AngelLoader v1.11.0 - now works better on Wine! (updated 2025/07/24) - by FenPhoenix
Stingm on 22/5/2022 at 02:53
Got it thanks again
baeuchlein on 22/5/2022 at 03:36
I also had the above problem: Everything OK with AngelLoader 1.5.4, Crash as described above with v1.6.0 on an ancient Windows 7 x64 installation, "cured" by the "test2" version, and no problem with either version on a Windows 10 x64 installation.
FenPhoenix on 22/5/2022 at 05:23
It's stuff like this that makes software dev so hard :(
Hard enough to test everything you wrote on your own machine, but then some other Windows version blows up (and apparently only on real hardware, cause it worked on my Win7 x64 VM still - or maybe the .NET Framework wasn't the latest patch there? who knows). Thanks for bearing with me.
baeuchlein on 22/5/2022 at 13:37
Quote Posted by FenPhoenix
or maybe the .NET Framework wasn't the latest patch there? who knows
As far as I know, my ancient Win7 x64 installation did have the latest .NET framework version when Updates for regular customers were stopped, but I heard that meanwhile, at least one new version came out for Win10.
Twist on 22/5/2022 at 21:58
I didn't get around to testing 1.6.0, but 1.6.1 works great for me on both a Win7 x64 system and a Win10 system. AngelLoader already was a dream Thief launcher, and you keep making it better. Thank you!
I have either a question or a feature suggestion.
Is it possible to toggle mods for the original games separately from FMs (and without editing cam_mod)? If so, I'm stupid and missing it. If not, could that be a feature you implemented (eventually)?
In DarkLoader, the original games appeared in the list along with FMs. That could be a way to let the user adjust settings for the original games separately from each FM. Or you could do it somewhere in settings.
It would also be useful to have a Disable All button in the mods window to go with the Enable All button. Maybe I'm alone, but I'd actually use that more often. I have a bunch of my own little experimental mods enabled in cam_mod, so whenever I play a new FM, which I like to do vanilla, I have to disable each mod separately.
(Yeah, I could disable them all by default in cam_mod, but then I can't enable them at all with AngelLoader when I do want them. Unless I'm misunderstanding how it works... which is possible.)
I feel guilty, like I'm acting spoiled or entitled for asking you for MORE from this already awesome launcher, but those are my thoughts. :thumb:
FenPhoenix on 22/5/2022 at 22:36
Quote Posted by Twist
Is it possible to toggle mods for the original games separately from FMs (and without editing cam_mod)? If so, I'm stupid and missing it. If not, could that be a feature you implemented (eventually)?
Actually that's been on my todo list for a while but no one asked for it so I kinda just forgot about it / focused on other things.
Quote Posted by Twist
In DarkLoader, the original games appeared in the list along with FMs. That could be a way to let the user adjust settings for the original games separately from each FM. Or you could do it somewhere in settings.
Yeah, I'm not sure how I would present such a feature. DarkLoader having the original games in the list made a bit more sense because you could "install" them (which actually just uninstalled whatever FM was installed - remember you could only have one installed at a time! those were the days). I'll have to think about it.
Quote Posted by Twist
It would also be useful to have a Disable All button in the mods window to go with the Enable All button. Maybe I'm alone, but I'd actually use that more often. I have a bunch of my own little experimental mods enabled in cam_mod, so whenever I play a new FM, which I like to do vanilla, I have to disable each mod separately.
(Yeah, I could disable them all by default in cam_mod, but then I can't enable them at all with AngelLoader when I
do want them. Unless I'm misunderstanding how it works... which is possible.)
There used to be a Disable All Mods checkbox in earlier versions, but it was removed because it would disable
everything including mods that were required for T(2)Fix etc. to work properly (those are now hidden behind the "Show important mods" checkbox). But, I guess I could put a "Disable all 'non-important' mods" button.
And no, you've got it right, AngelLoader reads the mods straight from cam_mod.ini so if they're commented out there, it won't show them. It doesn't try to detect mods from actual folders on disk because then it could be slow if there's a lot of them or it has to recurse into the folders or whatever, and I don't wanna do an unbounded-time disk search like that every FM load.
For the record, the way NewDark works with mods is that you specify the mods you want enabled in cam_mod.ini, but then loaders can pass the game a string with a list of mods to disable for that session. What loaders
can't do is pass the game a string of mods to
enable. So you can't just clear out your cam_mod.ini and pass mods to the game, you have to put all your mods in cam_mod.ini and then tell the game to selectively disable whatever ones you want. So when all mods are enabled in AngelLoader, it just passes the game a blank string (don't disable anything), and if you start unchecking mod checkboxes, it will then construct a string out of all the names of mods you unchecked (displayed in the "Disabled mods" textbox) and pass that to the game. So really it's just a nicer UI wrapped around the FMSel style of typing in the disabled mods string yourself.
Quote Posted by Twist
I feel guilty, like I'm acting spoiled or entitled for asking you for MORE from this already awesome launcher, but those are my thoughts. :thumb:
Not at all. I can't promise I'll implement every feature request, but I'm happy to hear them. Gives me something to work on. :)
Komag on 23/5/2022 at 12:36
I love to see this sort of ongoing improvement, it just helps the community feel alive and well!
Dahenjo on 23/5/2022 at 13:44
C'mon Fen, are you ever gonna make this taffin' FM loader any good? :joke: :thumb::thumb::thumb:
I would also appreciate having the 'disable all' feature for the non-important mods. Currently I'll uncheck most besides 'FMdml' and a couple that I want, and it would be easier to just disable them all then add those couple back, if possible. Sometimes after starting the FM I'll add in more to my liking, of course it varies with different missions, so I use that Mods tab a lot.
So just that and having AL intuit the next FM I'll want to play & having it pre-loaded at a scheduled time along with a warm cup of chai.
FenPhoenix on 23/5/2022 at 14:25
Quote Posted by Dahenjo
So just that and having AL intuit the next FM I'll want to play & having it pre-loaded at a scheduled time along with a warm cup of chai.
AIngel Loader: Machine Learning Edition
FenPhoenix on 24/5/2022 at 21:28
Anyone interested can try out
(https://fenphoenix.com/apps/AngelLoader/test_versions/AngelLoader_v1.6.1_mods_test_1.zip) this updated test version with new mods functionality and tell me what you think.
I've added:
-A "Disable all" button to the Mods tab. It disables all mods that are not marked "important".
-A mod enable/disable feature for playing without FMs.
If you have your "Play without FMs" set to single button, the mod stuff can be accessed through the "Mods" submenu when you click the button.
If you have your "Play without FMs" set to multiple buttons, the mod stuff can be accessed by right-clicking a given button (noted in the tooltip).