Logo

CS.RIN.RU - Steam Underground Community

IRC: #cs.rin.ru at irc.rizon.net
It is currently Friday, 17 Apr 2015, 11:43

English | Русский




Forum locked This topic is locked, you cannot edit posts or make further replies.  [ 271 posts ] 
Author Message

Post Post subject:    
Posted: Friday, 04 Jul 2008, 20:27   
Super flooder Почетный графоман
Joined: Friday, 14 Apr 2006, 17:56
Posts: 1047
ChrisTX wrote:
blackcat wrote:
how do we know the AppID of games?

http://developer.valvesoftware.com/wiki/Appid


Also GCFPrep lists the AppIDs with the content (if you have the relevant GCFs for it to be processed anyway) So you can always set it up, list the content, then edit the config files.

akh wrote:
Nice app, thanks for your work.
Any chance it will support environment variables as paths in the future ?


Thank you, please explain what you have in mind with this - GCF Path? Content Path? - what are you trying to achieve with the use of Env variables?


Top
 Profile  

Post Post subject:    
Posted: Friday, 04 Jul 2008, 21:47   
Beginner Без звания
Joined: Tuesday, 01 Jul 2008, 21:00
Posts: 5
Mitsukarina wrote:
Thank you, please explain what you have in mind with this - GCF Path? Content Path? - what are you trying to achieve with the use of Env variables?

I wanted to use your app as a part of installer to finalize my gcf-based installations. I have "Program Files" and "Documents and Settings" dirs on separate partition and wanted to use %PROGRAMFILES% and %HOMEDIR% variables in gcf/content/shortcut paths instead of static ones. I've managed to work around this using batch script and preparing gcfs in GCFPrep main directory but env variables would make it much easier.


Top
 Profile  

Post Post subject:    
Posted: Wednesday, 09 Jul 2008, 03:28   
Beginner Без звания
Joined: Monday, 26 May 2008, 01:29
Posts: 12
omfg... this program RULZ!!!!!

its really really great!


Top
 Profile  

Post Post subject:    
Posted: Wednesday, 09 Jul 2008, 04:17   
Advanced forumer Завсегдатай
Joined: Monday, 08 May 2006, 10:48
Posts: 58
I am mighty impressed with GCF Prep. A wonderfull thing it does is that it extracts the minimum files needed from a GCF file to enable me to play the game offline without any launchers or Steam needed. Simply mind boggingly AWSOME ! I am really pleasently and seriously shocked.

Now I have one question in this regard. When GCF prep extracts the minimum footprint files to launch the content for offline play, in it's "steamemu.ini" file, it actually hard codes the steam "BaseDir" based on my own local hard disk GCFs base directory. In the shortcut it creates, again my local hard disk GCF base directory is hardcoded in the "target" and "Start in" boxes. Now what I want is instead of my own local hard disk base directory to be hard coded in the "steamemu.ini" file and the shortcut boxes, I want relative paths, not absolute paths. Is that somehow possible ?

The reason why I need it is then I can ealisy make my own installer for installing a game in any machine I like having any folder structure, and because the links are relative (assume I can somehow make it using GCF prep or some way else), in every machine, the game will work flawlessly .

So is there any way I can do that ? Please let me know

Cheers - Babe


Top
 Profile  

Post Post subject: Re:   
Posted: Monday, 21 Jul 2008, 19:22   
Super flooder Почетный графоман
Joined: Friday, 14 Apr 2006, 17:56
Posts: 1047
akh wrote:
I wanted to use your app as a part of installer to finalize my gcf-based installations. I have "Program Files" and "Documents and Settings" dirs on separate partition and wanted to use %PROGRAMFILES% and %HOMEDIR% variables in gcf/content/shortcut paths instead of static ones. I've managed to work around this using batch script and preparing gcfs in GCFPrep main directory but env variables would make it much easier.


Sorry I haven't been around for a while, this will be implimented for you in the next release (1.6) hopefully within the next couple of weeks.

Babe wrote:
Now I have one question in this regard. When GCF prep extracts the minimum footprint files to launch the content for offline play, in it's "steamemu.ini" file, it actually hard codes the steam "BaseDir" based on my own local hard disk GCFs base directory. In the shortcut it creates, again my local hard disk GCF base directory is hardcoded in the "target" and "Start in" boxes. Now what I want is instead of my own local hard disk base directory to be hard coded in the "steamemu.ini" file and the shortcut boxes, I want relative paths, not absolute paths. Is that somehow possible ?


Thanks for your support, I'm not sure if I understand you, but you can put relative paths in the XML file for the GCF path etc, this will work until you "browse" for a folder again, in which case the full path will be used again.

