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About Lahma

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    16-Bit Artificial Intelligence
  1. LB API additions time table?

    Just wanted to touch base here and say that I will be responding to this thread and giving some more technical insight into what cammelspit is asking for a timeline on. It will probably take a good while for me to collect and organize my thoughts into a coherent response that will make it easy for Jason to understand (from a programming perspective) what cammelspit (and I) are hoping will be added into the plugin API in future releases. I will try to post a detailed synopsis tomorrow if possible, but I might not get to it until Monday. Thanks cammelspit and Jason!
  2. Thanks for your help. I was able to resolve the issue. I gotta say however that the whole process isn't exactly intuitive... When I initially posted the new version, I followed the correct procedure, except instead of adding the updated version via the "Choose Files" button under the "Upload Your Files" heading, I instead dragged my file into the "Drag files here to attach" box under the "What's New" text box (as you correctly stated above). Now that I understand how the whole process works, and what fields apply to what (specifically to the "Download" button), it clearly won't be a problem moving forward, but I think the process could be made a lot clearer for new users. I'm sure the forum uses an off-the-shelf product, but I also imagine it can be modified fairly easily. It might be worth the time to simply indicate on that page (that you provided a screenshot of) that the file listed under the "Choose Files" button is the default file that will be downloaded when users click on the main "Download" button on the plugin page. Just a friendly suggestion. Oh and one more thing that wasn't at all clear to me after initially posting my plugin was that there was a forum thread automatically created for people to comment and ask questions on. I was actually a bit confused after I added the plugin, because my expectation was that the plugin download page would actually be the forum thread itself, with all subsequent posts showing up below the main plugin description. Whenever I saw that there wasn't any "Reply" button or anything (only "Reviews" and "Comments"), I just figured there must not be any forum thread automatically created for the plugin. Only later after receiving notifications and such did I realize that a thread had indeed been automatically created, but I still didn't know how to find that thread independently outside of the link in my notifications. I never would have guessed that the "Get Support" button would be a link to that thread until someone told me, as I guess I just assumed that button would send the author of the plugin a PM or something... Perhaps I'm the only person to ever post a plugin that has been a bit confused by these things, but somehow I doubt that. With just a couple of quick, easy changes, I think things could be greatly clarified. If I'm just a blind idiot and the only one that feels this way, then by all means, just disregard my long-winded suggestions and move on with your day I'm just trying to be helpful! Thanks again CriticalCid!
  3. I've already uploaded a new version, and I removed reference to the old version. That isn't the problem. The problem is, the main "Download" button on the page still downloads the old version. Try it yourself and you will see what I'm talking about. Then browse to the bottom of the page, and you will see the only version available at the bottom of the page is
  4. If anyone could help me with a quick question on my plugin download page, I would greatly appreciate it. I'm the author of the "SteamLauncher" plugin, and I just spent the last hour trying to help a user with an issue he was having with my plugin. I finally figured out what the problem was, and it had nothing to do with my plugin, and was quite unexpected. After the Steam client updated, I had to make some changes to my plugin to maintain compatibility, so I uploaded an updated version (v0.9.0.1). The problem is, the main "Download" button on the plugin page still downloads the old version of the plugin, which for all intents and purposes is totally non-functional now. Although a link to the updated version of the plugin is available at the bottom of the plugin page, most people by default are just going to click the download button and not pay attention to anything else. Am I doing something wrong here, and if so, how do I change the version that the download button points to. If I'm not doing anything wrong, is there some way to fix this? Thanks!
  5. Hey CosmicDan, Sorry it has taken me so long to respond.. I've just been really busy lately. You're absolutely right, I never posted the source to GitHub, and there is really no excuse for that. If I had any indication that anyone actually wanted to look at and/or use the source code, I definitely would not have procrastinated so long. Since it seems that you are indeed interested though, I will go ahead and get it done. I will try to have it posted by the end of the day today or tomorrow (April 8th or April 9th). I tend to get a little nitpicky about cleaning up the code before posting it publicly, so the process never goes as quickly as I would like Now, on to your other comments/questions... Where to start? The thing you are describing (with the standalone stub EXE) is exactly what this project was created to do away with. I'm not sure if you've heard of "GameLaunchProxy", but it is essentially exactly what you're describing. It was originally created by another user on these forms, Nielk1. However, when I came upon it, it was no longer functioning due to changes in the Steam API, and Nielk1 was no longer updating the project. I took it upon myself to fork his code and update it so that it would function again with current Steam versions. You can find my fork here: https://github.com/lahma69/GameLaunchProxy I haven't used it recently, and I can't recall at this moment if any major changes have been made to the Steam API since I last updated it that would cause it to no