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importer Flashpoint Importer for Launchers
oblivioncth commented on oblivioncth's file in Third-party Apps and Plugins
To clarify, the releases of GitHub, labeled like so: First lists the version of FIL itself, and then in the parenthesis shows the matching version of Flashpoint that particular release was designed to work with. It shows "12.0" to specifically highlight that it's meant to work with the initial revision of Flashpoint 12, as sometimes if you just show the major version (12) without the ".0" it can be interpreted to mean the whole release range of 12 in its entirety, and not just 12.0. For example, Qt, a library I use extensively in the development of these tools is often mentioned in accordance with its major version. I.e. Qt 3, Qt 4, Qt 5 or Qt 6; however, there are many minor versions of Qt within these, so even though there is a Qt 6.0, simply writing "Qt 6" generally refers to any minor release of Qt 6 (so it could be 6.4.2 or 6.5.1, etc.). So here, I use 12.0 to distinguish that I am specifically referring to 12.0 and not any release of Flashpoint 12. Trailing zeros are generally to be avoided for the 3rd and 4th places, often referred to as "build" and "revision" respectively (though there are other names). So you wouldn't want to do 5.0.0.0 or 5.0.0, but 5.0 is fine since it helps to disambiguate the above situation, as explained.- 60 comments
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importer Flashpoint Importer for Launchers
oblivioncth commented on oblivioncth's file in Third-party Apps and Plugins
Ah... interesting you went as far as checking the launcher executable's file version. While that in itself is perfectly reasonable, that version number doesn't always match the entire releases version number, which in this case is still just 12. That's what the target version is aiming for. If they actually update the whole release to something like "12.1" it will say so on the website and should also say that in the title bar of the launcher once it's running. So for now all is well in that department. As for the other stuff, here's what I'd do: I'm going to push an update for FIL as soon as I can, perhaps even tomorrow. Once I do, download it and then get yourself a fresh, unaltered copy of Infinity to avoid any potential issues that could arise from specific config settings. Run it once with the standard launcher and update it using the button in the upper left corner (it may prompt you to restart during this). Then, once it's updated try using the new/latest version of FIL with it and then let me know if you continue to have issues with certain games. I'll be sure to inform you when I post the update.- 60 comments
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importer Flashpoint Importer for Launchers
oblivioncth commented on oblivioncth's file in Third-party Apps and Plugins
Can you link me to where exactly you found a copy of Flashpoint Infinity that was labeled as 12.1 as I still have yet to see such a thing, lol. The situation with Ultimate right now is unfortunate. It has a number of issues, largely due to uncaught bugs. Namely: Broken configuration files you have to manually edit after downloading Missing games A version.txt file that incorrectly identifies it as "Infinity" even though it's actually ultimate Packaged in a format that can be a bit tricky to extract on Windows There's another issue or two I can't remember at the moment that, along with the incorrect version.txt file, would require me to add temporary "hacks" into FIL and CLIFp to correctly handled some of these issues, only for them to then need to be removed again once the next version of Ultimate comes out once those problems are presumably fixed. Technically, it might not be that bad in the end, but I've haven't even really had time to look much at Ultimate myself and am largely going off what I've heard from others and what you can see on the Flashpoint Discord. The fact that it may be a pain to get working with my tools has discouraged me from prioritizing it much as I currently don't have much time to sink into it as mentioned earlier. I might get around to releasing an update for it before the next update, or I may not. Can't say at this moment. I'd like to get around to it sooner than later but I don't want to make promises I can't keep. So essentially, I'd just consider Ultimate to not work with FIL period until further notice, meaning that at least for the moment you'd need to stick to Infinity. If it makes things easier for you, you could get a collection going with Infinity and then switch it to Ultimate later as long as you keep the installation path exactly the same. P.S. The error you ran into after creating a test playlist is due to an oversight by me when I added the feature of using icons from playlists. I forgot to account for the fact that user made playlists won't have them. I'll be sure to fix this for the next release of FIL which I can handle soon since unlike with the Ultimate situation I know exactly what needs to be done to fix that.- 60 comments
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importer Flashpoint Importer for Launchers
oblivioncth commented on oblivioncth's file in Third-party Apps and Plugins
