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Goush
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Post subject: Posted: Sunday, 16 Sep 2007, 02:28 |
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| Advanced forumer Завсегдатай |
Joined: Friday, 10 Aug 2007, 07:53 Posts: 56
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says Launch Fails.
Do you can upload your hl2 Collection on Megaupload ? Please
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gecka
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Post subject: Posted: Sunday, 16 Sep 2007, 10:35 |
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| Super flooder Почетный графоман |
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Joined: Saturday, 29 Jul 2006, 21:01 Posts: 987
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Downloading Fotress Forever right now. Will fix it asap.
The icon may be a bitmap renamed to .ico (IrfanView tells me it), it happens in a lot of mods, I will put a check for it to recognize and load the icon in this case.
And no, I didn't change a thing in auto update, maybe the server was down?..  It works nicely today for me.
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CR@CK-iT
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Post subject: Posted: Sunday, 16 Sep 2007, 12:15 |
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| Super flooder Почетный графоман |
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Joined: Monday, 21 Feb 2005, 23:15 Posts: 1145
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@ Goush
Hmmm... I though Baine wanted to upload it to another mirror... But I wouldn't upload it now, because Team Fortress 2 is coming next week and maby there's a little engine update and before I create a giant update pack, I would reupadte the Collection and upload it (not that I wouldn't script an update for v1.0, 1.2 and 1.3).
@ g3cka
Now the update is working for me too... strange, but since it is working now everything seems to be okay. Irfanview does not mention anything about the icon file of fortress forever... so it seems to be a clean icon file.
But remember for the mods: Some mods have their icon file in the top directory, some in the ressource folder and most times they don't call it game.ico, but they use the mod name or any strange abreviation.
So you might just script a search method, which scans for an .ico file or add the future to choose your own logo... or the ability to create an icon folder, in which you can put the icons which the mod names (e.g. FortressForever).
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Mitsukarina
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Post subject: Posted: Sunday, 16 Sep 2007, 12:39 |
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| Super flooder Почетный графоман |
Joined: Friday, 14 Apr 2006, 17:56 Posts: 1047
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CR@CK-iT wrote: @ g3cka But remember for the mods: Some mods have their icon file in the top directory, some in the ressource folder and most times they don't call it game.ico, but they use the mod name or any strange abreviation. So you might just script a search method, which scans for an .ico file or add the future to choose your own logo... or the ability to create an icon folder, in which you can put the icons which the mod names (e.g. FortressForever).
UCL parses the gameinfo.txt for the icon file, which is the correct way to do it, there's either something going amiss in the code somewhere, or as g3cka says, an odd icon format.
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jape
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Post subject: Posted: Sunday, 16 Sep 2007, 13:41 |
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| Forum ghost Местное привидение |
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Joined: Saturday, 12 Nov 2005, 00:46 Posts: 310
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Nice, thanks for the release!
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gecka
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Post subject: Posted: Sunday, 16 Sep 2007, 15:19 |
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| Super flooder Почетный графоман |
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Joined: Saturday, 29 Jul 2006, 21:01 Posts: 987
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Yeah, Mitsu's right. It parses gameinfo.txt. I fixed one bug in that method and created another (I was checking for a space character only after the key, and FF's gainfo.txt has tabs after the key  ). I fixed this now
And Fortress Forever launches just fine for me, Goush. Try refreshing your Steam list, maybe it helps.
EDIT: RC2 released. Let your old UCL update, or download it from the first post with or without an installer.
Changes:
* Fixed another window size bug.
* Improved icon detection
* Improved command line support
* Fixed tray menu item sorting bug
* Other small bug fixes and optimizations.
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CR@CK-iT
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Post subject: Posted: Sunday, 16 Sep 2007, 18:03 |
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| Super flooder Почетный графоман |
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Joined: Monday, 21 Feb 2005, 23:15 Posts: 1145
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The size bug seems to be fixed, the Fortress Forever logo is displayed correctly. Now I'm happy ^^.
Thx, g3cka for all the fixes and the time you have been spending on this project!
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gecka
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Post subject: Posted: Sunday, 16 Sep 2007, 18:12 |
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| Super flooder Почетный графоман |
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Joined: Saturday, 29 Jul 2006, 21:01 Posts: 987
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CR@CK-iT wrote: The size bug seems to be fixed, the Fortress Forever logo is displayed correctly. Now I'm happy ^^.
