Steam Workshop

Forum for alternative clients, mods & discussions on the same.

Re: Steam Workshop

Postby derkami » Mon Nov 04, 2024 9:53 am

I don't know what exactly it is but it looks like starting via "direct launch" is mixing up the code.
For example I replaced the loginscreen but with the same resource name, just in a different jar file. when launched outside steam (directly) everything's fine.
But on steam I had to rename the resource.

There are also strange bugs where on my steam release the distance to a quest giver is not displayed while it is on non steam version.
I'm using the exact same build so it's not that.
In any case I'll probably migrate to chained launch soon. '

Would be cool to hear if anyone else had some trouble with their direct launch approach or if I am doing something wrong, which I kind of hope.
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Re: Steam Workshop

Postby EnderWiggin » Mon Nov 04, 2024 11:45 am

derkami wrote:I don't know what exactly it is but it looks like starting via "direct launch" is mixing up the code.
For example I replaced the loginscreen but with the same resource name, just in a different jar file. when launched outside steam (directly) everything's fine.
But on steam I had to rename the resource.

There are also strange bugs where on my steam release the distance to a quest giver is not displayed while it is on non steam version.
I'm using the exact same build so it's not that.
In any case I'll probably migrate to chained launch soon. '

Would be cool to hear if anyone else had some trouble with their direct launch approach or if I am doing something wrong, which I kind of hope.

When you direct launch default resource jar is already loaded before your custom ones and takes precedence when seeking for resources. When you launch directly, it loads them in order you specified in your manifest, so custom one is likely first.
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Re: Steam Workshop

Postby derkami » Mon Nov 04, 2024 12:27 pm

That's what I though, at least for the resources.
But that doesn't really explain why the quest giver arrow is not working on steam direct launch but is on normal launch, except this is also a resource which overrides custom behaviour because of preloading.

Thanks!
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Re: Steam Workshop

Postby loftar » Mon Nov 04, 2024 7:00 pm

EnderWiggin wrote:When you direct launch default resource jar is already loaded before your custom ones and takes precedence when seeking for resources. When you launch directly, it loads them in order you specified in your manifest, so custom one is likely first.

Hmm, there is supposed to be code in the Workshop launcher specifically to "remove" code and resources from the default Jar files from the classpath. Is that not working correctly? It seemed to be when I tested it. The code in question is WorkshopLauncher.ClassUnloader.
"Object-oriented design is the roman numerals of computing." -- Rob Pike
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Re: Steam Workshop

Postby EnderWiggin » Mon Nov 04, 2024 7:09 pm

loftar wrote:
EnderWiggin wrote:When you direct launch default resource jar is already loaded before your custom ones and takes precedence when seeking for resources. When you launch directly, it loads them in order you specified in your manifest, so custom one is likely first.

Hmm, there is supposed to be code in the Workshop launcher specifically to "remove" code and resources from the default Jar files from the classpath. Is that not working correctly? It seemed to be when I tested it. The code in question is WorkshopLauncher.ClassUnloader.

oh, really? I didn't ACTUALLY check if that was the case - my statement was more of a logical guess.
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Re: Steam Workshop

Postby derkami » Fri Nov 15, 2024 11:19 pm

loftar wrote:
EnderWiggin wrote:When you direct launch default resource jar is already loaded before your custom ones and takes precedence when seeking for resources. When you launch directly, it loads them in order you specified in your manifest, so custom one is likely first.

Hmm, there is supposed to be code in the Workshop launcher specifically to "remove" code and resources from the default Jar files from the classpath. Is that not working correctly? It seemed to be when I tested it. The code in question is WorkshopLauncher.ClassUnloader.

It doesn't work.
Code from vanilla get's mixed up with my client and breaks stuff.
I either need to upload with chain launching or you need to fix that behaviour.
I've switched to chain launching.
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Re: Steam Workshop

Postby Nightdawg » Sun Feb 09, 2025 12:21 am

This crap took me way too long to figure out, even with the help of 3 different people, and now I really wonder how I even managed to make a custom client in the first place.
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