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Klopjero

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Posts posted by Klopjero

  1. So..I'm going to echo this.

    The Doomworldscraper will be found under [tools] ->[download metadata and media]

    now. I tried this, that is to say. once I loaded the DLL's into launchbox yesterday evening. and I ran the Download metadata and media, but it didnt retrieve the metadata.

    I also can't tell if the dll's are loaded properly, I can say that LAunchbox didnt throw errors while starting up.

    I'm aware that this could be frustrating for you, I just need to be clear about the situation.
    I don't have the menucleanup plugin installed, so the [download metadata and media] has no child items.
    So how can I tell if the plugin is working correctly?
    Does it have it's own button to click? or did you make it part of the [download metadata and media] routine?

  2. It's weird.

    ib placed the dll's into it's own folder. It loads without issue. But I don't see the context menu you mentioned. 

    I appreciate your source code.  I only loaded it up because the dll's didn't seem to load properly. 

    Show me 2 pictures.

    One of the folder structure of your plug in folder. The other of the context menu and where to find it so I can tell whether the plug in loaded properly. 

    Thanks a lot so far.

  3. 6 hours ago, Nielk1 said:

    @Klopjero If you want to test it now you can.  There's probably a huge pile of bugs in it at this stage.  This zip contains the source code, in the bin folder are the plugin DLLs you will need to add to LaunchBox's Plugin folder.  You can make a subfolder for this in there.  You should consider this very-beta and as with any beta things you should back up your Data folder.

    LaunchBox_DoomWorldScraper.zip

    Wow... feeling like an utter nOOB here. 

    Eventually I placed the entire bin folder into the plugin folder. I opened the powershell scritp in an administrative console. ran set-executionpolicy etc etc... I don't see what is loaded... but then again..I'm not sure how this plugin should manifest itself..

    I loaded the Visual studio project into VS set the debug program to the proper location.. ran it .. 

    What info do you need ? or could you make a short instruction on how to test this properly. 

    • Haha 1
  4. 2 hours ago, Nielk1 said:

    @Klopjero If you want to test it now you can.  There's probably a huge pile of bugs in it at this stage.  This zip contains the source code, in the bin folder are the plugin DLLs you will need to add to LaunchBox's Plugin folder.  You can make a subfolder for this in there.  You should consider this very-beta and as with any beta things you should back up your Data folder.

    LaunchBox_DoomWorldScraper.zip

    When I get home I will start using this and report back my finding. Youre awesome!

  5. it is my recommendation that this tool is not to be used with Launchbox.. It's makes quite a mess of your XMLs... liek I said earlier.. seemingly random placement of </launchbox> and after fixing that you consistently get parsing errors with messages like

    xml data at the root is invalid

    or Extra Content at end of document.. 

    this needs to be updated.. so please either take it down before some other nOOb destroys his database

  6. It spits out seperate ones... so that's not it. anyway I can fix this... I thought I'd just post it here. so the author knows whats up. 

    I wanted to use this tool because it promises me that it will split up my mame collection into CAVe, ZYNC, CAPCOM play thingy, NEOGEO etc.. which is waht I want... and not a huge un navigatible blurry mis mash of arcade games.. there was a price to pay however.. 

  7. I PM 'd vlansix regarding DB bulk entries. Thus far I have not received an answer, So I will post it here.

    the ScummVm platform on the DB is non exsistent. I have a complete set of compatible games including the latest entries.

    However, lots of those game games have been matched from the DB but their mapped to either MS-DOS or Windows or APPLE II, and I wonder.
    1. those games that have been matched to the DB,
    a. if I wanted to add game to DB will it update the current id
    - I suspect it will
    - If it does I need to break the current mapped ID
    b. will it create a new instance of the game based on the platform
    c. will it simply append the platform to entry.

    2. Can I even do a bulk submission, or will the plug in break.

    3. If I synchronise my collection to the LB Cloud, can these be transported to the LB games DB.
    a. This could a cool feature where a user could flag his synched collection for Database submission or a sort of "sharing" option. klopjero shared his database with you, do you accept?
     

  8. 6 minutes ago, Nielk1 said:

    The plan is to scrape everything that can reasonably fit into LaunchBox, possibly even utilizing custom fields for those with Premium.  If there's a lot of ambiguity I can give the user more control of the process, if there's less I can make it almost entirely automatic.  I won't know exactly how I am inserting the data into LaunchBox until after I have it.  My goal is to first make the scraper collect the data for the selected games, then worry about how to actually integrate that data.

    not to sound demanding or know-it-all-y but, I've seen a different doomworld scraper that had a rather horrible error handling. when it was bulk scraping it dropped the batch when encountering an error.

    If I may be so bold as to ask for feature like logging and resume on error.? in my head it would log the filename that it couldn't find with the error message.

  9. I

    5 minutes ago, Nielk1 said:

    @Klopjero I recently learned about the 4:3 vs 16:9 thing with hyperspin while trying to write a plugin that can use said themes (or something of similar functionality) in BigBox.  Is there a 4:3 version the assets can be extracted from?  That would avoid the loss of quality from stretching the images back out..

    My plan is to get the scraper plugin working at the level needed, then return to my more complex projects with the new data in hopes of creating a cooler future plugin.  I'd of course return to this plugin to fix any issues as this is way simpler than my other projects.  This plugin will have its source code on GitHub.

    ah awesome , be sure to provide a link, what are you writing it in, in case I want to fork it.

    I think I might still have the originals on a mega somewhere I'll have a to check.

  10. not all r

    1 minute ago, Nielk1 said:

    @Klopjero

    I've loaded enough data (very minimal, just the "roms" and clear logos) into my LaunchBox to use as a working base and I have tested the API with success.

    DoomLoaded.thumb.PNG.5e1f1d7da545af4110f3bbc4f35e4d8b.PNGAll that remains is the actual implementation.  If I can trust the zip/7zip to have a good filename I can implement the needed logic quite reasonably.  For example, here is a call using one of the filenames.  I could also do a far slower search if needed where I look inside the 7z/zip files.

    
    https://www.doomworld.com/idgames/api/api.php?action=search&query=007LTSD&type=filename&sort=date
    https://www.doomworld.com/idgames/api/api.php?action=search&query=007LTSD&type=filename&sort=date&out=json

    While I might have larger plans in the future (I am overzealous when it comes to such plans) I figure I can have a basic scraper working and released relatively quickly when I find the time to sit down and work on it.  I can probably get it working in just a few hours of work.

    That's great! most of the WADs are zipped using the same filename. this was done for accurate and easy finding of the wad on doomworld. however the gameplay mods, like brutal doom, brutal doom 64 or doom 4 doom, are not stored on doomworld. but have their own moddb entry. so those will have to be added manually. still there are exceptions when I ran a scrape through wadmanager not all wads were found. maybe they are ill named or maybe the doomworld api returned a denial of service because of the rapid querying.

    This is set IS awesome, I do recommend it be used through Rocketlauncher. as it will save a buttload of configuring as all wads are already stored in it's ini's.

    One thing that's on my fix list is updating the clearlogo's so that they are displayed properly. You have to understand that this is a hyperspin set, and Hyperspin has no native widescreen support, so to work around that, artwork like these clearlogo's are resized to 75% of it's original width to compensate for the stretching of the 4:3 canvas to a 16:9 aspect ratio.

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