Jump to content
LaunchBox Community Forums

TapeWorm

Members
  • Posts

    8
  • Joined

  • Last visited

TapeWorm's Achievements

4-Bit Adder

4-Bit Adder (2/7)

2

Reputation

  1. I've placed my application folder under that ThirdParty directory and then coded my plugin to call it from there.
  2. Hello, I'm creating a plugin which calls a separate app, but I'd like both the plugin and app to be self-contained under the Plugins folder. I.e. myPlugin.dll is placed within the standard plugin folder: ./plugins/myplugin/myplugin.dll I have additional exe's stored in my plugin folder within sub-directories: ./plugins/myplugin/requiredApp/myApp.exe ./plugins/myplugin/requiredApp/myAppDependency.dll However, I'm running into an issue where Launchbox is trying to load the "./plugins/myplugin/requiredApp/myAppDependency.dll" assembly which fails due to compatibility issues (and crashes launchbox). So...is there a way for me to tell launchbox to omit sub-folders in the plugin directory? I.e. adding an ".ignore" file or something to prevent launchbox from recursively searching some plugin directories? I see some other plugins have added additional dependencies into a "ThirdParty" folder. Is that standard practice here versus a self-contained plugin folder?
  3. Is your script a bat file? And is generic enough to accept different arguments to extract your different games? You can try setting up a new "Emulator" that points to your script file as the executable. You can name it something like "Teknoparrot Via Script". Then associate it to the Teknoparrot platform. You can then change your Teknoparrot games to use your script as the emulator. So, Launchbox will call your script with whatever parameters you need instead of calling the teknoparrot launcher directly. Then your script will launch Teknoparrot as it does now. You'll just need to start Teknoparrot with the /wait command so that your script stays open until Teknoparrot has closed. You can override the command line arguments per game with whatever you need. I did this for PC games in order to support a generic AHK script because only emulators support AHK scripts. You'd just need to make sure that you replace %~dp1 with your Teknoparrot folder in order to have the proper working directory set. Then replace %* with the call to teknoparrotUI.exe and any passed arguments (%1,%2,%3, etc..). You can fit in your extract routine before calling start. @ECHO OFF ::powershell -window minimized -command "" cd %~dp1 start /wait "" %*
  4. Thanks @superrob3000, and your trick worked for stopping the video-playback in the background. Your ears must have been burning because I had just created a somewhat related topic on the dev board yesterday around the preview videos playing in the background.
  5. Hmm, alright. I appreciate the response and providing the temporary workaround that you had implemented. I'll look into possibly mimicking a similar solution via the IGameLaunchingPlugin interface in the OnAfterLaunch+OnExited events. The games that are causing issues for me happen to be Windows titles which don't have AHK scripts as an option . If the above doesn't work, then maybe I'll configure "additional apps" as an alternative. In any case, thanks for the help.
  6. Hello, I'm running into a bit of an issue after calling PluginHelper.LaunchBoxMainViewModel.PlayGame() to kick off a game in BigBox. PluginHelper.LaunchBoxMainViewModel.PlayGame(myGame, null, null, null); It seems that the function won't pause the platform or game video that is playing if the Startup Screen is disabled on the game that I'm kicking off. I'll see the standard "Loading" popup after calling the function, but the video previews and sound continue to play in the background even after a game has launched. The game launches and runs the exact same as if I had selected it in BigBox, aside from the videos continuing to play. Again this seems to happen on games where the Startup Screen isn't enabled. This also seems to happen sometimes if the Startup Screen is set too short. The preview video will stop playing when the startup screen appears, but it will resume playing if that Startup Screen closes before the game has opened into exclusive full-screen. If I launch the same game by selecting it in the BigBox UI, then the video previews remain pause until I close the game. I'm wondering if this is a bug, or is there another function that I should be calling to manually pause the BigBox previews when launching a game? Thanks
  7. Hey bud, first of all thank you for this tool, I really appreciate it. I'm wondering if it's possible to skip the game menu when launching games? The reason I ask is because my theme plays a video preview in the individual game menus, and when launching via Streamdeck, it'll open the game menu before starting the game. But the video+sound from the video-preview will play in the background. I have the option to skip the game menu enabled in Big Box, but it seems that launching via the plugin will still show it. I'll look for a way to disable video previews in just the game menu in case this is how things need to work. Wondering if anyone else has come across this issue? The second oddity I noticed is that if I launch games one after another without exiting the game menus mentioned above, then it's like it's stacking the back-button history in Big Box. As-in, if I launch Duck Hunt and then launch HotD after closing Duck Hunt, then the back button will take me from the HotD's game menu back to Duck Hunt's game menu. I.e. if I launch 5 games, then hitting back will bring me to the previous game's menu. Kind of like clicking back through a web browser's history.
×
×
  • Create New...