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oblivioncth

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Everything posted by oblivioncth

  1. Ah NP. Well at least you didn't potentially waste time extracting the zips when you might not need to.
  2. Alright, more guinea pig time XD. https://github.com/oblivioncth/CLIFp/actions/runs/17571628676 (Windows static is what you want of course) Even if its suboptimal, I figured i'd just throw something together that should work. I haven't finished downloading Ultimate yet, so if you can be bothered, please try starting a game with this build with Ultimate setup such that none of the Game_X.zip files have been extracted, and are instead placed in the 'ArchiveData' folder as the Discord message you referenced instructs. In theory, it should pull the correct game out of there and then run it. Whether it works or not, I'd appreciate it if you could upload the log after trying.
  3. Yea, you'd only have to extract the images but the games could stay in the Game_x.zip files. Hmm, I've never had that happen personally, but I've never tried starting Launchbox after removing FP files (deleting or removing an external device), so it may indeed have to do with that.
  4. Playing the games seems somewhat straight forward, they just get extracted from the archive zip on the fly (though I need to check more of their code to see how they handle the fact there are multiple ZIPs). The images are... a problem. From what I can tell by looking briefly, the Launcher streams the images directly from the ZIP in that mode, though it doesn't even really matter as obviously CLIFp isn't run by just looking at the images, so I can have no influence over image access between when you initially run FIL and when a game is started. The stock launcher is special, since it has all of these mechanisms to load images from different sources on the fly, which of course LaunchBox, nor any of the other supported launchers do. Outside of plugin, which I feel like is beyond the scope of this project and would only work for LB (and I actually have no idea if the plugin-API supports altering how images are loaded), these other launchers just expect to load an image from disk, and that's that. Without creating some other somewhat convoluted application that tried to somehow hijack loading the file from disk (it would probably require implementing a virtual file system, which requires a driver on Windows, or at the very least an app running in the background at all times), which again would be pretty nuts, the only thing I can think of is making it so FIL supports extracting the images during import using the "Copy" mode, but then you overall end up using even more space, because then the images are both there in the ZIP and copied somewhere else, vs just extracting them and then using Link. I figure this isn't the end of the world though as all of the images are already in JPG/PNG format which don't further compress well, so the size difference between the Ultimate zip for images extracted vs not is almost 0. Plus, the image zips aren't that big in the end and at least for now there's only two, so they don't take that long to extract. So tl;dr, it's unlikely I can do much about the image zips, though it shouldn't be a big deal to just extract those. I can, when I get to it, add support for loading games from the Game zips, which should save a lot of time/effort since they're far larger. Those don't really save space either as the games within them are already zipped themselves, but still it would save the hassle of extracting them.
  5. Sorry about that. There was an oversight in CLIFp (the tool within FIL that lets you actually run the games) that could cause this. I fixed it a bit back, but forget to publish a update to FIL that was bundled with that new version. I've done so now. Just run the new version, but instead of doing an import, use the tools menu and select the "Deploy CLIFp" option in order to update your CLIFp version. Then you should be good to go.
  6. @SiriusVI Turns out that LB seems to be enforcing some changes to playlist file names that I don't believe it was in the past. That, or it wasn't an issue previously because there weren't any playlists with the right name to make the issue apparent. So it keeps tweaking the file names after an import, causing the mismatch (I kind of already said this in my initial post on the issue, but the problem affected things more broadly than I thought. So, I still would delete those two playlists, since they seem to have names with the issue. Then, try out this build and let me know if that fixes the issue for you with a re-import. I did more through testing and things appear to be in order now after the changes that went into it. Obligatory "backup your files first".
  7. I might be forgetting a few other changes that would be needed in other XML files. If you have the time I'd just redo the import once again with the latest upload. You should probably also delete the Player-Produced Perlis XML, and then run LB to let it clean out everything related to it in order to make sure the old one doesn't stick around since the filename will be different and it won't see them as the same playlist. Ok hold on, there might still be an issue. Investigating.
