However, I would like users to optionally execute a repair check through a button or something.Īll of these functions I could make the surrounding code scaffolding myself, it's just not clear to me what objects I need to interact with, in what ways, and in what order. I don't want there to be a repair check every single time a user opens the launcher since, for our game, it can take upwards of 5-10 minutes. This way, I could have users select an installation location first, or a user could selectively install one game from a list of available games.Īnother example would be a Repair() method. I would like to have much more customizable launcher functionality, but it seems difficult to wrangle with Launcher.cs and selectively call functionality outside of the CheckForUpdates thread.įor example, it would be really nice to have some sort of explicit Install() method I could freely call from within my launcher, rather than have Launcher.cs automatically install on Start(). (I would assume the equivalent install location should be the Applications folder.?) I know you're still working on Mac support, but just to be thorough, I don't think the Program Files Directory field works for Mac builds. Is it possible to not only install in a local path, but in a subdirectory of the local path? If not, could this be an added feature in the future? (If you fix this, also take into account your Mac users if you could!) It seems like you're still aware of the issue on your roadmap, but the Create Desktop Shortcut option is not working. (Maybe this is common knowledge or expected, but I wasn't aware of it beforehand.) Do what you will with this information! Thus, I learned to take special care to remain consistent when naming during the build process, and to not rename later. app is not enough, as there are other underlying files with names derived from the original build name that caused a conflict. I figured I could just rename them to "Build" after placing them in the current directory of the workspace folder, right before creating a new version.Īs it turns out, this created issues when patching! Apparently, renaming the. When I first started testing, I would make multiple builds in the same location, so I had to give them different names ("Build_V1", "Build_V2", etc.). One issue that came up had to do with renaming Mac builds (i.e. wouldn't be able to handle extremely large build sizes (20+ GB), but it seemed to work just fine. So, as I mentioned, the Launcher has been successfully deployed to students, and it seems to be working! The actual version and patch creation process was fairly elegant and painless, particularly once I understood the purpose of each generated file. and I got it working! I thought I might give you a short insight into how things went as well as some questions/issues that came up. That same game was to be made available again this semester, so I took another stab at integrating P.A.T.C.H. working in time for our release date (I work on educational games, so we have to ship at the start of a semester), but I noticed you had since made a fix for the OSX problem we encountered. At the time, I wasn't able to get P.A.T.C.H. So, I don't know if you remember me, but you helped me with P.A.T.C.H.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |