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wasili

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Everything posted by wasili

  1. Thanks If the Launchbox team wants to do a video on it they are free to do so and I would be humbled But I think the plugin also shows up if you search for launchbox and gog.com on google so i guess people who are looking for something like this should find it.
  2. @BigSpoonyBard mh... just tried the latest Version of Launchbox with the plugin, worked for me. How long did you wait before closing the browser window again? Sometimes it takes a while before the content of the page shows up.... Did you download the latest release of the plugin (0.1.3)? Do you have a 64-bit OS? Do you get the "New version avaiable" and "What's new" windows from Launchbox at startup? They use the same Browser engine as the plugin. If so please try to disable them and check again. If not there must be a problem with Launchbox itself. Another idea: Are you logged in to gog in another browser or do you have gog galaxy open? Try to log out and close galaxy.
  3. Thanks! I mainly wrote this plugin for myself and I personally don't use uPlay... Also I'm not likely to spend much more time on develeopment of this plugin, at least not in the near future. Sorry!
  4. Thanks I just uploaded the last version of the plugin that was sitting on my hard drive for the last three months. Parsing errors should now be skipped and logged @Strathos70, but games with incomplete or ill-formed information will still be skipped @Jade Aislin. I didn't have the time to further improve the plugin (and won't have it in the near future...). So as long as nobody else does the job we will have to content ourselves with the basic functionality it provides and handle the games that can't be imported manually...
  5. It fails at "tags": [ { "id": "427940348", "name": "3RPG ----- BAZ", "productCount": "65" } ], There's no official specification of the api responses but this seems more like a messed up entry in gogs database anyway. I'm working on implementing error handling for the json parser right now to make the plugin more robust and allow the import of games with incomplete or unexpected game information which should prevent such errors.
  6. Thanks @Jason Carr for clarifying and and thanks @Strathos70 for confirming that the plugin does work with the current Launchbox Next version. I updated the file description accordingly. I could not have tested it myself since I''m using Big Box and didn't renew my license for a while... Regarding your Problem: Could you post your output of https://embed.gog.com/account/gameDetails/2.json ?
  7. I think I found the reason From skimming the thread I take that the plugin should work with the latest beta release. Did anybody try?
  8. You're welcome! I would, but the plugin API documentation hasn't been updated for Launchbox Next and there's no info on how to make plugins compatible, at least when I last checked. If anybody could point me in the right direction tough...
  9. I accidently deleted the file so here's a new download with a minor update. Also deleted the old thread to avoid confusion.
  10. gog.com Plugin View File Update: With it's 10.11 Release Launchbox has native support for importing games from gog.com that should work better that this I will still leave this up here in case somebody using an older version of Launchbox might want this. Plugin for importing games from gog.com. Readme and source code on github. Probably won't work on 32 bit systems. Thread: Submitter wasili Submitted 10/06/2018 Category Third-party Apps and Plugins
  11. Version 0.1.3

    310 downloads

    Update: With it's 10.11 Release Launchbox has native support for importing games from gog.com that should work better that this I will still leave this up here in case somebody using an older version of Launchbox might want this. Plugin for importing games from gog.com. Readme and source code on github. Probably won't work on 32 bit systems. Thread:
  12. I was looking for something like this today. In case anybody is still interested in a solution, you can do this by assigning auto hotkey scripts to an emulator profile. These scripts can open and close other processes: https://autohotkey.com/docs/commands/Process.htm
  13. You only need the files in the bin folder, copy to them to a new subfolder in the plugins folder. (should be gogplugin.dll, gogplugin.dll.config and newtonsoft.json.dll) Than you should find "Add games from gog.com" in the tools menu. Also it only works on 64bit right now, forgot to mention that, sorry . If you need a 32bit version let me know... Please let me know if it still won't work.
  14. Here it is, the first version of the plugin! I was able to resolve the problem with plugin loading by simply pointing to the CefSharp binary that already comes with Launchbox. Also working with the galaxy client turned out to be much easier, so for now the full functionality requires it to be installed. You can still import the games without but there will be no automatic replacement of the installer download link with the executable path of the game. For more Info see the github page here: https://github.com/GrafWasili/gogPluginForLaunchbox
  15. I've been waiting for years for the Launchbox devs to include gog.com support as it already exists for Steam and when the plugin API came about I hoped somebody would make a plugin for it. Since this didn't happen I started doing it myself. It will be another two weeks or so until it's in a state fit for a first release, but until that I thought I show you my progress and maybe somebody can answer some of my questions along the way or want to give some input. While in theory - with the introduction of the gog Galaxy client and user profiles - everything we are used from steam integration could be implementet in a similar fashion for gog.com, the documentation for this isn't quite complete and also I wanted to start out with the assumption that you don't need to have Galaxy installed for the plugin to work. So my first challenge was user authentification. Since this is only possible with a browser supporting JavaScipt I shopped for libraries and ended up with CefSharp, a wrapper for the Chrome Embedded Framework for Visula Studio/.Net. After loging in for the first time we receive an acces token for further API calls. To make life (and debugging) easier the token is refreshed before every API call of the plugin and stored in a file in the plugin folder so the session can be kept alive when restarting Launchbox. After that we can get all the game data from gog.com including download paths not only for the game but also for manuals and all the extra stuff! The next step will be adding the games to the Launchbox collection and implementing a hook to ask for the download of a game when attempting to play it and set the proper application path after that. A lot of other stuff is imaginable, like downloading and adding extras like manuals and wallpapers from the context menu, proper integration with Galaxy client if installed, implementing gog.com Achievments in the Retro Achievments API and so on... At the moment I still have a problem with plugin loading: CefSharp comes with it's own binary and a lot of additional class libraries. It seems Launchbox tries to load them as plugins (even after moving them to a subfolder of the plugin folder). While it doesn't break anything it causes a ton of pop ups like the one below. Is there a way to prevent this?
  16. Being able to add multiple PDF (manuals and stuff) to a game would be great. EDIT: Btw there's already an entry in the issue tracker for it: https://bitbucket.org/jasondavidcarr/launchbox/issues/855/manuals-right-click-sub-menu-more-manual
  17. I guess you've seen this page: https://fs-uae.net/command-line ? You just set fs-uae as emulator in Launchbox and give the necessary command line arguments. For whdload games you don't need any other arguments, you start them with: fs-uae.exe game.zip or fs-uae.exe game.lha So no reason to unzip them! For multiple disk games you could try to mount all of them by emulating multiple drives: fs-uae.exe --floppy-drive-0=Disk1.adf --floppy-drive-1=Disk2.adf --floppy-drive-2=Disk3.adf FrodeSolheim on 2016-04-16 at 18:25 said: With recent development versions, you can add arguments like this: Launcher.exe --config:key=value, for example Launcher.exe --config:amiga-model=CD32. See https://fs-uae.net/2016/02/25/fs-uae-2-7-8dev-released for more information.
  18. wasili