longer function, but if it isn't working, it would be very easy for me to fix the problem... So, if its something you are interested in using, give it a shot, and let me know if you have any problems and I can push out a quick update for you. Wrapping your head around how it works is initially might be a little bit difficult, but it shouldn't be too hard to figure out. To be perfectly honest though, the entire project got very little attention, and seemed to have very few, if any, users. I think the difficulty required to set it up and use it properly (which is an inherent problem to any generalized approach that can work with basically any launcher) is probably what kept it from being widely utilized. That is exactly why I created this LaunchBox plugin. Its intent was to greatly simplify things and essentially make the entire process a zero configuration, 1-click affair. The last point I'll address is about making "Launch via Steam" the default launch option. While this would be extremely valuable, and has been requested by other users besides you, it is unfortunately not possible using the built-in LaunchBox plugin API. Unfortunately the API is extremely limited. I won't go too far into the details, as if you're interested, you can take a look at the API yourself to get an idea of what I'm talking about. There is actually much more versatility I would have liked to have added into the plugin, but the API at this point just isn't versatile enough to do much else. This isn't to say that adding such features through other means such as code injection would be totally impossible, but due to LaunchBox using the .NET Framework, practices such as code injection are actually not at all straightforward or simple. I've actually done a lot of experimentation as far as adding additional features that fall outside of the plugin API's supported abilities, but at this point, the only success I've really had is with deobfuscation and modification of LaunchBox EXE/DLL files themselves. I'm pretty sure Jason, the author of LaunchBox, would not be a happy camper if someone starts releasing modified versions of his code without his permission however, so unfortunately that path is a no-go for public release. Hopefully Jason will make extensibility updates to the plugin API a priority sometime in the near future though, and maybe at that point I can add some of the additional functionality people have been requesting. Anyways, thanks for the kind words CosmicDan. Its always nice to know that someone is enjoying the result of all the time put into creating such a project (and keeping it updated and functioning with all of Valve's erratic constant changes to the Steam API). If I failed to answer any of your questions or if you have anything else you'd like to discuss, feel free to post a response, and I will try to respond a bit quicker this time! Thanks again.
  6. Just wanted to note for future reference that we talked on Steam and got the problem resolved (not an issue with the plugin).
  7. Lol, you did tell me that didn't you.... Ugh.. I'm an idiot.
  8. Percy, will you enable debug logging (see the plugin info under 'Debug Logs') and then try the plugin again (you might try it a couple of times in BigBox and in normal mode just so we get more than enough data in the log). Once you've done that, if you could send me a copy of the debug log and a copy of your configuration file, I think we can probably figure out what your problem is and get you up and running again.
  9. Nielk1, thanks for helping out with some of the questions and stuff prior to me realizing this thread even existed. I really appreciate it.
  10. Musungo, were you using the beta Steam client and v0.9.0.0 of this plugin when you were having the problems? If so, I would recommend updating to v0.9.0.1, as I fixed the plugin to work with the new Steam beta that was pushed out on Feb 14th. If the new version of the plugin still isn't working, I would be happy to look into the problems for you. Look at the plugin info under the heading 'Debug Logs' and follow the instructions to enable debug logging, and then send me a copy of the logs after you try the plugin again and it crashes.
  11. Again, like I've told everyone else, I'm really sorry for not seeing your question earlier.. I'm a moron and didn't realize this thread existed. However, to answer your question, no, unfortunately there is no way to set SteamLauncher to be the default option for running your roms in LaunchBox. The plugin API simply doesn't support doing such a thing, so it would require doing some ugly hacks like code injection. If enough people wanted such a thing, I could look into it, but it would never be a "clean" solution, as LaunchBox updates would always have the possibility of breaking the plugin. Sorry.
  12. Hey Percy, so I'm using LaunchBox 8.1 and I just tested v0.9.0.1 of the plugin with both the non-beta and beta Steam client and both the regular LaunchBox and BigBox are both working fine for me. Did you try "unblocking" the DLL as Neil9000 suggested? If you look at the plugin info page under 'Debug Logs', it describes how you can enable debug logging for the plugin. If you continue to have problems, enable the debug logs and send me a copy of them and I'll take a look to see if I can figure out what's going on. I suspect there is some other problem at play here though if the plugin was working fine before and only stopped working after you updated LaunchBox (cause like I said, I'm running LaunchBox 8.1 as well).
  13. Neil, I totally forgot about that, and I wish I would have seen your post earlier (see my previous post for why I did not). I will definitely add this info at the top of the plugin page. Thanks for the heads up.
  14. Wow, so I'm a total moron... I didn't even know there was a separate forum thread associated with the plugin download page (which I thought was really strange actually). I've had my own plugin bookmarked at https://forums.launchbox-app.com/files/file/972-steamlauncher/ instead of this URL, so I didn't even realize this thread existed lol. So sorry everyone.
  15. SteamLauncher

    I think its great Though I suppose you could argue I am a bit biased