Thx, g3cka for all the fixes and the time you have been spending on this project!
One more guy happy, who's next?
If this is stable enough, I will update the documentation, fix some more things and release the final 1.1.
And I already have some tasks written up on SVN for 1.2 version... 
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Goush
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Post subject: Posted: Sunday, 16 Sep 2007, 18:30 |
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| Advanced forumer Завсегдатай |
Joined: Friday, 10 Aug 2007, 07:53 Posts: 56
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in steam FF launch with the Sdk Base, on ucl i need the HL2 Installed  , not work with the sdk base.
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gecka
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Post subject: Posted: Sunday, 16 Sep 2007, 18:40 |
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| Super flooder Почетный графоман |
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Joined: Saturday, 29 Jul 2006, 21:01 Posts: 987
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Goush wrote: in steam FF launch with the Sdk Base, on ucl i need the HL2 Installed  , not work with the sdk base.
Hmm.. since it's a source mod, it should require some HL2 files... or am I wrong?
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Steve Jobs
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Post subject: Posted: Sunday, 16 Sep 2007, 19:04 |
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| a.k.a. Shaman AlicanC |
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Joined: Friday, 15 Dec 2006, 16:43 Posts: 3693 Location: Istanbul, Turkey
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How can I make UCL automaticly apply Setti Master Server settings like Mini-Steam?
Edit: When I start CS: S with Mini-Steam I can add servers to favorites, but when I start CS: S with UCL, game crashes when I try to add a server to favorites. Why???
_________________ I'm convinced that the only thing that kept me going was that I loved what I did.
I extreme this forum.
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PeJpepiG
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Post subject: Posted: Sunday, 16 Sep 2007, 19:20 |
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| [ˈpeɪˈpeˈpɪg] |
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Joined: Monday, 01 Jan 2007, 17:21 Posts: 1998 Location: Everywhere where there is good beer
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Shaman wrote: How can I make UCL automaticly apply Setti Master Server settings like Mini-Steam? You could make an UCL Pack Shaman wrote: When I start CS: S with Mini-Steam I can add servers to favorites, but when I start CS: S with UCL, game crashes when I try to add a server to favorites. Why??? afaik MiniSteam automatically uses a fixed/old? serverbrowser.dll g3cka wrote: Hmm.. since it's a source mod, it should require some HL2 files... or am I wrong?
Most mods need Source SDK Base and not HL2, Source SDK Base loads the same gcfs expect half-life 2 content.gcf (which isn't needed for this mod). The difference between hl2 and source sdk base is that hl2 uses Source Engine and source sdk base uses source engine 2.
_________________ Formerly known as PJG, but due to many people using this nickname I won't use it anymore.
If you believe in best_matrix07 being an annoying little kid with an annoying avatar and are 100% proud of it, put this in your sig.
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gecka
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Post subject: Posted: Sunday, 16 Sep 2007, 19:35 |
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| Super flooder Почетный графоман |
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Joined: Saturday, 29 Jul 2006, 21:01 Posts: 987
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Yep, creating an UCL pack is a good way to apply setti master servers and other fixes. I'm sure lots of people would use that.
Thanks for info PJG. UCL launches Fortress Forever through Steam SDK Base (appid 215), so there should be no problem... hmmz...
Goush, could you check in UCL if FF really uses 215 appid? (right click and select "Edit Content").
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PeJpepiG
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Post subject: Posted: Sunday, 16 Sep 2007, 19:44 |
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| [ˈpeɪˈpeˈpɪg] |
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Joined: Monday, 01 Jan 2007, 17:21 Posts: 1998 Location: Everywhere where there is good beer
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g3cka wrote: Yep, creating an UCL pack is a good way to apply setti master servers and other fixes. I'm sure lots of people would use that. 
There are a few other things you could use UCL Packs for, but nobody create any. Probably you should write a Tutorial on how to create UCL Packs?
_________________ Formerly known as PJG, but due to many people using this nickname I won't use it anymore.
If you believe in best_matrix07 being an annoying little kid with an annoying avatar and are 100% proud of it, put this in your sig.
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gecka
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Post subject: Posted: Sunday, 16 Sep 2007, 19:47 |
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| Super flooder Почетный графоман |
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Joined: Saturday, 29 Jul 2006, 21:01 Posts: 987
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PJG wrote: Probably you should write a Tutorial on how to create UCL Packs?
Yeah, was thinking about that too. Now that I have a laptop, I can do that this week 
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