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BLT 2 Update for BLT4Linux #79
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I was just thinking about this today.
I have some time before work tomorrow that I can take to see if any changes to the BLT native API are necessary for immediate compatibility with the BLT lua.
…---- On Tue, 05 Sep 2017 00:34:48 -0700 [email protected] wrote ----
May as well post it here, But I managed to port over the Base files from regular BLT to make it work on BLT4Linux. It admittedly wasn't that hard to do. I just had to delete calls relating to finding image files for mods.
Grab it here
The only downside is that because I've deleted the portion of the code that tells BLT to load images from mods, images don't load in the new swanky download manager.
The update isn't really necessary, but for those who want BLT 2 functionality in BLT4L, go nuts!
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So far, the only thing the loader appears to be missing is the ability to load icons from mods, but i'm sure you'll be able to find other things =) |
May I download and test this newer version? Many mods does not work with current version of BLT4L |
Go ahead. It's made to work, though BLT 2 got an update to make the update
system bit faster, so if you can hold off for a few hours, i'll update the
relevant files for BLT4L compatibility.
…On 6 September 2017 at 16:57, Kazenin ***@***.***> wrote:
May I download and test this newer version? Many mods does not work with
current version of BLT4L
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Okay, new version is up HERE ,not tested it as i'm not on my Linux partition at the moment. Gotta play Paladins somehow =) |
I will test here. By the way, I use Fedora 26 and I will feedback you later. Thanks, mate |
Okay, got onto my linux mint partition, and i made a boo boo: Here is the fixed version |
Well, I tested.. and the game does not open. Verifying with ldd:
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Make sure you have the 64-bit version installed, and then make sure that that package actually provides that file. Run You either have a newer or older version, and thus an incompatible libcrypto, or your ld and library path is mismanaged/misconfigured. |
@dribbleondo Do you have the source code and compile instructions? the pre built did not work for me. Thank you so much |
I should've clarified @Kazenin ,the loader is completely unchanged from BLT4L P1. the only thing that has changed is the files and folders within the "mods" folder. If you already have a working loader that you have compiled, then give that a go. |
Also: i do occur a strange error, because you commented out the base/req/BLTMod.lua
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I didn't think of that. I'll update my version to 2.2.2 later. @RomanHargrave I'd make a new prebuilt download (or nick the one I've made here) as some mods, once updated to be BLT 2 compatible, don't work at all on BLT 2 p1 or below. |
@dribbleondo I'll run off a new set of prebuilts @punkkeks BLT lua should be able to detect if its running with BLT4L because we have a version API. I need to let James know that so that we can at least get some compatibility |
awesome, thank you ❤️ |
Cheers @RomanHargrave . You da best. |
@dribbleondo @punkkeks @Kazenin Just to satisfy my curiosity, what distros do you guys use? |
Arch Linux |
Linux Mint 18.2. |
@dribbleondo @punkkeks @Kazenin @BangL @ZNixian @Ozymandias117 @leonardkoenig @blt4linux/website @blt4linux/developers I created a distro (mainly) survey: https://goo.gl/forms/7lxv8PBWpbiEyQUg1 It's also linked in the repo description. |
@RomanHargrave thanks for newer version. I compiled here and works great. But, some mods does not work yet. See the list: 1 - Assault survived and other BLT 2.x version mods. |
Do you know why they don't work? |
I don`t know but, all mods are detected by BLT and in game these mods does not work. the developer told me that it gave compatibility to version 2 of the BLT. So I believe this is the problem. |
Are you using version 2 of the BLT base? |
the base folder ? |
If I use the base folder from the newer version the "mod options" not appears |
using the old base folder is not an option at all, the new blt needs the new one. for more info about the mod options, see this: JamesWilko/Payday-2-BLT#140 |
Nice. I created new save files and all works correctly, except mods with xml config files. Thank you |
I've fixed it - it was a case of However, Lua crashes if I return About a built-in SystemFS: |
Okay, conclusion about systemfs:
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alright. good to be sure though |
oh and here is a screen of my previous logs, which lead me to the conclusion that its reversed: "Maps" and the both config.xml files existed, while the version.txt did not. so my latest tests on my root path have been blocked to to fs permissions, i guess. |
Huh, that's... odd. Are you sure you said SystemFS:exists not SystemFS.exists in your patch-thing? |
in the log i called :exists which returned false when it was true and true when it was false. when you define a function like this: |
but now as you say it, ..my 'fix' actually contains a bug indeed, i need to pass 'self' to 'real_exists()' |
In regards to arguments, Lua puts them on a stack like this:
When you want to get one of your arguments, you can either use a positive number, to count forwards from the first argument (or BLT was using |
right. i would rather take 2 though. you can be pretty sure everybody whos using SystemFS will call it using : cause thats how we have to do on windows as well. -1 would just lead into weird acting when someone puts too much params. |
ah but now i understand.. exists was handling the args as if it was called by . like on the file class. i see. |
Also, I found the solution to one of my other problems. Whenever I was returning the correct value, my game continued loading and crashed to desktop. Now I know it was Steam's fault, not BLT, it simplified stuff quite a bit. |
I can probably use some |
as of my understanding of lua, the cleanest way would be to take arg 2 and ignore any other. if those functions would be defined in lua, it would not care about too much args as well. |
Most of the C functions I've seen from Lua itself tend to |
Also blindly taking 2 args will probably crash to desktop if the user misses it or uses |
you can see it like this: the functions defined on 'io' and 'file' are completely static, while overkills SystemFS implementation is not having any static function, and always expects the own instance as first arg. since you implement it static, you just have to ignore the first argument. |
you can be pretty sure no one will ever call a SystemFS function using |
Just ignoring the first arg while checking the number/type of arguments seems reasonable. |
Come to think of it, this should probably have been a seperate issue. Almost about to make a PR. |
indeed, but one thing lead to another. |
great, so the io stuff is kinda solved as well. now were just missing file.DirectoryHash, file.FileHash and DB:create_entry :) |
What do |
will do.. |
May as well post it here, But I managed to port over the Base files from regular BLT to make it work on BLT4Linux. It admittedly wasn't that hard to do. I just had to delete calls relating to finding image files for mods.
Grab BLT4L 2.1 fix here
Grab BLT4L 2.2.1 fix (this is more up to date!)
The only downsides are that because I've deleted the portion of the code that tells BLT to load images from mods, images don't load in the new swanky download manager. Also no controller support in the download manager...
The update isn't really necessary, but for those who want BLT 2 functionality in BLT4L, go nuts!
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