will be good when in options will be setting to configurate mouse button, bc in some of mouse company isnt posible to map button to other function. If in game will be an option to read what button was press then it will be more simple to configure our config to game. And any mouse can be configurate in game.
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Re: TorchKit

Postby Tempest » Sun Nov 08, 2009 5:34 am

Bebop wrote:I now launch Torchkit from my dev environment before launching the latest build! This is great! Thanks so much.

Har, har! Time to include the secret "grab the devkit" code :D

CyberMachine wrote:Guys, HELP!
In game mouse button 4 & 5 dont work, please, what to do for work mbuttons?

Haven't had any time to look into this yet but its possible that Torchlight doesn't map mouse buttons like TorchKit does (all we do is using the enumeration provided by .NET and throw it into the dropdown boxes). Not sure on this though. Maybe Bebop is able to light things up a little bit? :)

@cdp: Think we should add another (smaller?) button, checkbox or link to allow people to launch the game in safemode overriding everything we set before.
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Re: TorchKit

Postby Salesman » Sun Nov 08, 2009 6:38 pm

I have to add that this is the uttermost brilliant and necessary among all of the mods.

Vanilla Torchlight should include both this and RespecMod.

Instant download - thanks a lot! :)
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Re: TorchKit

Postby freddy » Tue Nov 10, 2009 3:29 am

Just wanted to ask if somebody found solution for the mousebutton problem since the last post here (3 days old ;) )
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Re: TorchKit

Postby aholman » Tue Nov 10, 2009 5:13 am

I'm just curious, wouldn't it be possible to through the torchkit be able to change to whatever font you wish?
Just a thought, I'm very satisfied with the TristramMod font:)
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Re: TorchKit

Postby cdp » Tue Nov 10, 2009 9:43 am

freddy wrote:Just wanted to ask if somebody found solution for the mousebutton problem since the last post here (3 days old ;) )

I agree with Tempest, it sounds like either Torchlight doesn't map the extra mouse buttons like TorchKit does, or it simply ignores those buttons. I will look into this tonight.

aholman wrote:I'm just curious, wouldn't it be possible to through the torchkit be able to change to whatever font you wish?
Just a thought, I'm very satisfied with the TristramMod font:)

It depends on how the font mod is installed. If your font mod is installed to %appdata%\runic games\torchlight\mods then yes, TorchKit will detect it and you can enable/disable it at will. However, if your mod is installed to the game installation directory then TorchKit will not see it.
TorchKit: a settings and mod configuration editor
https://sourceforge.net/projects/torchkit/
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Re: TorchKit

Postby aholman » Tue Nov 10, 2009 9:50 am

cdp wrote:
freddy wrote:Just wanted to ask if somebody found solution for the mousebutton problem since the last post here (3 days old ;) )

I agree with Tempest, it sounds like either Torchlight doesn't map the extra mouse buttons like TorchKit does, or it simply ignores those buttons. I will look into this tonight.

aholman wrote:I'm just curious, wouldn't it be possible to through the torchkit be able to change to whatever font you wish?
Just a thought, I'm very satisfied with the TristramMod font:)

It depends on how the font mod is installed. If your font mod is installed to %appdata%\runic games\torchlight\mods then yes, TorchKit will detect it and you can enable/disable it at will. However, if your mod is installed to the game installation directory then TorchKit will not see it.


I didn't mean a fontmod, more like a built in function to torchkit. Lets say in Torchkit you have an option "pick font" and you just browse whatever font you want (for example in the windows font directory)and it "makes" a mod so the game uses that font instead. It's more like an idea:)
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Re: TorchKit

Postby DangerGnat » Tue Nov 10, 2009 10:10 am

Outstanding application, and thanks for making it open source. This will be a huge boon for the serious modders who want to tear apart the code and see what goes where.
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Re: TorchKit

Postby DangerGnat » Tue Nov 10, 2009 4:17 pm

Hey, I tried to import the source code from your SVN repository, and it's asking for a username/password. I am using TortiseSVN. Am I doing something wrong? You can PM the password to me if you prefer. (or not)
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Re: TorchKit

Postby Tempest » Tue Nov 10, 2009 4:33 pm

You don't need a password unless you try to submit/lock/etc.

To retrieve latest files from SVN just use "Checkout..." and provide the following URL as source: https://torchkit.svn.sourceforge.net/svnroot/torchkit

Settings in Detail (inside the checkout window):

URL of repository: https://torchkit.svn.sourceforge.net/svnroot/torchkit
Checkout directory: (Path to the folder you want the files to be put.)
Checkout Depth: Fully recursive
[ ] Omit externals
[x] HEAD revision

Hit "OK".

Later on, to update: Right click your source code folder and select "Update" in Tortoise SVN's context menu.
To submit changes: Right click your source code folder and select "Create patch..." in Tortoise SVN's context menu. Select all files with changes you'd like to include and confirm them. Save the diff/patch file, upload it somewhere and link it here.
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