So entering .\steamapps for the GCFPath in GCFPrep.xml should work fine?

Let me know if this is not the case or I misunderstood your question, and I will sort it out in the next release. Also bear in mind that the request above will be implimented, so you will be able to pass these paths via environment variables as well.

Next version already has a lot of new features that are incredibly useful ;;)


Top
 Profile  

Post Post subject: Re: Re:   
Posted: Monday, 21 Jul 2008, 19:42   
A+
User avatar
Joined: Wednesday, 26 Dec 2007, 00:42
Posts: 7317
Mitsukarina wrote:
Next version already has a lot of new features that are incredibly useful ;;)

Hehe, the old ones are already :D .

_________________
Game Industry Guardian (1K+).


Top
 Profile  

Post Post subject: Re: GCFPrep 1.5.2 Programmable GCF Launch Tool [25 05 2008]   
Posted: Saturday, 26 Jul 2008, 06:45   
Advanced forumer Завсегдатай
Joined: Monday, 08 May 2006, 10:48
Posts: 58
@ Mitsukarina, thanks for your reply. And please do keep up your great work. GCF prep is simply just AWSOME :o !

I think I should make myself more clear hear about my request cause because of my bad explanation, you were not able to get my point. Very sorry for that.

I use GCFPrep to extract the minimum foot printfiles from the GCFs to play my games completely offline. Now when GCF prep extracts the minimum foot print files, it also creates a shortcut for the game exe file. I want GCFPrep to create "relative path" in the shortcuts. Please see the attached pic where I am looking at the "properties" box for one such created shortcut.

Image
My aim is if I move my folder structure as a whole to a different computer, the shortcut will still work. Is it possible to implement that in the shortcuts using GCFPrep please ? Or is there some other way to do that that and GCFPrep will automatically do that for us?

I hope I am clear now ? Please let me know if you need any further clarifications.

Thanks in advance
Babe


Top
 Profile  

Post Post subject: Re: GCFPrep 1.5.2 Programmable GCF Launch Tool [25 05 2008]   
Posted: Saturday, 26 Jul 2008, 08:04   
Super flooder Почетный графоман
Joined: Tuesday, 25 Jan 2005, 10:47
Posts: 512
Location: In the Dev Section
Babe wrote:
My aim is if I move my folder structure as a whole to a different computer, the shortcut will still work. Is it possible to implement that in the shortcuts using GCFPrep please?

It's not possible to make shortcuts use a relative path. Windows automatically translates it into a full path. However, Windows XP and later (I think) will automatically change the paths when they're copied over the network (via SMB). The only way I know of to use relative paths is to use batch files.

There's also the problem of modifying the GCF path in rev.ini or steamemu.ini. But you could probably change the paths in those to be relative.

_________________
Image
ClientRegistry Toolkit 0.5.1


Top
 Profile  

Post Post subject: Re: GCFPrep 1.5.2 Programmable GCF Launch Tool [25 05 2008]   
Posted: Saturday, 26 Jul 2008, 08:27   
Super flooder Почетный графоман
Joined: Friday, 14 Apr 2006, 17:56
Posts: 1047
Babe wrote:
My aim is if I move my folder structure as a whole to a different computer, the shortcut will still work. Is it possible to implement that in the shortcuts using GCFPrep please ? Or is there some other way to do that that and GCFPrep will automatically do that for us?


Thanks for the clear explanation, as Da_FileServer stated, this can not be done with a shortcut. We could however have an option to create a bat file that will just contain something like:
hl2.exe -steam -game cstrike -appid 240
and that would work, depending on the emulators ability to calculate its absolute working path - which SteamEmu does do and revEmu was recently fixed to do, so it should work out ok.

And yes, the ini files could contain a relative path (SteamEmu supports this, and I can check and fix if revEmu does) and GCFPrep should really write this as relative if it is supplied that way.

So in summary, you would get a run.bat to launch the content instead of a shortcut, would that help?


Top
 Profile  

Post Post subject: Re: GCFPrep 1.5.2 Programmable GCF Launch Tool [25 05 2008]   
Posted: Saturday, 26 Jul 2008, 08:45   
Advanced forumer Завсегдатай
Joined: Monday, 08 May 2006, 10:48
Posts: 58
Thanks Da_FileServer and Mitsukarina for the quick reply. Very much appreciated. Is it therefore possible for me to request that GCFPrep would have such an option to create such .bat files automatically for us if we want ? Sorry I am quite a noob in this regard :oops:


Top
 Profile  

Post Post subject: Re: GCFPrep 1.5.2 Programmable GCF Launch Tool [25 05 2008]   
Posted: Saturday, 26 Jul 2008, 10:04   
Super flooder Почетный графоман
Joined: Friday, 14 Apr 2006, 17:56
Posts: 1047
Babe wrote:
Thanks Da_FileServer and Mitsukarina for the quick reply. Very much appreciated. Is it therefore possible for me to request that GCFPrep would have such an option to create such .bat files automatically for us if we want ? Sorry I am quite a noob in this regard :oops:


I've already done this change for you (seemed like a useful idea anyway) - it will be in the 1.6 release (which has been in testing for a week or so already) so hopefully within the next week.


