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Can Steam run batch files or PowerShell scripts? If so, maybe make one per game you want to launch, and have each one invoke Launchboxk with the right flags.
Make a text file like this, called game.bat:
And then try running it from CMD.EXE. Tweak it until it does the right thing.
Then try adding game.bat to Steam?
Yes, Windows. I should have lead with that. :D
Steam ignores *.bat files so they also need to be converted to *.exe before they will work, I have done this before. The thing is, my personal reason for doing this is entirely for emulation through a front end. I can't really make an individual *.bat and convert it to a *.exe for each and every one of the 150,000 plus roms and ISOs that I have on a 4TB dedicated emulation drive. I don't know enough about scripting and such to make one that can do it all for me. This also would completely cut out the Front End altogether. There are other options to do it automatically and have each game added directly into your steam library but those have all been abysmal messes. Try using ICE one time and you see exactly what I mean by that.
I think I might also post in the Launchbox forums, someone there might have some idea but since it is explicitly steam that is actively blocking the command line switches, I am not hopeful.
It just seems strange that Valve would opt to make this specific thing impossible for non-steam games when steam games work fine and retain the switches.
http://steamcommunity.com/sharedfiles/filedetails/?id=571637466
https://steamcommunity.com/app/353370/discussions/0/458604254466665555/?ctp=2#c364042063118379310
You just need to set targets, permissions and environment variables.
If that's accurate, this convoluted idea might work:
Wrap Steam in a script that saves the parameters to a temporary file. Launchbox would invoke the wrapper, which would stash the parameters somewhere safe before invoking Steam.
Wrap the emulator in a script that reads the temporary file and passes the parameters to the engine. Steam would invoke this wrapper instead of the game engine directly.
So, to recap your suggestion... Instead of having LaunchBox invoke steam directly, it would invoke a script that would record the parameters in a file somewhere. Then steam would, in turn, invoke another script and not the emulator itself that would read the file with the parameters that were previously saved.
This seems like a relatively simple process. For me, this will require some learning of new skills and a LOT of research but I am more than willing to learn something new. I have never found the need to do anything like this but this could be a very interesting experiment. Besides, tinkering to make things do what I want, even if they don't want them to, is kinda something I enjoy.
Thank you very much for the suggestion! I will look into it and let you know if I can figure it out.
Yep. The second script would then pass those parameters to your game engine. If you can't pass parameters through Steam, this might at least let you pass them around it.
I am so close I can taste it but it is just ever so slightly out of my reach!
Wherever there's "YOU" substitute your home directory name. If there's a space in your user name, the quotes around "YOU" are mandatory.
Create a batch file "c:\users\YOU\engine.bat"
Create a non-Steam game:
Create a desktop shortcut for the TestEngine game. Open the properties to find the steam:// URL for the game. The URL in the "Web Document" tab may be a lie. Use the one in the "Details" tab.
Create another batch file called "c:\users\YOU\steam.bat". This will build a temporary redirect.bat file to invoke the real game engine (notepad.exe for testing).
Open a command line and run: steam.bat test ting.
An empty CMD.EXE window should open, and so should notepad. Notepad should complain about "Cannot find the a test b ting c.txt file." That's how you know your parameters reached the end game.
If you change engine.bat, it may break the Steam Library shortcut. You may need to delete and re-add the game. It will probably have a new game ID.