Thanks for the appreciation. First, did you actually have a build of Flashpoint that was labeled as 12.1 before? As far as I'm aware the latest version of Flashpoint is still just "12" unless that just changed real recently. With the issue you're having, not sure if you saw I edited my post. I realized I was being stupid and in this case just updating CLIFp isn't enough as you'll still get the error when adding the FP install within FIL. To confirm, when you made sure you were up to date, was it FIL 0.7.1.2 you tried? Or was it older. That version shouldn't have that issue but if it still does for some reason it would be good to know.- 60 comments
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importer Flashpoint Importer for Launchers
oblivioncth commented on oblivioncth's file in Third-party Apps and Plugins
Hey, so the current build of Ultimate that the team put out has a number of issues, and given I'm pretty busy currently I haven't yet been sure I have the time to get it working with FIL/CLIFp in said state. If I end up freeing up a bit ill go for it but you may need to wait on the next release/update for Ultimate compatibility to return. As for the error you mentioned, it was fixed in a more recent version that I had forgot to upload here, but now have.- 60 comments
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Got a lot blowing up on me at the moment and there's fact the current release has so many issues means I might have to potentially jury rig some things so it hasn't been a huge priority of mine. I'll get to it when I can but if it seems to involved I may opt to wait on the next release, sorry.
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Oh woops, I was mainly looking at your responses on mobile in hurry so I think I reread part of a previous post and thought you said that it did mentioned 12.1. Nevermind. Hmm. The version.txt thing was probably a goof by them and might present an issue, but we'll see.
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Phew, well that explains that at least, as otherwise that issue was sounding pretty nebulous. You shouldn't even be able to activate that with Ultimate, but the importer thinks you're using Infinity because of the way you Frankensteined the builds. On that note, I'm sure that's why you're experiencing the problem with the images not appearing, though I'm not totally sure why yet since I haven't messed with Ultimate myself, but in the end you'll need to somehow restore your copy to a proper straight build of Ultimate only. Once I have my copy downloaded and can inspect it a bit I'll update FIL so that it properly supports 12 Ultimate (annoying its 12.1 and Infinity isn't labeled as that, but oh well).
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Obviously you shouldn't need to copy stuff from Infinity to make it work so of course I'll need to adjust for the new file names (which of course they had to change arbitrarily). Not sure what's up with the speed, so I'll try and figure what's going on with that to. I just started downloading Ultimate myself.
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So the newest release of Ultimate is marked as 12.1? Care to send the exact contents of version.txt? That's frustrating because Infinity is still just 12 even when updated fully, which means I might need to change how I handle versioning...
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importer Flashpoint Importer for Launchers
oblivioncth commented on oblivioncth's file in Third-party Apps and Plugins
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importer Flashpoint Importer for Launchers
oblivioncth commented on oblivioncth's file in Third-party Apps and Plugins
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importer Flashpoint Importer for Launchers
oblivioncth commented on oblivioncth's file in Third-party Apps and Plugins
@dsnyd22 Do me a favor and upload that file in question so I can examine it. I don't use the parenting feature extensively and so it's possible there's some fields that I didn't account for in some user's installs. The file should be at <Launch Box Directory>\Data\Parents.xml Also, just out of curiosity are you using "Selected Platforms Only" or "Force All" for the Playlist Game Mode?- 60 comments
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Huh they did put the page back. Well it's still a stretch but I'll keep it in mind if I come up with any ideas. As for FP itself, yea Ultimate 12 is a bit behind and I'm not quite sure when it's supposed to be coming. I don't think it will be super long, but if for some reason it gets delayed severely I might try to backport the features to an old build so that it can be used with 11.1, but currently it won't work with it as too much changed between the releases.
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@SiriusVI Just pushed the update for FP12. I did move a bit of a faster pace than usual and make a large number of behind the scenes changes. so it's possible there's some uncaught bugs, but everything seems pretty good as far as I can tell. Ironically, not long after you mentioned the page on the Flashpoint website that went over each platform in detail the Flashpoint Archive team removed that page because they felt it wasn't being maintained well enough. So using content from that in LB went from pretty much unfeasible (for me, in a reasonable amount of time), to outright impossible XD. The good news is that I did make the change such that all platforms are now automatically grouped under a "Flashpoint" Platform Category, and those platforms (as well as the category itself) will use their corresponding icons.
