Playnite issues

GitHub is home to over 50 million developers working together to host and review code, manage projects, and build software together. Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community. Already on GitHub? Sign in to your account. Currently, all games are isolated from one another, and there is absolutely no way or method for Playnite to reasonably discriminate between a game that uses the same application but different arguments such as Doom 3, which uses launch arguments to launch expansions and an entirely different game.

Similarly, Playnite has no reasonable method by which to deal with mods. These games are ideal examples as the perfectly represent how each extreme affects and manifests itself on and in Playnite.

First, and I believe most importantly, we should take a look at Doom 3 Resurrection of Evil. Doom 3 runs perfectly, and has no issues, with Playnite. But Resurrection of Evil has a few problems.

As a comparison, here's a list of things you ideally want to happen:. So the problems should be somewhat obvious, but for those of you who don't notice them: Playnite cannot detect Doom 3 Resurrection of Evil, and cannot easily launch it without modifications to the launch procedure launch arguments. Similarly, Playnite sees it no differently than the main Doom 3 game. This creates issues in that the game "profile" must be based on the original game's profile, and the user must, themself, discriminate between the base game and the expansion.

Indeed, the issue is minimal, but Playnite can minimize this fairly easily, and in doing so, not too far from being able to implement rudimentary modding support. The root of the tree will by default be the base game. The user can change what this root will be, but the other games will thus be children of this. If we are talking just about ability to launch the game with different arguments to start expansion or modthen that's what Other Actions are for. For example Age of Empires 3 uses them to launch expansions Steam version :.

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But I understand that this is not ideal because they are not handled by Playnite as separate games you can't search for them, time tracking doesn't work etc. Adding option to specify expansions, mods, DLCs and other sub-content under a game entry is definitely a possibility and I like the idea. Also this is somewhat similar to andat least I'm guessing that implementation would end up looking similar. We should handle all three of theses issues at the same time.

In regards to Doom 3, are you talking about Steam versions?

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Because they are properly detected on my machine as separate games and launch without any issue independently of each other. Can you open separate issue for this please? For Doom 3 I was specifically talking about the non-Steam version as the Steam version is, as you said, properly handled. And yes, ideally this issue should make and obsolete in that it addresses the issue, and I believe this can do it in a far more elegant manner. My idea is mostly to allow Playnite to properly handle nesting.

This could also enable better integration of non-standard games such as OpenMW or OpenRA, where the game is both different and identical to another.

Think of it as a long-term solution to and Similarly it could be used to address a portion of the issue in that you could very easily implement playlist linking.Including game emulation support, providing one unified interface for your games.

How do i transfer playnite data to another PC?

I want to transfer my playnite data, like my games and game images and settings to another PC. How do i do that? You can download 'Backup and Sync from Google' and sync the library folder with your google drive.

playnite issues

That will upload all your games and playtime to the cloud automatically. I've just tackled this myself today. I've chosen to go for the Portable version of Playnite I'm new to Portable software but this info really helped explain it for me. I then just have a folder with all the software that i want to use on multiple machines, including Playnite, synced through google's 'Backup and Sync'.

Let me just mention that it wasn't very clear what the 'Portable version of Playnite' was on Github.

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This is mainly because it appears that they assume you know what you're looking for if you really want a portable build. TL;DR the portable build is the. See this page. You need to move your library folder and settings files. Location depends on whether you are using portable version or not. Use of this site constitutes acceptance of our User Agreement and Privacy Policy. All rights reserved. Want to join? Log in or sign up in seconds.

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Post a comment! Create an account. The others have all also been correct answers :.GitHub is home to over 50 million developers working together to host and review code, manage projects, and build software together. Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

Already on GitHub? Sign in to your account. Describe the solution you'd like Hi, we'd like to use PlayNite as the front end to a gaming kiosk open to the public and unattended by staff. So we really need to lock it down and prevent people from being able to mess with settings, uninstall games, change steam account, etc. I've been trying fullscreen mode with gamepad, and as far as I can tell there isn't any way to use gamepad to access any settings or uninstall games, which is good.

When 5.

