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[Release] GCFPrep - superceded - Now part of MiSteamSuite
http://cs.rin.ru/forum/viewtopic.php?f=15&t=47548
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Author:  Mitsukarina [ Tuesday, 29 Jul 2008, 00:17 ]
Post subject:  Re: GCFPrep 1.6 Programmable GCF Launch Tool [28 JUL 2008]

GCFPrep 1.6

Many thanks (as usual) to PeJpepiG for his exceptional testing talents - where would I be without him? ;)

ChangeList for 1.6:

  • All documentation revised and reformatted.

  • Added new functions to GCFPrep.dll: (see Readme Developer Guide.txt):

    GetCacheProperty
    DownloadSteamObject

  • Modified the following functions in GCFPrep.dll: (see Readme Developer Guide.txt for new definitions):

    ExtractCacheFull

  • Added the ability for GCFPrep to fully extract all files from an apps cache file allowing for a full extraction.
    If a .LST file is specified for the given AppID, then this will be used to filter the extraction.
    See the FAQ in Readme.txt for details on .LST files

  • Updated REVOLUTiON emulator to version 9.3 RC4

  • Added HookEmu version 3.5.8 RC1

  • Added new functionality to allow GCFPrep to identify outdated content. You can now easily select just outdated content to prepare.

  • Added a new command line switch (-PrepAll) to allow GCFPrep to prepare ALL content when launched from the command line with the -AutoPrep switch. GCFPrep will as a default now only prepare outdated content when used with -AutoPrep

  • Added a new filter button to select only outdated content in the content list.

  • Added a new button to refresh the content list.

  • Added a new content list that now shows individual contents status and allows for easier configuration of multiple emulators and their steamclient support

  • Added new functionality to allow GCFPrep to download information from Steam such as the Content Description Record
    Note: GCFPrep is no longer supplied with a clientregistry.blob file. This will be downloaded when GCFPrep is first run.
    If you do not have an internet connection, then please download the optional GCFPrepClientRegistry.Blob.rar pack and unpack it into the root of your GCFPrep folder.

  • Added new advanced option to allow the download of a current CDR(Content Description Record) before every Prep

  • Added new button on the advanced options screen to allow for the immediate download of a current CDR record

  • GCFPrep main form is now completely resizeable when in Full GUI mode (not using -autoprep).

  • Added ability for GCFPrep to remember its Location, Width and Height.

  • Reconfigured the emulator folders (names) to make more sense for when future emulators are added.

  • Allowed the use of environment variables to program all GCFPrep Paths (GCF, Content, Shortcut and SourceMods)
    See the FAQ in Readme.txt for details on GCF paths, relative paths and environment variables.

  • Added a simple context menu on the content list to let you prepare or hide the selected content.

  • GCFPrep will now attempt to create the content or shortcut paths if they are specified but do not exist.

  • Added the following new GCFPrep.xml configuration strings:

    <GUIX>
    <GUIY>
    <GUIWidth>
    <GUIHeight>
    <DownloadCDRBeforePrep>
    <DefaultEmulator>
    <SteamDownloadCDRServer>
    <SteamDownloadCDRPort>
    <SteamDownloadCDRFile>
    <ContentProcessExtractFull>
    <AllowBAT>

  • Added the following new Language strings:

    <OperationDownloading>
    <ContentFolderNotFound>
    <ContentListOK>
    <ContentListWarning>
    <DefaultEmulator>
    <WarningDefaultEmulatorMissing>
    <DownloadCDRBeforePrep>
    <DownloadCDRButton>
    <ProfileTitle>
    <GroupGCFPrep>
    <GroupSteam>
    <x64Processing>
    <GroupProcessTypes>
    <ProcessTypeGCF>
    <ProcessTypeTool>
    <ProcessTypeMedia>
    <ProcessTypeDemo>
    <ProcessTypeBeta>
    <ProcessExtractFull>
    <BATFile>

  • Moved the following settings from Default Config.xml to GCFPrep.xml as they are user settings and not system defaults

    <x64Extraction>
    <ContentProcessGCF>
    <ContentProcessTool>
    <ContentProcessMedia>
    <ContentProcessDemo>
    <ContentProcessBeta>

  • Added the following settings to the advanced options screen (to reflect the changes above)

    Default x64 Extraction mode
    Process Content Types
    Extract Full Cachefile


Enjoy! Hope it was worth the wait... :D

Note: GCFPrep is moving towards not having any emulators included in the main application pack, and having them as seperate download packs. What do people think about this?