    New Fields

    Cool thing! "Alternate Title" (and maybe also "Subtitle"?) would be useful... About the "Medium" field: I would like it. But it would mean to have more entries for different versions of a game, which wasn't the plan so far as I understood. It would make sense tough, since a lot of DOS games were reissued on CD and often with better music and stuff like that... It would also make sense then to merge platforms like Jaguar and Jaguar CD, Genesis and Sega CD and so on.... But I think other stuff, like the ability to add new games you are going to implement or having more genres to choose from would be more important. Also changing the platform of a game. For the genres we would need a whole new discussion thread though ^^ robbforce said "Also on xxx system", with a comment field to describe notable differences, like "Dreamcast: Enhanced graphics and audio. There's an easter egg when you enter this room and hit the left wall to make Sonic appear momentarily on screen." I think stuff like that could just be written into the "Overview" field (which translates to "Notes" in Launchbox I guess?).
  19. Maybe just one more word on the kind of shareware I'm talking about: You got the first episode for free (you were allowed to "share" them with your friends) and than you could pay to get the other episodes. Even after owning all episodes you had to start them seperately (they also came on seperate disks, especially in the time of 5.25'' floppy disks). This first episodes were a final product though. If you owned all episodes you owned the whole product, so the distinction between full release and shareware seems wrong to me. After all it's just a form of distribution And as I said, many full version re-releases of famous shareware titles like Commander Keen are still just launchers for the individual episodes running in DOSBOX.
  20. Haha ^^ I was mostly thinking about old shareware titles. My reasons why I would keep Episode entries: Some titles might not exist as complete editions, you already own them as episodes or they are available as freeware in this form. In this case I would never buy a new version from gog or steam just for a launcher file that lets me select the episode.....
  21. I am currently adding data for some DOS shareware titles. They often come in episodes and re-releses as complete editions as well. For some, there are db entries for episodes AND the whole game, for others only of one kind. Are there any specific plans how to handle this in the future? I think having entries for both individual episodes and complete editions totally makes sense...
  22. since people keep asking about the whdload scraping thing I created a bitbucket issue and linked to it in this thread: https://www.launchbox-app.com/forum/contributions/missing-database-amiga-whdload
  23. since people keep asking about the whdload scraping thing I created a bitbucket issue and linked to it in this thread: https://www.launchbox-app.com/forum/contributions/missing-database-amiga-whdload
  24. Since this was a recurring question and I couldn't find one I created a new bit bucket issue for it: https://bitbucket.org/jasondavidcarr/gamesdb.launchbox-app.com/issues/85/
  25. Hey dudechester, i'm pretty sure fs-uae creates some kind of hardrive image for every game which allows using the built-in save functions of the games. I played Eye of the Beholder on it so I'm sure it works. Did you try fs-uae? If it doesn't work like that out of the box just read a bit at their website.... PS: Technically whdload games ares something like packaged hard drive installs of amiga games. It shouldn't make any difference for using the save function of a game. Generally amiga emulations have options to write stuff on a hard disk image or on a virtual disk, you might have to go through some options menus and stuff. In any case using disk images won't make your life easier. For multi disk games you could do the following: fs-uae allows configuration and starting from the command line. For x disks you must add x virtual disk drives to your virtual amiga machine and than start up the game with a batch script.
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