Is the GTK runtime required by the end user as well as the developer?
It is required by both. Without it, the launcher and the utility application will not run.
I recommend bundling it with your game installer, or in the case of Linux, adding it as a package dependency.
Hi ,
We’re trying to deploy this for use in our game. Everything seems to have gone according to plan, ftp server is in place, I verified that the account used for Launchpad can see the folders and that the login goes where it should. Got the client set up to test on my Windows 7 machine but it doesn’t seem to work despite following the directions on GitHub.
The Launchpad log isn’t terribly long:
2016-09-21 16:47:19,093 [Launchpad.Launcher.Program | INFO]: Launchpad v0.2.5.24896 starting…
2016-09-21 16:47:19,099 [Launchpad.Launcher.Program | INFO]: Current platform: Win64 (x64)
2016-09-21 16:47:19,104 [Launchpad.Launcher.Program | INFO]: Initializing WinForms UI.
2016-09-21 16:47:19,197 [Launchpad.Launcher.Handlers.Protocols.FTPProtocolHandler | INFO]: Pinging remote patching server to determine if we can connect to it.
2016-09-21 16:47:23,913 [Launchpad.Launcher.WindowsUI.MainForm | INFO]: The game has not yet been installed.
2016-09-21 16:47:27,174 [Launchpad.Launcher.WindowsUI.MainForm | INFO]: The server does not provide files for platform “Win64”. A .provides file must be present in the platforms’ root directory.
The thing is, that .provides file is right where it says I should put it. So I’m not sure why it’s telling me there’s no file there. Any ideas?
Hi how is this project going? Have you gotten anywhere with the plans for bittorrent? also as a side question i was wondering if someone was to make a series of games, like part 1 - 6 or something could they use this launcher as a sort of main/series launcher and have it so the users could download/update/play all of the games in the series from the one launcher or would they need to do it with one launcher per game?
yea a video tutorial would be awesome
i get this upon compiling the LaunchPad.Launcher but if i compile the utilities it works perfectly. On visual studio community 2015
. I cant even run the exe directly even through it does get generated in that directory
@
bump how do i fix this error? is this application still supported by its developers?..
Hi Dark,
I apologize for the late reply. The UE forums are not very good at sending notifications.
Try the proposed solution here on Stack Overflow: c# - Debug Target Is Missing? - Stack Overflow
I haven’t had this issue, and I can’t see anything obviously wrong.
Hi Jakal,
BitTorrent support is still in the works, but hasn’t seen any love in a long while. It may still happen (the framework is there, just needs a good library), but not anytime soon. As for multiple games, Launchpad is made with a single game in mind. You’d need to either rewrite the UI or release one launcher for each game.
Which language is this written in? Does visual studio community 2015 work? I cant seem to resolve the issue i tried setting it startup project, recompiling it all. i cant seem to figure out which file to manually edit with notepad++ to double check the file paths. Also my visual studio compiles with the following warnings. Is there a certain package i need to make sure i install when i install Visual Studio?
Are there any special settings i need to configure?
1>------ Rebuild All started: Project: Launchpad.Launcher, Configuration: Debug x86 ------
2>------ Rebuild All started: Project: Launchpad.Utilities, Configuration: Debug x86 ------
2> Launchpad.Utilities -> E:\Users\dark5\Desktop\Launchpad-master\Launchpad.Utilities\bin\Debug\Launchpad.Utilities.exe
2> Running Code Analysis...
2>E:\Users\dark5\Desktop\Launchpad-master\Launchpad.Utilities\Handlers\ManifestHandler.cs(98): warning CA2202: Microsoft.Usage : Object 'checksumStream' can be disposed more than once in method 'ManifestHandler.GenerateManifest_Implementation(string, EManifestType)'. To avoid generating a System.ObjectDisposedException you should not call Dispose more than one time on an object.: Lines: 98, 99
2>E:\Users\dark5\Desktop\Launchpad-master\Launchpad.Utilities\Handlers\ManifestHandler.cs(98): warning CA2202: Microsoft.Usage : Object 'tw' can be disposed more than once in method 'ManifestHandler.GenerateManifest_Implementation(string, EManifestType)'. To avoid generating a System.ObjectDisposedException you should not call Dispose more than one time on an object.: Lines: 98
2> Code Analysis Complete -- 0 error(s), 2 warning(s)
1> Launchpad.Launcher -> E:\Users\dark5\Desktop\Launchpad-master\Launchpad.Launcher\bin\Debug\Launchpad.exe
1> Running Code Analysis...
