Lahma
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Everything posted by Lahma
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Hi @I3lackshirts, I do not believe I have heard of this type of issue before. However, SteamLauncher has zero control over the Steam overlay or controller bindings. SteamLauncher is simply a proxy for creating and launching a non-Steam shortcut in a way that is transparent to the user. Unfortunately, there is likely nothing I can do to help troubleshoot and/or prevent any crashes within Steam. If you want my best guess though.. the issue is almost certainly something to do with Retroarch. While I certainly respect all of the time and hard work put into Retroarch, it is often a bug-ridden mess on any given release (nightly or stable). It can be extremely frustrating to use, especially if you try to keep it up to date and don't just stay on a single old version that works for what you need it for. My advice would be to try changing the controller api/driver within Retroarch to see if works around the issue you are having. As an aside, you can always confirm whether SteamLauncher plays any role in the problem you're having by simply creating your own non-Steam shortcut within Steam and seeing if it behaves the same way as when you're using SteamLauncher as an intermediary. The last shortcut that SteamLauncher creates will be visible in your list of games in your Steam library, so you can always look at its properties to see what exe and arguments it is using (if you need to for whatever reason). If there is anything else I can do to help out, let me know, but like I said, the issue you're having is almost certainly unrelated to SteamLauncher itself.
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Thanks for the report @wiesshund and @51mm5. The non-beta finally adopted the vtables changes that the beta implemented a couple of weeks ago. I've already updated the online vtables db so a restart of LaunchBox is all that should be required to fix the issue. Let me know if the issue isn't fixed for you or you come across any other issues. Again, thanks for the speedy report. The sooner I know about the issue, the sooner I can fix it.
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Just curious... Has anyone tried the new BPM overlay in the Steam beta (launch parameter '-gamepadui')? I tried it very briefly and in my experience it is completely broken with non-Steam shortcuts. The game simply receives no input from the controller or keyboard. Instead, it appears that input is still being directed to the overlay despite it being hidden/closed. Just thought I would see what y'all's experience with it was. Will be interesting to see how quickly they try to transition over to it in the non-beta build. Owning a Steam Deck myself, I have had quite a bit of experience with it already and though I mostly like the new overlay (for some parts, it is a huge upgrade), the one part that I do not think is improved, and is in fact a big downgrade, is the new controller bindings UI. Seems way less intuitive and way more confusing. I personally really like the layout and most of the functionality of the current UI and, in general, I think the way the inputs are overlayed onto an actual image of the controller itself is very intuitive and easy to understand. Would love to hear y'all's opinion on the matter.
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Online VTables DB Updated - 2022/10/27 10:45pm I have updated the online vtables DB, fixing the vtable offsets for the Steam beta client. As long as LaunchBox has internet access and online updates are enabled in the SteamLauncher settings, a quick restart of LaunchBox should be all that is required to fix the issue. I do not know when these changes will be pushed out to the non-beta Steam client but whenever they are, I will have to make a quick modification to the online DB for the non-beta Steam client to continue working. In the coming days/weeks, if any of you notice that the non-beta Steam client stops working with SteamLauncher, please post a message here in the support thread (or better yet, msg me on Steam) so I will know that I need to update the online DB (literally will take me 2 sec). Thanks for y'all's patience and please let me know if you have any more issues.
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Just wanted to let @Razor112 and @coasternd know that I have not forgotten about their issues with BigBox. I'm sorry that I have not yet gotten around to investigating fixes for the issues noted. Just been really busy with work stuff (and if I'm being honest, I've also been wasting some of my time playing with my new 3D printer 😏). I am going to try to look into the BigBox issues in the next few days though and I will report back here with my findings.
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Yes, currently SteamLauncher is not working the latest Steam beta. I appreciate you posting here in the support thread to let me know about it. I apologize for not seeing your post until just now. I am however working on fixing this right now. I will post back here on the support thread when I have updated the online vtables DB which should fix the issue.