  8. Strange. It seems that LB doesn't like hyphens being used before a space in a playlist filename... kind of overly specific if you ask me. What happens is the ":" in the filename is swapped with a "_" (as has been the case for a long time) by FIL, and then when you open LB it replaces the "-" with a "_", so the playlist filename ends up different than the icon filename. I updated FIL to swap all hyphens with underscores to be on the safe side, so what you need to do to match the new changes without re-running the import is: 1) Rename "<LAUNCHBOX_DIR>\Images\Platform Icons\Playlists\First Past The Post- Continued.png" to "First Past The Post_ Continued.png" 2) Rename "<LAUNCHBOX_DIR>\Images\Platform Icons\Playlists\Player-Produced Perils.png" to "Player_Produced Perils.png" 3) Rename "<LAUNCHBOX_DIR>\Data\Playlists\Player-Produced Perils.xml" to "Player_Produced Perils.xml"
  9. And we're back. Well overdue, but I finally had time to crank out the update for FP13. @SiriusVI Of course let me know if there's any issues you stumble upon. @oniotaku Assuming you had done everything right before with Ultimate 12, you may also have to refresh all of the images within LB to get them to show up in the list; however, at this point you should probably just try 13 Ultimate since that's out now and it fixed the issue outright.
  10. Due to a litany of obligations I currently can't, but it will come.
  11. The current version should work with the latest release of Infinity (12.1) and Ultimate (12), though the Ultimate release has some issues that need correction as mentioned elsewhere.
  12. Really having to spell this out... lol. If you are using Ultimate 12 and have this issue, you will have an extra level of the "Images" folder that isn't supposed to be there, as shown in SiriusVI's screenshots above. So you'll see "<FLASHPOINT_DIR>\Data\Images\Images" where both the inner and outer have "Logos" and "Screenshots" directories. To fix this you need to make it so there is only one images sub-folder, with the contents of the inner one being merged to the outer one.
  13. Its just a matter of moving the folder how you would move any other. Whether via a cut and paste or two separate windows, just move the inner folder next to the outer Images folder and accept the merge.
  14. You just need to move the nested image folder next to the top level image folder so that they get merged together. That is, collapse Data/Images/Images into Data/Images.
  15. It's definitely cause I was in a hurry but I can't believe I missed that. My copy of Ultimate has the same issue: all of the picture's aren't actually missing, they're just under that nested folder and what I was seeing at the surface level was what the launcher was downloading on the fly. Dude they really messed that release up XD. Let me know if it works for you after collapsing the inner one down into the outer one.
  16. So there are 6 titles in Flashpoint with IDs that start with 'c3e8' Which means if you truly had all of the images as Ultimate should, you should see 5 other pictures in that folder. I think it's possible you're missing a lot of images and they're being downloaded in Flashpoint on the fly, which is why it's been so hit and miss. If you right click on the FP\Data\Images\Logos folder and hit Properties, and then let that populate for a (potentially long) while, how many files and how much space does it say there is?
  17. Yea, in theory since it's ultimate, all of the images should be there and none should download... but with what happened with that build... maybe who knows? You could try a test like this: 1) Do a fresh import of some really random thing that you know there's no way you imported before, nor have seen within the FP launcher (so no chance for image download). Probably some obscure platform. This part is the most important. 2) Go into LaunchBox and go to one of the games that was imported and of course has no pictures. 3) Right click on the game and go to Edit Metadata 4) Go down to the launching tab on the left so that you can see the UUID of the game within the command-line parameters. For example: 37e5c215-9c39-4a3d-9912-b4343a17027e 5) Determine the FP path the logo for that game should be under. The format is as follows: P.S. why the fuck does this site not handle text coloring correctly in code blocks in dark mode? So with my example UUID from earlier, and if I pretend my FP directory is at C:\Users\Player\Flashpoint, the path for that game's logo would be 6) Without starting Flashpoint's launcher, see if that logo actually exists at path as noted. It's possible you also discover like I did that you just don't have many images within flashpoint period and it is downloading them for whatever reason (which I could see happening if you copied over some stuff from Infinity to get the Ultimate build working). EDIT: So just checking my copy of Ultimate (that I believe I got via the update tool), the following values are set within preferences.json and I did not copy in my preferences file from an Infinity install: So unless that's always been the case and the Ultimate build of the launcher normally just ignores these settings, this would cause the launcher to download images even though it's Ultimate and isn't supposed to (unless it's always been that way and technically isn't ignored, but has never mattered because if all the images are there in the first place, none would ever get downloaded. It would just mean needless checks for the images happen anyway, but I digress...). Point being, your launcher is likely downloading the images, so it would be good to check if they're even all there in the first place by checking as I suggested above. If you're missing most of them like I am it should be real obvious. There should be thousands of those folders with 2 character alphanumeric names in the Data/Images/Logos folder if Ultimate was assembled correctly...
