Age | Commit message (Collapse) | Author |
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When the game is running the buttons will go from saying "Launch" to
"Running" and the buttons will also disable, so you can't run the game
multiple times, avoiding a lot of issues.
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Overall we should now be able to find the latest version of Proton, the
Prefix, and everything a like, all automatically.
Albeit launching is sort of iffy, and seems to work, but with some
issues that seem to be caused mostly by my system.
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extras/findgame.js is now extras/find.js, as it now also is able to find
the prefix of your Steam install and the path to Origin. Generally
speaking you can technically launch the game right now, both Vanilla and
Northstar (from what I can tell), albeit Wine is being weird for me
currently and leads to the game freezing while it's loading, or simply
never running because Origin is technically already running in the
background.
Maybe I should add a "kill" function to the launch screen. Besides that
some status text would also be nice i.e change "Launch" to "Launching",
to make sure the user doesn't think Viper isn't doing anything.
On the Windows side of things I also made the NS Launch use
"Titanfall2.exe -northstar" instead of "NorthstarLauncher.exe" to
prevent some authentication issues, I haven't tested it yet, and will do
later, we unfortunately can't do that on Linux as "-northstar" never
gets passed, hence why we manually have to launch Origin and everything.
Overall needs more testing, and not complete. As I'm still missing a way
to find Proton, which would in the end lead to a hassle free experience.
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This only has GUI elements, and slight changes to the utils.launch()
function, but none that would result in anything working yet.
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Because viper.json doesn't exist it also means settings.gamepath is
null, which triggers the gamepathlost message.
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I don't really understand why or how anything broke, all I know is this
fixes it, and I don't know how to feel about this madness.
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This is for the sake of UX, as a user might be confused about why it
doesn't work as they may not notice that they've to turn off auto-detect
language first.
Because of this Settings.switch() now has a state value, and if you
provide a DOM element as the element arg it now uses that to know what
to toggle, before we used to just provide a number, which made sense for
generating the onclick events, but not for this task...
This whole thing was brought up because of #115
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* New Spanish strings
#111
* Update es.json
Correction
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* [feat] add missing French translation keys
* missing french translations
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When Viper starts up it'll check to make sure the gamepath still exists,
and throws errors if not, it also redirects you to the first page (the
one where you can set the gamepath), and gives you an informative error.
This could happen because the user unmounted the drive the gamepath is
on, or it could happen if the user moved their game location.
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I've known about this bug for a bit but haven't been bothered to fix it,
essentially a language key was being logged instead of the string
attached to that key :p
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This allows someone to have their system in any language, and then have
Viper in a separate language. This is also useful for testing.
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bug: VDF not working on Flatpak Steam
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Slightly better UX I guess?
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For testing purposes I had the mod browser auto show on startup, that's
removed now, I also when refactoring some code forgot to change the name
of a function everywhere, leading to an error.
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Fully implemented (I think? Maybe there's an edge case?), albeit it's
missing "Updateable" and "Installed" filters, but they'll be added later
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I forgot about this when merging the VDF fix
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This overwrites viper.json and disables Viper updates, this is useful
when repackaging Viper for other formats we don't already support.
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Flatpak Steam has it's libraryfolders.vdf in a different location. This
checks should make it check for both.
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* added debug messages
* more debug logging
* even more debug logging
* removed debugging and fixed VDF problem maybe?
Apparently the libraryfolders.vdf doesn't always come with the same
values, sometimes it comes with the contentstatsid variable and other
times not, we assumed it always was there, and never checked for it,
this caused problems if it wasn't there. This should fix that...
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If a mod has the name of an already existing element some issues may
arise... So now we have all mod elements prefixed with "mod-" and we
also only search for elements inside #browserEntries, that should avoid
all issues...
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If the nsargs are edited by a third-party program or anything that isn't
Viper, the next time you launch Viper it'll reset the nsargs back to
what it was when you last opened it.
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Some users got confused about the "Change Game Path" label on the
startup page, thinking it was Viper asking the user to change the path,
to clear up that confusion we now just don't show that page on startup.
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#85
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I localized all strings for English, then went ahead and made array
options have a wider input and more word spacing, since they're all
space separated.
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When #87 was merged an unnoticed problem slipped in where if Viper was
running in a version that did not support auto-updates we would never
auto-update Northstar. Now that's fixed, and the nsupdate option is
completely implemented.
I also took the liberty of removing the auto-update option in the
settings page if Viper can't auto-update anyway, as it's useless if
that's not possible.
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Albeit with some caveats, due to the way electron-updater is setup, if
you're not on a version of Viper which supports auto-updates the event
which runs the NS Updater code will never be run, and hence it'll never
auto-update. This was also an issue before, but I only noticed it now.
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It actually saves settings, loads them properly and everything...
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refactor: i18n
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Albeit only frontend functionality, it doesn't actually save your
settings, it simply loads them, and Settings.get(), allows you to
convert them to a format that can be used to save settings.
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I added descriptions and options for excluding files.
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This only has the actual UI for the settings page in place, no actual
functionality has been implemented yet. I made several changes not
directly related to the settings page, such as changes the CSS color
variables to use RGB, as to easily add an alpha channel to colors. I
also changed the way the Browser is toggled in some respects and many
other changes that makes it easy to re-use the browser code to create
the settings UI
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variable
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#81
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This was due to me testing something, not actually supposed to be in
release builds...
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