Make sure you’ve updated the nuget packages - the localizationcatalog relates to NGetText.
EDIT: According to StackOverflow, you may need to clean and rebuild the solution. If not, try moving the initialization of the catalog to before or after InitializeComponent.
If that doesn’t work, it may be due to use of the catalog in the designer class, in which case we’ll have to roll that back and manually assign those strings in the constructor, since they need to be translatable. Shouldn’t have to, though.
Hello. This looks very interesting, and i would really much like to test this thing out. I got an FPT-server ready, but i cant seem to get this application to launch. Im using Windows 10 x64. Nothing is really happening when im trying to launch the app, or the LaunchpadUtilities-app for setting it up. Anyone have any ideas?
Got it up and running. Everything is working now except the “download of the game”. I have uploaded it with the maninfests to the FTP-server, but I get a crash when i try to update it. I tried to download the sample AND compile from source with no luck. The crash-dump is translated to norwegian, so I dont think there is any point uploading it here.
EDIT: Got some more progress. I get the prompt to “install” game from my server, but it wont download any files. After 1 sec, the button changes to “Launch”, over to “Repair” and then to a crash if i try clicking. I dont know if this post is dead, but i’ll take my chances :).
Hey there! I think I know what the issue is You may have caught a bad build right as I released the latest version. Try redownloading the latest binaries from the main post and reporting back.
I’ve just released another update for the launcher Version 0.2.1 brings proper HTTP/HTTPS support and moves the launcher update mechanism to a similar manifest-based system. This updates does contain a small breaking change - LauncherManifest.txt and LauncherManifest.checksum have been renamed to GameManifest.txt and GameManifest.checksum, respectively. You’ll need to rename your serverside files accordingly.
Additionally, if you’re distributing a custom build of the launcher, you’ll want to rebase soon and move to the new manifest-based approach. The utility program has been updated as well to reflect these changes.
In other news, I’m using Discord more and more, so I set up a quick little server for Launchpad where I’ll be lurking 24/7. If you have any quick questions or suggestions, or if you want to chat with other people who use the software, drop by https://discord.gg/
Nice. I will try it out as soon as possible I’ll let you know
EDIT: I tried out the new version and your sample worked flawlessly. I cannot wait to use this with my own products. I will probably try to make my own version of it, so i’ll keep you informed if i figure something out something awesome
Thanks again ^^
Hi Again. Testing out your Utilities-tool now for making a manifest-file. Works great for the LaunchPad-Manifest, but when i click the “Generate Game Manifest”, i get no response. This is the one i generated from Source. The link provided in the documentation, i cannot get to run at all. Nothing happens when i doubleclick the executable. Trying to find any answers in your code, but its still unknown too me.
EDIT: Ill be hanging around on your Discord-channel while at work today.
While we sorted it in Discord, I’ll reply here as well for everyone else The released utility generator was a bit broken, but I’ve fixed it and it now works as intended again.
I’m curious how much faster the new FTP method is. I noticed it did seem a bit slow before but it didn’t bother me. The users probably wouldn’t understand that. FTP is always a bit slow since it has to make requests for each files, especially with a lot of small files. Also, HTTP!? That’s be great because then I could use it on my shared host instead of my VPS. Although, I’m more excited for BitTorrent. It would drastically help on release days.
I haven’t done any proper side-by-side speed comparisons - it’s mostly how the launcher passes around events and the data in those events, where progress is calculated and when and where verification of the files take place. I think the largest difference is a change in buffer size (down to 4k from 256k), which I’m not sure why I had so high from the start.
Is it possible to disable language stuff? I don’t really need it, it looks messy and when I try opening the project in Visual Studio 2015 this error happens:
Launchpad.Translations\Launchpad.Translations.mdproj: The application which this project type is based on was not found.
I sadly know next to nothing about fancy visual studio stuff and fancy exporting and all that crazy stuff that goes into building a program, but I want to make a custom gui for my launcher… and I’m having loads of trouble getting it working. Mostly cause I’m dumb haha xD
Thanks!
Also, with the new http method, we don’t need a ftp server at all, right?
The language project is actually a MonoDevelop project type, so I’m not surprised it doesn’t load. You can toss it out if you fork the launcher. If you want to remove it completely, you’ll need to remove every call to the localizationcatalog with just the string inside the call - simple matter with search and replace.
And yes, that’s correct! You can use a normal HTTP server instead if you’d like.
Hi it would be really nice if you would support sftp:// as protocol for downloads because it gives me more security on my server and is already installed on my Server. It would be a nice feature but has no hurry
Not sure if you can facilitate meta data, but the launcher files could be tagged with meta data, once deployed in a “GoogleStorage Bucket”
You can setup a debian 7 or 8 automatically with the GoogleCloud ComputeEngine, i installed your vsftp there, but i think distribution would be easier/faster via the mentioned nearline buckets.
ps. The launcher i downloaded works here, but the utility doesn’t. I guess i just need a checksum generator alternatively.
Oh, that’s interesting. I’m definitely going to have a closer look at that.
As for the utility, try running it in batch mode via the command line. I’m not sure why it’s not working properly on Windows. Runs fine on Unix.
In order to run it in batch mode, run it with a “-b” switch at the command line. Use “-m [Game|Launcher]” to select the manifest type, and “-d <directory>” to select the directory that the manifest should be generated for.