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Lahma

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About Lahma

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  1. I've also noticed this behavior and I will be fixing it in the next update. For more details see my previous post:
  2. Hey @imbrock , I'm glad my plugin has proven to be so useful to you! We definitely don't have a large user base but the reason I made the plugin, and why I maintain it, is for the users who do find it so essential to their gaming "workflow" (including myself). I apologize for not having maintained it as well as I would like to these past months but hopefully with all the craziness going on right now in the world, I think I'm going to have a good chunk of time to commit to pushing out a new update. Your assumption about how the proxy works is mostly correct. The process by which the plugin accomplishes this is a bit complicated, containing many exceptions, edge cases, and workarounds, but I really thought I had eliminated the possibility of this happening... The plugin swaps the application path for only a matter of milliseconds and it stores the original application path in a file in case the plugin, Steam, and/or LaunchBox crashes within that millisecond window... If that happens, the plugin is supposed to restore the original path upon next startup immediately. Obviously there is something wonky going on there and this certainly isn't the 1st time that PCSX2 has caused problems not seen in any other emulator/game. I've added this to my list of bugs to resolve and as long as I can replicate the problem, I will have it fixed in the next update. Could you possibly give me a bit more info concerning the problem? Does it seem to occur occasionally regardless of the rom or does it seem to only happen with specific roms? Also, it might be helpful to get a debug log from you that records the bug occurring. I will try it out myself 1st though and if I'm having problems replicating the behavior, I'll ask you for a debug log then. Windows Store (UWP) games cause problems with everything.. and for a good reason.. The UWP architecture is complicated and bizarre in the way that it operates and it seems to be that way for no good reason at all. I use GlosC with a couple of Windows Store games but even that solution has some problems, so I generally just don't use the Steam overlay with Windows Store games. There are a number of ways we could accomplish what you desire (preventing the plugin from activating on specific titles only without having to turn it off globally). I could add an option for disabling the plugin with Windows Store games as it should be easy to determine which games are UWP titles as they don't point to an EXE but instead point to a Windows Store package name (such as "Microsoft.Patagonia_8wekyb3d8bbwe!App"). Additionally (or in place of), I could also implement a feature for adding specific game exceptions in the settings file which would always be ignored by the plugin (causing them to be run normally without the plugin intervening). The next release should have a GUI window for managing all of the plugin settings that you would normally have to manage by altering the settings file in a text editor. That would make it pretty easy to add exceptions if we went that route. If you have a preference on how you would prefer this be implemented, let me know (both options should be pretty easy so we might just do both). Ramblings by me about how insane the UWP/Windows Store app architecture is (I moved it down here since nobody probably wants to hear me ramble on anyways): Did you know that Windows Store games actually run/operate from a hidden virtual disk volume? Sure, you can see the game files in the WindowsApps folder (if you take ownership of it), but Microsoft actually mounts that data in a hidden volume prior to running the app. This has a lot of weird implications that can cause all sorts of problems. For example, if you run Windows Firewall in the mode where it blocks all outgoing traffic by default, allowing outgoing traffic only from apps you've specifically designated a rule for, you cannot create an allow rule for a Windows Store game by simply selecting its exe from the game directory inside of the WindowsApps folder... It simply won't work. Even stranger, Microsoft has implemented a feature in Windows Firewall for selecting UWP apps in a different way (by providing their package name) yet using this feature to add an allow rule for a Windows Store game will not work when your firewall is set to block all outgoing traffic by default. The ONLY way to create a working allow rule is to use a 3rd party disk management utility to mount the hidden virtual volume (called XVD) that is created by Windows to a drive letter and then create a rule using the game executable located within that volume.
  3. Just wanted to update the thread and let everyone know I'm looking into the reported issues. The strange behavior where certain titles are having extra zeroes inserted into their title in Steam is definitely a new issue and it has to be related to something that Steam changed on their end. If I had to take a random guess, I would bet that it is related to Steam FINALLY fixing a unicode encoding bug that has been present in Steam for many, many years (maybe even a decade). I had to implement a workaround in the plugin in order to have certain strings properly encoded/decoded (Steam uses UTF8 internally) and if Steam did actually finally fix the bug, I suspect my workaround is what is now causing this strange behavior. Being that I have some new additions to the plugin only partially implemented right now, its going to make it a little tricky for me to implement a quick fix for a bug like this as I would have to implement it in an older version of the source code and then when I finish the additions, I would have to port it forward to the current version. Ideally, it would be best to just finish these couple of additions and implement the bug fixes simultaneously and just do one release. Let me figure out if my assumption about the problem is correct and then I will decide what to do about pushing out a fix. P.S. If there are any other fixes, additions, or suggestions you would like implemented in the next release, now is the time to speak up!
  4. Hey guys, just wanted to write a quick post to let you guys know I am back online. I've been rebuilding my rig and have been out of commission for a few weeks. I've finally gotten things mostly back up and running and got Steam reinstalled a couple of days ago. @The_Keeper86 messaged me on Steam and notified me that there was some new activity on the plugin support thread (I swear I didn't get email notifications.. although I bet if I check, they will be buried somewhere amongst my much too numerous emails). I haven't even read the new posts since my last post yet as I am in a hurry to run do some service calls but when I get back, I will read the posts and personally respond to all of them. Talk to y'all a bit later this evening. Again, sorry for my extended absence. I promise I have not forgotten about the plugin! I just wanted to add one thing: I encourage any of you having issues, suggestions, or think you might have any valuable insights for me to add me on Steam and shoot me a message. I'm always available for any of the users of my plugin and I would love talking with all of you. I think all of my Steam info is on the plugin download page but if you need further info to add me, just let me know. Its been a long day, but I'm still going to try to catch up on the thread tonight or possibly first thing in the morning.