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Screenshots If applicable, add screenshots to help explain requested changes. This is duplicate to You might be able to disable some functionality via themes in 5. We need to add native support for this "read-only" operation mode. I read that earlier ticket, and I don't think it's quite the same, which is why I opened a new one.

The earlier ticket needs to lock down desktop mode and used with keyboard and mouse which is considerably more difficult. My ticket is partly a question: If I restrict things to fullscreen mode and gamepad only, what are the ways people can break the kiosk?

Is this true? So I'd like to ask if there is any way to disable that menu. You would definitely need to modify the application itself to achieve what your are trying to do, just modifying the theme won't be enough to block everything like settings menu, or game menus.

Oh, ok. Is there any legacy documentation on themes in 4. Or I'd still need to modify code and build myself? Are the button mappings hardcoded or are they rebindable in a settings file somewhere?

playnite issues

If I could rebind select and home to do nothing, that would also work. Fullscreen mode doesn't support themes in 4. You would have to modify and build your own version of Playnite. Your build page specifies VS Will it open and build on the latest VS Community Edition? I guess you you're probably not merging any sort of changes in 4. Ok, so after downloading the Win10 dev environment VM, getting the source, setting everything up, doing a test build, etc, I do some text searches to look for where to begin.

I didn't need to modify and build after all. Changing Playnite. Those are set in the fullscreen window xaml. Commenting out the escape menu section in Playnite. Which seems to serve my purpose just fine in preventing players from exiting Playnite or accessing the settings via controller. I will do more testing Skip to content.

Dismiss Join GitHub today GitHub is home to over 50 million developers working together to host and review code, manage projects, and build software together. Sign up. New issue.Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

Already on GitHub? Sign in to your account. Skip to content. Built-in theme change tracker opened Jul 26, by JosefNemec.

Labels 14 Milestones 3. Labels 14 Milestones 3 New issue. Steam user reviews enhancement opened Jul 11, by noyouh. Show last played game in Playnite when launching the game from the system tray icon opened Jul 10, by SlipperyJim. Edit Game Details Window Problem with saving scores when saving by pressing enter bug opened Jul 7, by V0idhead. Why PES won't open through playnite? Remember selected game on restart enhancement opened Jun 30, by Flare 1 of 1. Some downloaded images via Google get a guid as extension bug opened Jun 30, by darklinkpower.

Something to standardize downloaded metadata similar to Calibre's tag mapper enhancement opened Jun 26, by chocolatechipcats. Drag and drop to explorer panel enhancement opened Jun 24, by SaltySamurai. Import cover image by aspect ratio enhancement opened Jun 18, by tomblind.

Crash on trying to run game bug opened Jun 16, by IrritatedGoat. Importing collections from Itch enhancement opened Jun 14, by thepaperpilot. Windowed fullscreen playnite enhancement opened Jun 14, by Zuchter. Option to turn off wireless controller enhancement opened Jun 14, by JosefNemec.

Playnite freezes after clicking install in itch. Previous 1 2 3 4 5 … 18 19 Next. Previous Next. You signed in with another tab or window. Reload to refresh your session. You signed out in another tab or window.Lacro59 Offline. Informations The plugin "Success Story" get and shows achievements in your language configuration of exit on the store : Many graphic for your evolution in specific game.

Many filter available. Multiple options for integrate in Playnite interface. I'ts possible to localize the plugin on Github Warnings Update the database in settings menu, if there is no achievements. Restart the application if there is a problem with interface integration. Problem with interface integration on change with other view. Restart after change with over view. The interface integration don't start on Playnite run but after the next game selection.

The interface integration works correctly with the classic theme and custom theme based on it. A another custum theme can have indesirable. If a problem with achievements database, reset it in settings menu. For Steam, it's necessary to passe "games details" to "public" and wait may long minutes: steam settings The plugin uses other plugin and parameters from Playnite.

If there is a problem, update my another plugins also. Kingsmob Offline. I assumed I just drop it in the Extensions folder but when I restarted Playnite it wasn't in the extension list. Should I be doing something else? Any help you can give would me much appreciated. Lacro59 Wrote: hi, This is a alpha release from a generic plugin: "SuccessStory". It shows the game achievements.

