BertHunter Aug 7, 2013 @ 6:31am
[EaWModLauncher] - Release
I recently released a new mod launcher for 'Star Wars: Empire at War' and 'Star Wars: Empire at War: Forces of Corruption'.

  • Launches the Steam or Retail version of "Star Wars: Empire at War" or "Star Wars: Empire at War: Forces of Corruption" with or without mods.

  • Lists all found modifactions at the main launcher page. (Steam & Retail)

  • Temporarily moves all files found in a subfolder of a modification called "Data_main" to the game's DATA folder while playing this mod. (This was coded so that modded AIs or special custom maps do not interfere with other mods and the actual game folders stay clean.) (Steam & Retail)

  • Supports easily switching between game languages by clicking on flag icons at the main launcher page. (Steam & Retail)

  • Shows if a mod's language is not yet translated to the game's current language. (Steam & Retail)

  • Language files backup. (Steam only)

  • Opens the map editor, custom maps or savegame folders. (Steam & Retail)

  • Supports passing of parameters to make your own custom shortcuts to mods without ever seeing the launcher GUI. (Steam & Retail)

(Please refresh the filefront page a few times if an 'Invalid File ID!' error occurs or the browser window stays white.)
Last edited by BertHunter; Aug 7, 2013 @ 7:18am
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MechanoSage Oct 27, 2013 @ 5:04am 
Originally posted by BertHunter:
ModLauncher: How does the Steam mod launch work?
- The easiest method I finally found is the following one (see also "IV Known Issues"):
Steam.exe is called, passing "-applaunch 32470" and "MODPATH=" as parameters. FoC requires "runm2.dat" to temporarily replace "runme.dat".
That's so nice, and at the same time so stupid on Steams part.

Do you have any idea yet about how runme.exe and runme2.exe fits into this?
BertHunter Oct 28, 2013 @ 7:30am 
'runme.exe' is called by steam each time you start the game. It reads '32470_install.vdf' & '32472_install.vdf' and writes the found entries into the registry, then it starts the game with the language and path-variable which are listed in 'runme.dat'. (same for runme2.exe and runm2.dat)
Sadly runme2.exe can't be manually executed to start FoC immediatly...
It's all a big mess and certainly not lucasarts' greates job of 'porting' a game for steam.

But at least with this launcher, a FoC mod start is just a click away^^
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Date Posted: Aug 7, 2013 @ 6:31am
Posts: 2