I didn't do it with this release as I thought it would probably cause too much confusion :)

Author:  RessourectoR [ Tuesday, 29 Jul 2008, 01:13 ]
Post subject:  Re: GCFPrep 1.6 Programmable GCF Launch Tool [28 JUL 2008]

:BRAVO: :BRAVO:

What kind of "changes list" is that? It's several times bigger than most programs feature lists. :D Great job as usual.

Author:  Babe [ Tuesday, 29 Jul 2008, 04:18 ]
Post subject:  Re: GCFPrep 1.6 Programmable GCF Launch Tool [28 JUL 2008]

Hi Mitsukarina, I still haven't downloaded the new version yet, but the changelist is just AWSOME.

In my humble opinion, emulators included with GCFPrep is a must since is doesn't confuse noobs like me. We don't have to look where to put the emulators in, how to make it work with GCFPrep etc. So I would humbly request to keep emulators on with GCFPrep.

Author:  PeJpepiG [ Tuesday, 29 Jul 2008, 13:52 ]
Post subject:  Re: GCFPrep 1.6 Programmable GCF Launch Tool [28 JUL 2008]

Mitsukarina wrote:
Note: GCFPrep is moving towards not having any emulators included in the main application pack, and having them as seperate download packs. What do people think about this?

I didn't do it with this release as I thought it would probably cause too much confusion :)

It is really not easy to decide, both ways have advantages and disadvantages. Probably you could make a Poll about it?

Author:  Babe [ Tuesday, 29 Jul 2008, 17:28 ]
Post subject:  Re: GCFPrep 1.6 Programmable GCF Launch Tool [28 JUL 2008]

The batch file making option is really kool. Thanks very much for adding that option Mitsukarina :). However I wonder is there a way of ensuring that the batch file DOS prompt doesn't show up at all at launch time ?

Also I have noticed that with HookEmu by RBPFC1, the sound keeps on getting chocked at Episode 2. And thereafter, even if you change to RevEmu, the sound still doesnt play correctly.But with a clean install of GCFPrep 1.6, you you directly select RevEmu for the first time, all sounds play allright :)!

Author:  PeJpepiG [ Tuesday, 29 Jul 2008, 17:54 ]
Post subject:  Re: GCFPrep 1.6 Programmable GCF Launch Tool [28 JUL 2008]

Babe
Of course it is possible, haven't even thought of this while beta testing.
Mitsukarina just has to use a different command to star the game ("Start" command). But I'm not sure if he will release a new version just because of this.

Author:  Babe [ Tuesday, 29 Jul 2008, 19:01 ]
Post subject:  Re: GCFPrep 1.6 Programmable GCF Launch Tool [28 JUL 2008]

hi PeJpepiG, can you please elaborate on the "start" command and how I can do it myself. Dont want to disturb Mitsukarina all the time with my tiny winy requests.

Author:  Mitsukarina [ Tuesday, 29 Jul 2008, 19:16 ]
Post subject:  Re: GCFPrep 1.6 Programmable GCF Launch Tool [28 JUL 2008]

RessourectoR wrote:
What kind of "changes list" is that? It's several times bigger than most programs feature lists. :D Great job as usual.


:D
And I even missed some stuff out of the changelist!

Babe wrote:
hi PeJpepiG, can you please elaborate on the "start" command and how I can do it myself. Dont want to disturb Mitsukarina all the time with my tiny winy requests.


It's no trouble, I'll put that in the next release, though as PeJpepiG said, it may not come out for a while if 1.6 proves stable as it is.

For now, just put start in front of the line in the batch file that GCFPrep creates.