Top
 Profile  

Post Post subject: Re: GCFPrep 1.5.2 Programmable GCF Launch Tool [25 05 2008]   
Posted: Saturday, 26 Jul 2008, 10:11   
Advanced forumer Завсегдатай
Joined: Monday, 08 May 2006, 10:48
Posts: 58
Cheers mate. Your effort is very very appreciated. Keep it up. Cant wait for the new version now :).

Also a question if you please don't mind. If I am using GCFPrep to extract minimum footprint files for multiplayer games like Team Fortress 2, or Counter Strike Source or Half Life 2 Deathmatch (basically any of Valve's multiplayer games ), is that good enough for me to create and/or join a LAN party with my friends or play on cracked servers without STEAM installed ? In other words, is it possible to play on LAN or cracked servers using the minimum footprint files extracted by GCFPrep or to host such a game, without STEAM installed ?

Cheers

Babe


Top
 Profile  

Post Post subject: Re: GCFPrep 1.5.2 Programmable GCF Launch Tool [25 05 2008]   
Posted: Saturday, 26 Jul 2008, 10:27   
Super flooder Почетный графоман
Joined: Friday, 14 Apr 2006, 17:56
Posts: 1047
Babe wrote:
Also a question if you please don't mind. If I am using GCFPrep to extract minimum footprint files for multiplayer games like Team Fortress 2, or Counter Strike Source or Half Life 2 Deathmatch (basically any of Valve's multiplayer games ), is that good enough for me to create and/or join a LAN party with my friends or play on cracked servers without STEAM installed ? In other words, is it possible to play on LAN or cracked servers using the minimum footprint files extracted by GCFPrep or to host such a game, without STEAM installed ?


Yes, you don't need steam at all, just a minimum footprint and the GCFs.

You need to know that different emulators can offer different solutions to multiplayer play, for example with source engine 2007 games revEmu + revSteamclient will allow the server browser to be available and no need to crack the engine file, whereas the serverbrowser is not available with steamemu (though you can still join servers through the console and use GCPrep Vityan plugin to crack the engine file during content preperation)

So, you can do it either way with GCFPrep, but you need to know the strengths and weaknesses of each particular emulator and what is required to get them to work.

GCFPrep 1.6 makes configuring emulators very easy without having to manually configure the XML files! ;)


Top
 Profile  

Post Post subject: Re: GCFPrep 1.5.2 Programmable GCF Launch Tool [25 05 2008]   
Posted: Saturday, 26 Jul 2008, 10:45   
Advanced forumer Завсегдатай
Joined: Monday, 08 May 2006, 10:48
Posts: 58
WOW man. You are just Godly brilliant :shock: . Thanks for explaining to me in nutshell how each emulator has it's strengths and weaknesses. But looks to me your GCFPrep does everything with RevEmu as it's default emulator, which is indeed the better option IMHO :) . So I dont need to worry at all. Just extract minimum fotprint files with GCFPrep, and enjoy TF2 in cracked servers and LANs yey !! Just simply AWSOME ! Also if I correctly understand your answer, I can host cracked servers in a LAN party and internet too. Sweet ! Can't believe this one tool does everything that I want. Absolutely unbelieveable :o !


Can't wait for the new release man. Bring it on :twisted:


Top
 Profile  

Post Post subject: Re: Re:   
Posted: Sunday, 27 Jul 2008, 15:34   
Beginner Без звания
Joined: Tuesday, 01 Jul 2008, 21:00
Posts: 5
Mitsukarina wrote:
Sorry I haven't been around for a while, this will be implimented for you in the next release (1.6) hopefully within the next couple of weeks.

I haven't been around either. That's great to hear, thanks.


Top
 Profile  
Display posts from previous:  Sort by  
Forum locked This topic is locked, you cannot edit posts or make further replies.  [ 271 posts ]  Go to page Previous  1 ... 10, 11, 12, 13, 14, 15, 16 ... 19  Next


Who is online

Users browsing this forum: No registered users and 4 guests


Jump to:  
You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum




Powered by phpBB® Forum Software © phpBB Group