Steam Workshop

Forum for alternative clients, mods & discussions on the same.
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derkami
Posts: 198
Joined: Thu Jun 02, 2016 11:28 pm

Re: Steam Workshop

Post by derkami »

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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EnderWiggin
Posts: 1156
Joined: Sat Mar 20, 2010 8:23 pm

Re: Steam Workshop

Post by EnderWiggin »

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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derkami
Posts: 198
Joined: Thu Jun 02, 2016 11:28 pm

Re: Steam Workshop

Post by derkami »

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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loftar
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Joined: Fri Apr 03, 2009 7:05 am
Location: Your character database

Re: Steam Workshop

Post by loftar »

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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EnderWiggin
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Joined: Sat Mar 20, 2010 8:23 pm

Re: Steam Workshop

Post by EnderWiggin »

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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derkami
Posts: 198
Joined: Thu Jun 02, 2016 11:28 pm

Re: Steam Workshop

Post by derkami »

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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Nightdawg
Posts: 2637
Joined: Fri Feb 28, 2020 12:31 am

Re: Steam Workshop

Post by Nightdawg »

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.
jorb wrote: I do not want to over-promise or hype up stuff that could be months out.
"Our primary development direction is toward object-controlled-objects"
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Luno
Posts: 403
Joined: Fri Feb 04, 2022 3:10 pm

Re: Steam Workshop

Post by Luno »

how can i multi client on steam PLEASE
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524u
Posts: 173
Joined: Wed Nov 17, 2010 2:23 pm

Re: Steam Workshop

Post by 524u »

Please Lofar, update your workshop-client.properties example

You have updated Main-class in build.xml in this commit https://github.com/dolda2000/hafen-clie ... c871a75293

Code: Select all

name=Custom client
description=Some description
preview-image=image.png
visibility=public
workshop-id=XXX

main-class=haven.Client # <-- New change
class-path=hafen.jar
sysprop.haven.errorurl=stderr
B)

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