So, if you have:

    hl.exe -steam -game dmc -appid 40

change it to:

    start hl.exe -steam -game dmc -appid 40

We may be able to do some more useful stuff with the batch file in a later version if we put our minds to it.

Author:  Babe [ Tuesday, 29 Jul 2008, 19:32 ]
Post subject:  Re: GCFPrep 1.6 Programmable GCF Launch Tool [28 JUL 2008]

Thanks Mitsukarina for the quick response. However I must say that with "start" in front, the DOS command prompt still flashes for a brief moment :( !

And I would kindly request you to test this v 1.6 a bit more cause, as I said above, it is showing voice corruption when I use HookEmu as my default emulator :(. May be it is a HookEmu fault , but just wanted to report that.

//Anti Double Post Auto-Edit:

Also another thing, when you go to the advanced menu, you have to hit the save button to come out. There is no "x" on the top right corner to just simply close that advanced window and return to the main program window.

Author:  PeJpepiG [ Wednesday, 30 Jul 2008, 15:00 ]
Post subject:  Re: GCFPrep 1.6 Programmable GCF Launch Tool [28 JUL 2008]

Babe wrote:
Thanks Mitsukarina for the quick response. However I must say that with "start" in front, the DOS command prompt still flashes for a brief moment :( !

There's no way around this, except writing a exe for every app, but this would be too much work just to not see the cmd for less than a second.

Babe wrote:
And I would kindly request you to test this v 1.6 a bit more cause, as I said above, it is showing voice corruption when I use HookEmu as my default emulator :(. May be it is a HookEmu fault , but just wanted to report that.

It's HookEmu's fault.

Author:  Da_FileServer [ Thursday, 31 Jul 2008, 12:47 ]
Post subject:  Re: GCFPrep 1.6 Programmable GCF Launch Tool [28 JUL 2008]

PeJpepiG wrote:
Babe wrote:
Thanks Mitsukarina for the quick response. However I must say that with "start" in front, the DOS command prompt still flashes for a brief moment :( !

There's no way around this, except writing a exe for every app, but this would be too much work just to not see the cmd for less than a second.

Actually, it's not terribly difficult to do with CodeDOM. The only thing is, to run executables generated with it requires the .NET runtime (which would be fine, since you need it to run GCFPrep anyways).

To Misukarina: If you want, I can write a stub implementation to do this, so you can implement it in your next release.

Author:  Mitsukarina [ Thursday, 31 Jul 2008, 13:39 ]
Post subject:  Re: GCFPrep 1.6 Programmable GCF Launch Tool [28 JUL 2008]

Da_FileServer wrote:
Actually, it's not terribly difficult to do with CodeDOM. The only thing is, to run executables generated with it requires the .NET runtime (which would be fine, since you need it to run GCFPrep anyways).

To Misukarina: If you want, I can write a stub implementation to do this, so you can implement it in your next release.


That would be highly appreciated, thanks for the offer.
Note that I'm not planning on updating this in the immediate future, so please don't go out of your way for me :D

Thanks

Author:  Deshoax [ Friday, 01 Aug 2008, 16:06 ]
Post subject:  Re: GCFPrep 1.6 Programmable GCF Launch Tool [28 JUL 2008]

Thanks man. That work is awsome great!!! ::D

i made a German language file for the GCFPrep, but when i want to launch the GCFPrep after configure it shows me an error and a window appears "sending error report" -.-

here is the file, i hope anyone can help me

http://mihd.net/qo38dw1

Author:  icarosi [ Monday, 04 Aug 2008, 17:54 ]
Post subject:  Re: GCFPrep 1.6 Programmable GCF Launch Tool [28 JUL 2008]

How i can get them work with steam running on background? if i have steam running its giving somekind error about loading gcf files but some problem even if i make total standalone so its extract full cache also it would be nice to see support for Finnish language, thats also on steam :)

Author:  ChrisTX [ Monday, 04 Aug 2008, 21:31 ]
Post subject:  Re: GCFPrep 1.6 Programmable GCF Launch Tool [28 JUL 2008]

icarosi
You simply can't.

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