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Nielk1

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  1. I didn't even see these comments here as all communication tends to be in the "Get Support" link! Quoting in the hops you guys get pinged for it. It is fixed now. The context program isn't needed anymore, so be sure you completely removed the old plugin files if you somehow still have the broken version before installing this new version of the plugin.
  2. Damn, tried my hardest not to I will need to look into your latest SteamLauncher changes, I know you are/were dealing with a lot with the new Steam library.
  3. I do not think SteamLauncher has the same functionality that this plugin does. This plugin maintains your Steam game list in LaunchBox, finding even pre-release status games, and can automatically hide games uninstalled in Steam or create a custom field you can create automatic playlists with to list Installed and Uninstall games. SteamLauncher is a replacement for my old interstitial executable from before plugins were a thing that allows launching any game in Steam by injecting it as a 3rd party shortcut into Steam on demand. I'm in contact with the developer of SteamLauncher and have been for some time and hope to entice him to work with me on SteamVent, my new Steam interfacing library. Maybe one day we'll use this core library, or maybe his code will just help develop the general library. I have posted an update for SteamTools. If it does not work please let me know. It should be around 5000 times faster for scanning games from Steam (I'm not even joking, it's actually that much faster). There are also functions to copy images and metadata from Steam into the LB library, but be aware these will freeze the client solid while being run, so be patient or select smaller numbers of games when running these functions.
  4. It's honestly on my list to update but I haven't had time. Everything needs a massive overhaul to the point I started a new core code library (https://github.com/Nielk1/SteamVent) for this but it's nowhere near ready yet. I think some of the features in this plugin have been replicated by others and some are still unique.
  5. It has never worked for me or several other people. Every time Steam.exe launches Rocketlauncher which launches an Emulator the overlay is blocked. Now, this DOES NOT APPLY to launching a steam game with RL, because Steam games talk to steam directly, this ONLY APPLIES to RocketLauncher being launched by steam.
  6. Rocketlauncher sadly blocks the Steam overlay hooks. I have not dug into why yet but my guess is it makes its own accelerate graphics buffer and gets in the way of the game's. Thus, launching rocketlauncher via this plugin likely doesn't work well.
  7. @majormajor0 That is quite interesting. I am working on my own project to form a super database of everything, but I am still in the early stages. I was planning to export things like cross-database maps, etc, for use in plugins and tools, but I am not there yet. I am currently using MS SQL Express for mine, mainly for the speed and familiarity, just for the data build. I currently have LaunchBox GamesDB data which I access the same way LaunchBox itself does and MobyGames data (which I have explicitly tagged as "no export" aside from the game urls/ids due to their terms). My struggle is that I want to document everything in very fine detail so that any sort of simplified generated data set could be made as needed (and if they are really common probably added as views for speed of generation).
  8. @Lahma This is all sounding very familiar. I recall running into the issue because I was injecting the shortcut into Steam as ASCII mangling the UTF8 characters but generating my shortcut ID properly, so they were out of sync. I'll need to look through your logic some time to see what I can do to get a cleaner Steam interop working without all the weird stuff I do now. I need a clean Steam Context for a lot of things and wrapping Steam4NET2 as a base is giving me a lot of issues. Is any of your code online yet?
  9. @Lahma FOUND IT! I'm not sure what API you are using. I was/am still using the old Steam4NET2 API that I have to keep up to date for any unstafe functions (functions that Steam itself uses that change location and stuff that were the bane of my existence). Anyway, check this out here: https://github.com/Nielk1/GameLaunchProxy/commit/0e47a7a8662b687e992cce663494b613fdd0b04e#diff-8383a708f32c5565f1e7e3bf7b24c53dR92
  10. @Lahma I recall the é issue in my LaunchProxy thing but I can't remember how/if I dealt with it as it's been so long since I poked the code. Just mentioning it in case I had worked around it there'd be code to look at, but I honestly can't remember if it was sorted.
  11. I'm sure the blocking is an accident of how some part of RL works with its bezel and other display logic. IDK if I can solve it but I've been too busy to do a lot lately (hence why my own Steam Proxy has fallen into disrepair).
  12. Yes. It gives access to chat and a web browser (of admittedly dubious quality) as well as, if you are using Big Picture or a Steam Controller, controller configuration.
  13. The entire point of launching through Steam is to access its overlay, especially if you use a Steam Controller.
  14. For some reason I've not yet discovered RL's launch structure seems to block the overlay. I've not determined if it's due to the overlay hooking the wrong level or process hierarchy because I've not had a chance to dig into it.
  15. That's good to hear. I wish the plugin system had been around when I started this project, as this is the perfect candidate for that. I will definitely check out your code when it's up. I have my old SteamTools plugin that also needs a ton of work, so when I have time again to work on plugins things could get a bit interesting.
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