  18. I initially was worried about having categories just named "Platforms" and "Playlists" due to potential collisions, but I forgot that LB supported the concept of "Nested Names", so you can give them a longer unique name while still having them just display as those simpler names when nested under another category. As such, I went ahead and implemented that as described since it was fairly trivial to do so. The tool attempts to remove the old nesting of platforms/playlists if it finds any, but of course it will only touch the ones affected by a given import so you may have to uncheck some in the Parents dialog manually. Still hesitant to do another release at the moment though with your current image issue. At least on my end with Infinity 12.1 it works fine for me with both Symlink and Copy, and I was sure to remove all traces of images from previous imports before hand. You could try the latest dev build if you want, just in case I somehow introduced a bug at some point before the previous release, but I haven't touched the sections related to image handling for a while now so it's doubtful. https://github.com/oblivioncth/FIL/suites/18147853435/artifacts/1046613918
  19. Hmm. I'll see if I can think of anything but currently I'm a little stumped. If the images are there and the copy failed, then you should certainly see an error. So the fact that doesn't happen means that for whatever reason the importer doesn't think the images are available. I did just remember that I actually had downloaded a copy of ultimate (can't remember if via torrent or updater application) onto an external drive enough though I never did anything with it. I checked it's images folders just to make sure they didn't change the layout with Ultimate for some reason, and although they didn't, for whatever reason the images folder is super barren, with almost no images at all. Maybe the same thing happened to you? Maybe it's a dumb question since presumably you would have checked this, but who knows, can you see the images when using the stock launcher (i.e. making sure they exist on the source end as well)?
  20. Well I still don't have a copy of Ultimate so I guess you got lucky XD. I fixed the favorites groping, just haven't pushed it yet. If you refresh the images in LB do they then load? Seems like it might not auto refresh them at start like it used to, or maybe it takes a bit longer. I had manually trigger a refresh for most (all?) of them after an import. Or did you check and actually see for sure that the images are not being place into your LB setup? I probably wouldn't want to make this the default since that would go against the approach LB uses, but I'll keep it in mind as an option, though adding that would take some work. Alternatively I may consider nesting platform categories so that under Flashpoint is "Platforms" and "Playlists" which then expand to the appropriate content.
  21. They always have to break something random for no reason when the updates are pushed... Try the latest version I just uploaded.
  22. You should be good to just swap to Ultaimte when the time comes, but if you would really not mess with it too much, you could try to copy the Images and Games folders from Ultimate into Infinity which then would make them more or less equivalent. The legacy games would be a little more complicated to copy over but those can also still be downloaded on the fly when you try to play them so it wouldn't be a huge deal.
  23. It's further complicated by the fact that there's no hard and fast rules, but rather just "best practice" which of course people argue over. It's also become more common over time to leave out the zero when showing release numbers in more "user facing" contexts since it looks cleaner. Even though the FP12 release on the website is specifically 12.0, they started leaving out the zero so they only list it as 12, which can then be confusing since it contradicts what I said earlier. The "stricter" use of version numbers does include keeping the 0 when it matters though as I explained with the Qt example. Yea, this kind of stuff can be really intimidating at first, and dealing with the tooling is it's own nightmare, but it definitely gets easier as you go. Starting with example projects that are already fully working can be a good way to get a better sense of what really matters and what doesn't for a particular goal (e.g. loading in an external library) as it's definitely easy to get lost in the myriad of facilities and to know what exactly is relevant for a given task. Anyway, I uploaded an update to FIL. As I said before, try it out with a fresh copy of FP12 Infinity and then let me know if you run into issues with games working again, or just how to use FIL in general.
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