1>E:\Users\dark5\Desktop\Launchpad-master\Launchpad.Launcher\Handlers\ConfigHandler.cs(416): warning CA2202: Microsoft.Usage : Object 'fs' can be disposed more than once in method 'ConfigHandler.InitializeGameArgumentsFile()'. To avoid generating a System.ObjectDisposedException you should not call Dispose more than one time on an object.: Lines: 416
1>E:\Users\dark5\Desktop\Launchpad-master\Launchpad.Launcher\Handlers\LauncherHandler.cs(194): warning CA2202: Microsoft.Usage : Object 'resourceStream' can be disposed more than once in method 'LauncherHandler.GetUpdateScriptSource()'. To avoid generating a System.ObjectDisposedException you should not call Dispose more than one time on an object.: Lines: 194
1>MSBUILD : warning CA1001: Microsoft.Design : Implement IDisposable on 'Changelog' because it creates members of the following IDisposable types: 'WebView'. If 'Changelog' has previously shipped, adding new members that implement IDisposable to this type is considered a breaking change to existing consumers.
1>MSBUILD : warning CA1001: Microsoft.Design : Implement IDisposable on 'WindowsBrowser' because it creates members of the following IDisposable types: 'WebBrowser', 'Viewport', 'Socket'. If 'WindowsBrowser' has previously shipped, adding new members that implement IDisposable to this type is considered a breaking change to existing consumers.
1>MSBUILD : warning CA1060: Microsoft.Design : Because it is a P/Invoke method, 'WindowsBrowser.SetParent(IntPtr, IntPtr)' should be defined in a class named NativeMethods, SafeNativeMethods, or UnsafeNativeMethods.
1> Code Analysis Complete -- 0 error(s), 5 warning(s)
========== Rebuild All: 2 succeeded, 0 failed, 0 skipped ==========
Launchpad is written in C#. I don’t see any errors in the build, and you should have output files in "E:\Users\dark5\Desktop\Launchpad-master\Launchpad.Launcher\bin\Debug".
yes you are correct but it crashes when i run the launchpad.exe. Directly from the folder . Are there any things i need to check-mark when i install visual studio to properly compile this? Screen capture - 5f0c58bee0f2b013039315596218d175 - Gyazo
I’m going to need a little more to go on. Could you upload launchpad.log to gist and run the launcher through VS in debug mode and tell me what happens?
i will record a video of my desktop of downloading a fresh copy and trying to run it the source code one and upload it to YouTube and upload the log . Give me a bit. Also the log file is completely empty after running the exe in the gyazo above
Had the same issue as Dark583. Log is empty nothing shows up but files get built just fine. No idea tbh. Probably the GTK doing something weird causing it to fail on us. This was Win10 Pro x64 latest.
Writing my own custom solution with WPF since I do not need this to work on Linux machines. The title will be Windows Only, so no bother
I’m afraid I can’t do anything without more information. I really need to see stack traces and exception information from debugging - without those, I can’t help or fix anything It works on my end, and I can’t reproduce the issue.
One thing to make sure is that you’re not compiling it as a 64-bit application - GTK# on Windows cannot handle 64-bit builds at the moment.
Also, why no Linux release? We need more games over here
Even compiling at x86 didnt work. But like I said no problem not going to bother. The reason there will be no Linux is simple, DX11 / DX12 optimisations etc. we are focusing on PC and DirectX for this title. The drawbacks of having to multi dev against OpenGL and DX at the same time is just too big right now for our small dev team. So while I share your sentiment on using Linux ( I myself run all serverside code on Linux exclusively) as a backend developer we won’t be bringing it to Gnome or the like for the reason above and additionally the player base who would play on linux is just too tiny.
Anyways this isn’t a “we hate linux” decision but rather a we need to focus on delivering the best experience we can before we delve into the world of cross platform gaming etc.
Ah, too bad. Good luck with your game anyway OpenGL and Vulkan is where it’s at, drop DX is what I say
Hi ,
We’re developing an application for architectural visualization that will work on a project, essentially as a leasing tool to communicate available lots to prospective clients.
We’re currently trying to figure out if there is a way to allow the leasing department to make changes on their versions of the app, that can then automatically update the version on the FTP server that other users can then download.
Is this something that the launchpad has the potential of doing?
Thanks