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Not at this time. It's something I might look into at some point but it's far down the bucket list at the moment. 1) I originally didn't bother doing this because it is another file I need to start parsing that isn't being parsed currently and at the time there was already a lot of different files I had to write readers/writers for. While it isn't too hard to do it manually, it certainly does get annoying having to redo it every time you update. I'm a bit busy with other things, but I'll certainly add this when I can since it makes total sense. 2) I'll double check to see if these are included somewhere in the distributions and if so sure, but if it comes down to needing to scrape them off the site then while I'd keep it in mind, it would be pretty far out in terms of hitting the trifecta of interest, time, and ability. Also would depend on the degree to which the page elements change when they update the list. I have enough fun dealing with the constant breaking changes of FP itself XD.
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There were no functional changes in that update. I was overhauling all of my CMake based projects to allow for building libraries and executables that are linked to their dependencies via shared libraries in addition to static ones. Essentially, the shared version just has DLLs along side the executable while the static version is standalone and doesn't need them. The latter is the form the releases had been taking before I started building both, so while it doesn't matter which you use in the futute, the static build matches the releases from the past. But in the end they're functionally identical. For now it doesn't even matter for me either and getting shared builds working was more of a formality. I'll probably note somewhere in the README that you can use either. EDIT: I guess there is technically the difference that the target version of FP changed to the latest in that release, so it is "better" in that it avoids the warning message of a mismatched version during import.
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Oh OK. You should be able to just import over your current setup without issue.
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Technically I've never asked the team about doing this, but from my familiarity with it I would imagine trying to just overwrite everything would have a high chance of breaking stuff. What I would do is remove the old copy of 10 and then put the copy of 11 in the same exact place with the same folder name so that the paths are the same. Then, if you don't want to mess with updating your imports, just download the latest version of CLIFp manually and drop it into the new FP folder. If you use the favorites system within Flashpoint then you'll need to export your favorites so that you can import them into the new version: https://bluemaxima.org/flashpoint/datahub/Extended_FAQ#TransferPlaylists
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@Vippy_man @SiriusVI Don't mean to spam, but I figured I'd ping you guys, just in case you were relying on an email or whatever to be notified.
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Ok the new version is up, give it a roll, and don't hesitate to let me know if you run into other issues.
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Haven't had time yet to look into the cause, but I can replicate the crash.
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Gotchya. Just trying to get at your exact intentions, as well as what you did. So originally you just wanted to import everything on the Flashpoint "Favorites" playlist (hence selecting that playlist, along with "Force All" of Playlist Game Mode) and that exhibited the issue? If your intention was to do exactly this (importing only the games from that playlist, regarddless of platform), then no you don't also have to select the Flash platform and are using the tool correctly. If you want to import ALL Flash games, regardless of whether or not they're on the Favorites playlist, then you will need to select the Flash platform.
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Sorry you're having this problem. I'll try to reproduce it as soon as I can. To clarify, you say you're trying to add Flash games but I can't see that platform option in your picture since it's too low in the list. So are you import options as shown in the picture, plus the "Flash" platform selected? It already has been, though now I need to fix this new issue. EDIT: Sorry, didn't realize I forgot to upload the past few releases here ><.
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Flash collection (Flashpoint) import guide
oblivioncth replied to Retrofrogg's topic in Collections and Builds
Sure. Right now the only intentional handling is to do things the way Flashpoint does natively, so there is no force full screen switch or anything like that. I didn't consider it much given the games in FP tend to me more desktop oriented, and less "couch gaming" (not to say you can't do it anyway). I'll keep in mind trying to implement such a thing, but it would likely be challenging given how there are numerous different sub-programs that Flashpoint uses behind the scenes, some of which keep getting changed, that all may or may not support fullscreen or at the very least require different methods to make them go fullscreen. There is a more universal approach I can attempt, but that comes with its own challenges. For now at least, your best bet would be to try to use an AHK script or the like, as you mentioned.