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Hi @Gabe2006! First, I am really sorry for missing your post until now. If I had been aware of your post, I most definitely would have replied to you MUCH sooner. Please accept my apologies. Now, moving on... In one of the recent SteamLauncher updates, the way in which I add/remove shortcuts in Steam was changed. This was necessary due to a major revision of the IClientShortcuts vtable by Valve. They removed nearly half of the functions that were previously available making it no longer practical to add/remove Steam shortcuts in the same way. To add shortcuts to Steam, I am making use of an undocumented library feature called "Temporary Shortcuts". According to my testing, the way that temporary shortcuts currently work is this (always subject to change of course): There can only be 1 temporary shortcut in a user's library at any time If a temporary shortcut already exists in a user's library and another temporary shortcut is added (using the undocumented method AddTemporaryShortcut), the previous temporary shortcut is overwritten Temporary shortcuts are not hidden and are visible in a user's library (still, only 1 is present at any given time) Restarting Steam flushes temporary shortcuts and therefore after restarting Steam, all temporary shortcuts (or rather, the single existing temporary shortcut) will be deleted As far as I can tell, a temporary shortcut behaves the same way as any other non-Steam shortcut with the above exceptions So yes, currently the last title launched via SteamLauncher will show up in your Steam library unless you have restarted Steam and have not yet launched a game using SteamLauncher. I didn't foresee this really being a problem for most people but if it is inconvenient or undesirable, I can look for a solution. The problem with using non-temporary shortcuts is it requires me to keep track of any non-Steam shortcuts created by SteamLauncher, ensuring that SteamLauncher never leaves behind any stray shortcuts (such as when SteamLauncher/LaunchBox/Steam crashes) and that only a single SteamLauncher shortcuts is present at any given time. For a very long time, this is actually how things worked with SteamLauncher (used normal, non-temporary shortcuts). I was able to keep track of shortcuts created with SteamLauncher by applying a custom tag to created shortcuts and ensuring that only 1 shortcuts existed in a user's library at any one time with that tag. However, after the update that introduced a major overhaul to the Steam library (when dynamic collections were added and 'shortcuts.vdf' was no longer the sole storage repository of all shortcut related data), nothing worked as it did previously and many of the old "tag" related methods no longer worked (the methods still existed to shortcut's tags but they either no longer worked or had super bizarre behavior/bugs). If I'm remembering correctly, I believe that prior to the major revision of the IClientShortcuts vtable, temporary shortcuts could still be hidden using the undocumented SetShortcutHidden function but after the update, that function no longer actually caused the temporary shortcut to be hidden (even though a temporary shortcut could, and still can be, hidden using the Steam UI). If having the SteamLauncher shortcut visible in your library is an issue for some reason, I can double check that this is still the case and if it is, I can look into possibly reverting to using non-temporary shortcuts again... However, based on the testing I did previously, I think this is going to come with a lot of issues and require a lot of work to implement in a reasonable way. Can you let me know if indeed having a single shortcut (created by SteamLauncher) in your Steam library is an issue for you? If so, can you give me an explanation as to why this is problematic? Perhaps I entirely misunderstood your post and you're implying that multiple shortcuts created by SteamLauncher are showing in your library simultaneously (should be impossible unless Valve has changed something significant)? I will keep an eye on the support thread for your response.
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Wow, I am SO SORRY for missing all of y'all's recent posts. I am DEFINITELY not receiving email about new posts here. I have got to figure out what is going on with that... I am aware of the latest beta Steam update having broken SteamLauncher. It is most likely due to a change in vtables (again). I am looking into the issue right now and I will update the online vtables DB as soon as I have reversed the new vtable layout. Once I do update the DB, all that it should take to make SteamLauncher start working again is a quick restart of LaunchBox. I will post back here when I have updated the DB. Additionally, I am now going to go back and read the recent messages I have missed and I will directly respond to any posts that are still relevant. Again, I am really sorry! A lot of long-time SteamLauncher users are friends with me on Steam so hopefully in the future one of them will shoot me a msg and let me know if I have missed posts here in the support thread. I would really appreciate it! Also, my Steam details are on the plugin download page for anyone who wants to contact me directly. You ARE NOT bothering me and I would be happy to personally talk to any of you for whatever reason so please don't hesistate to add me on Steam if you'd like to. Note: Thank you to @wiesshund for messaging me on Steam and letting me know about the issue with the latest Steam beta.
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Thanks @Corgana but I don't think that will be necessary. If I change my mind, I will let you know.
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Very interesting input that I would have never considered. I will certainly see what I can do about it. I wasn't even aware that the UI could be locked in BigBox. You're saying that when the UI is locked, the "View" menu options are hidden?
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@Razor112, thanks for letting me know the vtables db update worked for you. I appreciate the sentiment but regardless, I'll definitely look into the issue with BigBox. It either needs to be fixed or the option removed. I don't want to leave it in a broken state. If I remember correctly, that feature (including the enable/disable menu item in BigBox) was implemented in a fairly bizarre round-about way due to limitations with the plugin system. I think it uses a dynamic type variable that accesses an unexposed BigBox UI element via reflection. I suspect that the recent BigBox overhaul (I think they redesigned a large part of it, didn't they?) changed something related to the class/method/type name I was accessing via reflection which probably caused the hack-ish workaround to stop working. Hopefully it shouldn't be too big of a deal to fix. Honestly, I would really like to implement a SteamLauncher settings UI in BigBox, but I imagine it would take an enormous amount of effort since it would have to be compatible with game controllers and couldn't be reliant on mouse and keyboard. If anyone knows of a BigBox plugin that has UI that can be controlled solely with a game controller and could point me to it, I would really appreciate it. It would be interesting to at least take a look at which libraries they are using and peek at how they implemented controller support. Most likely I won't be implementing such a feature any time soon but I'm not entirely ruling out the possibility.
