Emily Maxwell

Latest Build 

The latest version of CEE is v0.3.39. You can download the installer here. If that link doesn't work, or you would like to download a ZIP archive of the application instead, you can do so here.

Small Update! 

I've been getting more and more questions about the K95 Platinum not working. It turns out that it is due to a firmware update.

I've created a small fix in CEE and released. This fix will make it so that K95Ps that are not updated to the latest firmware probably won't work any more.

This release also includes half-assed support for the following keyboards: K63, K66, K68, K68 RGB, K70 SE RAPIDFIRE RGB; and mice: Dark Core, Dark Core SE, Glaive RGB, Harpoon RGB. The reason I say it's half-assed is because all I did was add them to the master devices list. I didn't create new layouts for the keyboards, so I'm just borrowing the layouts from the keyboards that are most similar to them. Everything should work, though.

You can access the updates in the first post of this page, as always!

As always, please email me if anything goes horribly wrong!

K95 Platinum Issues 

I seem to be getting an email every half hour about issues with the K95 Platinum. Thank you, to everyone who has sent me helpful information so far. I'm looking into the issue and I'll try to get a fix going soon.

New Build - Key/Zone Selection 

Here it is! The super secret awesome new feature I've been working on. Now, before I get into the details, I want everyone to know that it's not done, yet. This is just a taste of what's coming!

In this build, v0.3.37, you'll find a new button has crept into the edit effect view. That button, when clicked, shows you your keyboard, and all the keys on it. (Hopefully. It might crash if I've screwed something up.) From here, you can select what keys the current layer will affect.

To go along with this, I've changed the name of "Fill All" to "Static Lighting", as it's more suiting. All your old profiles should be backwards-compatible, as well. New layers, by default, will have all keys selected.

You can also expand the window, and instead of clicking on keys one-by-one, you can click and drag to select them. There's no simple selection box yet, since it turns out it's absolutely not simple to design. It's coming, though.

Now, for the part that isn't really done: You can only select keys on keyboards. For now, effects will always span over into the mouse and mousepad (except for Swipe, since I apparently forgot to expand that to the mousepad in the first place... it's coming, I swear!). The next big update will allow you to select your mouse and mousepad zones similarly to how you can now do it on the keyboard. Sorry it's not in this build, but it's a lot to do and I'd like to have people test out these changes and report any problems before they blow up into something bigger later!

I expect some things to go wrong with this build. If you're using a Japanese, Korean, or Brazilian layout, trying to view the keyboard will probably straight-up crash the program. I'm working on building up profiles for those devices now. That will come soon, too.

I hope everyone enjoys playing with this new feature, and I hope that nobody's able to find any horrible issues!

New Build - Better Logging 

This is a smaller build, mostly just to test out the auto-update functionality with ClickOnce. So far, it looks like it's working well.

There are some changes in this build anyway. All references to Squirrel have been removed in dependencies and code. The amount of DLLs shipped with CEE has dropped from 20 to 8. The remaining ones are: CUE.NET, a C# wrapper for the CUE SDK; the 64- and 32-bit versions of the SDK; HidSharp.dll, used for hooking into keyboard input; NAudio.dll, used for capturing audio; OpenHardwareMonitorLib.dll, used for capturing CPU and GPU usage; and two XCeed libraries, which include some custom controls.

I've also re-written a couple small parts of the audio device hooking portions. Hopefully, we're now catching incorrect audio devices and handling them properly.

In case the above isn't enough, I've also included significantly more detailed logs in some parts of the engine and device handlers. This includes audio, and, hopefully, will help us figure out what's going on with the audio issues people are running into.

Last but not least, a small quality-of-life change: the log file is overwritten every time the software is launched, instead of logs endlessly appending to it.

I'm going to start working on the super-awesome-top-secret-new-features, now. :)