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I will try to set up a steam prototype with different ways to start a mod with the steam version. I can write this prototype's shell but actually need to know 1-7 for finishing it.
But no rush: this project has no time limit. I may not even get anything done over the weekend ;)
Thanks for helping me out!
Would be great if someone could try it out and see if at least one of the 'start eaw/foc'-buttons works.
For non-testing purposes it is of NO use whatsoever:
I know that there may be a trust issue regarding executables: I made many tests to assure that everyting is working as intended. It is no malware (you may check with your preferred anti-virus software or just: https://www.virustotal.com).
And finally I am posting this, logged in to my precious Steam account, which I really do not want to loose by posting malware or bad-joke-programs.
For the record: I will not provide any warranty whatsoever, but I still hope that somebody will help me out here and tests the prototype.
Regards,
BertHunter
Download the prototype:
https://...
edit: removed download link. No info needed anymore. Got the game myself on steam^^
Does it work?
After a lot of trial and error I finally managed to start a foc mod using the command line (although it involves moving steamapps files).
Still got 4-5 'milestones' to go + making everything foolproof as good as I can.
Maybe I am able finish the launcher next week, but it will possibly take another or even another two weeks - I really want to be sure that no bug gets overlooked!
I will release it to public when I am pleased with it and maybe it will be useful to some people, althoug I think I am ~7 years late already... ;)
Sounds Awesome, will this launcher be able to launch Vanilla FoC as well? As you cannot currently do that, as I have stated
Technically, having the AI in the Data folder directly for RaW IS the only way to use the AI period. I have tried many times to get it to work from the Mod folder, to no avail. I pretty much already do what your launcher is doing XD, as I do have multiple Data folders that I switch to (for Mods such as RaW as I run the entire mod from the Data folder since I have to with the AI already). Basically, your launcher will move files from the Mods folder to the data folder when launched, then move them back when done (or does that require a push of a button?)
Also, mods such as Thrawn's Revenge require the Multiplayer maps be in your "CustomMaps" or else you will always Sync Error when loading in (and you will notice the map being called "Untiled") in Multiplayer.
Also, I am quite interested in knowing how you got FoC to run - I cannot for the life of me figure it out.
The mod's creator or player may create a new folder inside the mod's folder called 'Data_main' (So besides 'Republic_At_War\Data' there would be a 'Republic_At_War\Data_main' folder, too).
Each file and (sub)folder inside the Data_main folder get's moved to the game's main data folder(EaW or FoC) when the player hits the 'PLAY Mod' button. If a file with the same name already exists, it will be moved to a new backup folder.
After the game quits every file will be moved back to their original place. (It will be quick and like it never ever happend... although it was quite complex to code ;) )
Works great for the retail version so far.
While using Steam, it is kind of difficult to detect wether a game has ended or not.
I may have to use a message box and the player has to hit OK in order to move the files back to their places... but I will try to find a better way!
But no matter what, you can look forward to getting more free disk space^^
@foc:
It is nothing which can/should be done without a program since a file has to be edited, folders have to be moved and a dummy file has to be created and in the end everything has 'to be made undone'.
I will tell exactly how it is done when I finished the launcher - it is kind of my 'killer' feature to maybe get the ten, eleven downloads which I aim for^^