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The online vtables DB has been updated. When you start/restart LaunchBox, SteamLauncher should automatically update its vtables DB, fixing the previous game launching issues. Anyone that posted here about having issues, I would really appreciate it if you could leave a quick post letting me know that this update fixed the problem you were experiencing. Thanks!
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@Corgana and @Razor112, I will look into the issue of not being able to enable/disable SteamLauncher from within BigBox. I literally never use BigBox (except on the rare occasion that I'm implementing some changes for the plugin) so I appreciate y'all letting me know about any issues you come across (because I would never know about them otherwise). Since this isn't a critical issue that entirely breaks the plugin or anything, I'm not going to sacrifice work hours (or other important duties) in order to fix it. Accordingly, it will probably take me at least a few days to look into the issue and push out a fix. I will post here once I've gotten a chance to look into it.
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Alright, I've figured out what the issue is. They added new entries to the IClientEngine vtable this time which means the vtable offset for GetIClientShortcuts has to be adjusted. Thankfully, this can be fixed by just updating the online vtables DB. After I've updated the DB, you should only need to start/restart LaunchBox for the new vtables DB to be downloaded. If you still have problems, try restarting LaunchBox (let LB run for a min or 2 before closing/restarting so SteamLauncher has a chance to download the DB update). I'll post back here in just a min once I've updated the online DB.
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(I tried to initially post this msg the night that Steam broke but the forum was down at the time. I'm working on releasing an update but I have other stuff going on at the minute. Probably going to need a couple of days.) FYI, I'm aware that a Steam update late last night broke something... I'm really beginning to wonder which Valve employee has a vendetta against me. Jokes aside, I will try to look at it shortly. Hopefully it is just a vtable offset change which will not require a manual update. I'll post an update here whenever I know more.
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Must be something Valve changed because I highly doubt any of the changes I made could be responsible for such a thing. Regardless, glad it is working for you now!
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The new update is posted. This should fix the issue @Razor112 reported concerning the desktop overlay being displayed instead of the Big Picture overlay. Sorry for the trouble! Please let me know if you come across any issues with the new build. I will be out of town for a couple of days, but I should be home on Sunday. v0.9.8.3 (August 5, 2022) The issue mentioned in the previous changelog, concerning temporary shortcut IDs being generated based on empty values for the shortcut name and path, was apparently fixed by Valve almost immediately after the last update was posted. Accordingly, the fix implemented to work around this issue is no longer needed. That work around appears to have been causing another issue related to the desktop overlay being used as opposed to the Big Picture overlay, even when a controller was connected. As a result of all of this, this hotfix update is being pushed out to roll back that work around which should fix the issue with the overlay. Sorry for the inconvenience!
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So it appears that Valve pushed another Steam update in the last couple of days or something which actually fixed the bug I mentioned in the changelog of the previous release (the bug that caused temporary shortcut properties to not be displayed correctly causing the shortcut ID to be generated based on empty data). A change I introduced to try to work around this issue appears to be the culprit behind the desktop overlay being used instead of the Big Picture overlay (whenever a controller is connected). I am rolling back this workaround since it appears that it is no longer needed (and obviously since it is causing the above issue). I will post an update shortly. Please let me know if it works for you and solves your issue. Thanks for the report @Razor112!
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Everything looks perfectly fine in your debug.log file and I haven't gotten any other reports of such behavior which makes me believe it has got to be something particular to your setup. How are you starting the temp shortcut from Steam directly? Please post a screenshot of the temp shortcut you are manually starting in Steam.
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Just posted the new update. Let me know if you come across any problems. Thanks! P.S. I updated the plugin documentation. Also, I finally updated my GitHub page and everything there should be up to date. https://github.com/lahma0/SteamLauncher v0.9.8.2 (August 2, 2022) A Steam update made massive changes to the IClientShortcuts vtable, removing nearly half of its entries (about 30). Thankfully, none of the removed entries were critical to the functionality needed for the shortcut management the plugin performs. The Steam update also introduced another change which is what prevented me from fixing the plugin by simply updating the online vtables DB. This change alters the way that temporary shortcuts work, making it so that the method previously used to generate shortcut IDs no longer creates the correct value. The more technical explanation is this: Shortcut IDs for non-Steam shortcuts are generated using the shortcut's name and exe path. Now however, temporary shortcut properties no longer actually show the shortcut title, exe path, or any other properties for that matter. The data obviously still exists but it isn't show and therefore Steam calculates the shortcut ID using these blank values causing Steam to always generate the same shortcut ID for all temporary shortcuts (because it is using blank values for the title and exe path). This may just be a bug but it doesn't really matter bc I am now using Steam's API to launch the game using its app ID instead of creating a shortcut using the shortcut ID.