  5. Indeed. Unfortunately, much of the Library management API/storage has been moved into the java/web portion of the UI. The way they've done things is legitimately bat-shit insane but what can you do, ya know? Just 1 example (promise not to ramble here), all of the old IClientShortcuts API still exists and still modifies shortcuts.vdf as expected (user tags, hidden status, etc), but the Steam UI simply ignores the shortcuts.vdf file for many of the fields/values now (although not all of them... the primary fields are still stored in the shortcuts.vdf file, such as name, exe path, cmd line, etc). Furthermore, where all the new stuff is being stored (mostly values related to the new "Collections"), it looks like it is going to be really tricky to try to modify while Steam is running (due to it caching values and overwriting changes with the cache if you try to modify things live). I was pretty convinced that there had to be a new back-end interface/API for handling this stuff outside of the web code but if there is, I certainly haven't found it...
  6. Damndest thing.. Thought I heard someone say my name..
  7. Guys, I swear I haven't forgotten about y'all lol... Life has been crazy these last few weeks... Seeing as getting an official update out is taking a, quite frankly, ridiculous amount of time, please use this temporary release in the meantime. I compiled it the other day for someone specifically, but as far as I'm aware, it is working perfectly. Again, I'm really sorry for taking so long with this... I'm doing my best given the craziness life has thrown at me in recent days. It would be super useful if y'all could give me any feedback with this unofficial release before I actually post the official one. Please let me know if you have any problems. https://drive.google.com/open?id=14MKAQ-nAi4g9LaDnGHCY13i0U-J1Z6sj
  8. Just wanted to let you guys know I got the plugin fixed and 100% working with Steam stable and the Steam beta. I just need to cleanup my code a bit and compile a new release. I will try to get it pushed out later today (tomorrow for me.. it is 5am and I still haven't gone to bed) if possible.
  9. If you search online, you will find that there are very mixed reports. Some people such as yourself are seeing absolutely no problems while others are experiencing boatloads of issues. Actually, it might be useful to get some info from you @JedExodus... Approximately how many non-Steam shortcuts do you currently have in your Steam client? How many normal Steam shortcuts (Steam games)? It would actually be super useful to me if I could get you to run a little Steam API troubleshooter utility that I made to see if you experience the same issues with the Steam API that I am seeing. If you wouldn't mind helping me out for a min when you have some free time, hit me up on Steam. It should only take a few min.
  10. Well I'm glad to hear that it is not just me... I mean, it is such a broken mess that it is utterly laughable. Any changes made to the library through the API properly update the shortcuts.vdf file as they should, but those changes aren't reflected in the interface AT ALL, period... even after restarting Steam!! I don't even know how that is possible... Steam should have to read the shortcuts.vdf file to build the library UI when it is starting up, but its like it just completely ignores it and is getting its data from elsewhere. It is super bizarre...
  11. Thanks for the kind words gentlemen. I finally got back home yesterday, but now I have family in town staying at my house until tomorrow. I'm hoping to be able to get something pushed out tomorrow after they leave, but I don't want to make any promises. P.S. One of the problems I'm still dealing with is this new Steam Library is buggy as hell.. like really bad.. I can't even scroll down my games list without the interface soft crashing, turning black, and reloading. It seems like it does this every time if I scroll too fast, whereas if I scroll really slowly, it seems to happen less often. And that is just one of many other problems..
  12. For the time being (until I get the update pushed out), I think it works as long as you launch the game twice (it launches the correct game the 2nd time).
  13. So @cammelspit just notified me that the new Library update came out of beta so I imagine many of you are having problems with the plugin since I haven't released a new update yet. I have the plugin mostly fixed for the new library, but I just haven't had time to release an update yet. I'm out of town right now, but I should be home tomorrow. I'm going to try to get an update pushed out asap. Sorry about the long delay on this update. I'm really kind of ashamed how long I've taken on this one... but I promise a fix is coming.
  14. I don't think it is going to be any big deal (I certainly hope not), but honestly it was kind of the last thing I was expecting. I thought after I had FINALLY figured out a reliable, update-proof method of finding the pointers/vtable offsets I needed that would not have to be worrying about updates too much anymore. Definitely didn't expect Valve to be implementing a complete redesign/overhaul of the game library functionality... I think I probably rely on my own plugin just as much as anyone else though so it is imperative for my own use that I fix it I've been a bit busy, but I think I'm going to look at it tonight. I'll keep the thread updated.
  15. New Steam Beta Causing Issues with SteamLauncher A new Steam beta client has been released which completely overhauls the Steam 'Library' API/GUI and because it has significantly changed the way that some things work internally, it is causing some weird issues with the plugin. I don't entirely understand what is going on yet but the behavior that I'm seeing is that whenever I launch a game, the correct game name (name of the game I just chose to launch) will be shown in my 'Currently Playing' status but instead of that game actually being launched, the previous game that successfully launched will be launched instead. It appears that if you close the incorrectly launched game and try to launch the correct game again that it will then work on the 2nd try... Again, I don't understand why this is happening yet, but I am looking into. Until I get things fixed, your best bet is to just switch to the non-beta Steam client. I will update this thread when I know more. P.S. Just wanted to say thanks to @ZinoPrimo for contacting me on Steam and helping me troubleshoot things. He has been very patient and willing to spend time time helping me troubleshoot things. Now that I've figured out that the issue is not related to his setup but is instead related to using the new beta, hopefully I won't need to bug him anymore.
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