The plugin uses other plugin and parameters from Playnite. Changelog v0. Great extension! Some issues I found: 1. This error happens when checking a game that doesn't have achievements. Also "infomations" is a typo, it should be written as "Information". And I was wondering if the "GameIcon" column could be changed to just "Icon" since it cuts because it's too long.

The "Total Achievements" term is wrong, since it currently counts the Locked Achievements, not total. And an idea: I think it would be great if there was a search box to quickly find the game you want since it can be difficult searching manually if the list is long.

I also don't know if it would be possible in the future to sort by percentage of achievements unlocked and by number of achievements unlocked.GitHub is home to over 50 million developers working together to host and review code, manage projects, and build software together. Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

Already on GitHub? Sign in to your account. It does not find it when scanning the folder. It worked for me previously, so I'm not sure if it was a Retroarch update or a Playnite update that changed it, sorry. You need to have some RetroArch cores downloaded, Playnite only detects and creates RetroArch profiles based on installed cores. Can you check if some cores are present in RetroArch's cores directory?

Thanks for investigating. Ah, that's maybe a real specific case for me then because I do have cores, but I've moved the cores directory to a Onedrive folder and redirected the path within Retroarch to that path.

This was for easy savestate compatibility between devices. I also have the saves and savestates in Onedrive. If the only difference is the location of RetroArch installation 1.

Playnite currently doesn't report any errors if it's unable to scan folder for some reason the reason usually being insufficient access rights. You may also try running Playnite as administrator or try to install 1. I guess since you look at which cores are installed, the only way to fix this specific problem would be to look at the config file of retroarch for where the cores folder is set, and use that information to find which cores are installed.

Well if the issue was the access rights then I'm not sure that there's anything we can do about it from Playnite's side. It wasn't the access rights, or at least I changed them to match and that didn't work. I don't think I adequately described it all. I reset my pc, lost all files. I did not download any cores or set it up past installing it.

playnite issues

I see, that explains it. Playnite only looks for cores inside of RetroArch's installation folder, in cores subfolder. There's currently no option to specify different core directory.

Adding reference to This should be handled by RetroArch plugin once is imlpemented. Skip to content. Dismiss Join GitHub today GitHub is home to over 50 million developers working together to host and review code, manage projects, and build software together. Sign up. New issue. Jump to bottom.GitHub is home to over 50 million developers working together to host and review code, manage projects, and build software together.

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community. Already on GitHub? Sign in to your account. To have an overlay in a non-Steam or another launcher with an overlay game, you have to add every single game as a shortcut to get the overlay. This makes it frustrating for people who want an overlay in every game, but don't want to fiddle with another launcher's overlay.

So a built-in Playnite overlay with the time, a web browser and integrated would be super useful. I think using Firefox or a version of it would be a good idea for the browser.

Gecko is very fast. Also, CefSharp claims to have superior performance. Why help the Chromium monopoly? Also, you could probably used a very stripped down version of Gecko for better performance? CefSharp is by far more mature project with superior WPF integration at least it was when I was integrating it into Playnitewhich is critical for Playnite.

Overall don't expect in-game overlay any time soon since it's quite complex feature and I don't have necessary OpenGL, DirectX and Vulkan knowledge to implement it reliably and efficiently and currently I don't have enough time learn it, although I would like to.

Somebody else would have to do it. PopeRigby That's opinionated. It would just take a tremendous amount of work to use it, because Playnite already uses CefSharp. If anything, this should be made a seperate issue, since it's not much related with in-game overlays.

I'll admit I don't know much about web rendering engines. I was suggesting Gecko because it seems to be very fast and Chromium has a monopoly on the engine market. If you do go down the Chromium path, please use ungoogled-chromium since it removes the tracking and all the google spyware. Mantaining, bug fixing and developing for all the different Graphics APIs would be a nightmare, why not just use something that already exists and is developed by another party and has all the features people want?

An exclusive Overlay, while a good idea, would be a waste of resources considering Crow is almost the sole developer of Playnite. Launching all games via Steam would come with some serious disadvantages mainly in terms of play time tracking. I also don't like an idea of some Playnite feature being directly tied to another launcher unless it's a game import.


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