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As a result of some lucky coincidences, I got things fixed (at least I think so) quicker than I thought I would. However, before I release the update publicly, it would be really helpful to have someone test out the new build 1st.. just to ensure my lazy testing isn't incomplete. Anyone who would like to volunteer to test out the new build, hit me up on Steam and I will send you a link. I would really appreciate the help!
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Wow... I swear some developer at Valve just sits around all day and schemes on nefarious ways they can make development of this plugin as difficult as possible... So, THIS time, they have radically altered the IClientShortcuts vtable, completely removing almost half of its entries. That is nearly 30 entries that are just poof.. gone! However if that was the only issue, that would makes things entirely too simple. No, they have also altered the way that temporary shortcuts work which means that any shortcut IDs that are generated based on the app ID of a temporary shortcut no longer produce the same value that they used to. I know most of this means little to nothing to most of you... What it really means at the end of the day is instead of this being an easy fix, it is going to take me many, many hours to fix things in such a way that the plugin is functional again. That being said, I hope I have made it clear over the years that I am dedicated to the continued existence of this plugin. I will fix things shortly and release an update. Unfortunately, because of the major changes, I probably won't be able to just do an update of the online vtables DB. I will likely have to release an actual plugin update (along with modifying the online vtables DB). Hopefully it won't take very long. I will keep y'all posted.
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Sorry everyone. I wasn't aware that an update had broken anything. I will check it out asap.
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Just thought I'd chime in here (I'm the dev of SteamLauncher) and give my 2-cents to help offer some help to @thecouchleague. While I could be totally wrong, I wouldn't expect this type of setup to work if you are using Steam remote play. The reason being is that you're essentially trying to launch a Steam sessions within an already existing Steam session... I.e. Your using Steam to launch LaunchBox/BigBox and then by using SteamLauncher with LB/BB, you're again asking Steam to launch another game within Steam, even though you already have a game running (Steam doesn't know LB/BB isn't a game.. if your Steam status shows you as currently "playing" LaunchBox or BigBox, it already thinks your in a gaming session). I do know however that many people are using SteamLauncher with remote play (whether that be through Nvidia GameStream, Steam Remote Play, or whatever else) so I would post a message in the SteamLauncher support thread and I suspect you will find someone willing to help you get things setup correctly. Good luck!
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Hey @thecouchleague, welcome to the club! I'm SteamLauncher's developer and just wanted to ensure you were able to get the plugin working with the help provided by @fromlostdays (thanks btw). If you have any issues or questions, I would be happy to help. That's what this thread is for. Good luck and I hope you enjoy the plugin! @Corgana, there are large number of games and application's these days that do not offer an exclusive full screen mode which work just fine with the Steam overlay so I doubt the issue is specifically related to that. Then, when you consider that the overlay IS working fine with Cemu, at least for the majority of people (this seems to be the case anyways), it makes the problem seem more likely related to some interaction between Cemu and some other system component. Again, that is totally just a guess on my part, but it appears that the overlay works fine in Cemu with a fresh Windows 11 install as I just built a new machine and it appears all is working well there. Just a thought... Where is your Cemu installation and roms in relation to your Steam installation and your LB installation (both @Corgana and @fromlostdays)? Like, is your Steam installed on your system drive (C)? How about LB? Is Cemu located on a different drive or possibly even a network share? How about your Wii U roms? Actually.. Let's try something else... Steam tracks each overlay injection attempt in a file located at "<Steam_Install_Dir>\GameOverlayRenderer.log" (also, look at the file "GameOverlayUI.exe.log"). Try renaming both of those files to "<original_filename>.OLD" and then try launching Cemu from Steam and starting a rom from within Cemu. After the rom is fully loaded, exit Cemu and then check the 2 new log files created. Now, rename those files to "<original_filename>.<CemuVulkan_or_CemuOpenGL>" (according to what rendered you had enabled in Cemu). Then, switch to the other renderer within Cemu, close Cemu, and then relaunch Cemu from within Steam and do the entire process again. Post those files on Pastebin and provide the URLs here. It might give us some additional information which could help track down the issue. If nothing else, we can compare my own log files in which the overlay is working with your own, in which it isn't.
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