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Request: Please Add Steam Link Support #60
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Steam probably sees that the Reloaded launcher dies and calls it quits since you're launching the launcher which launches the game just as you said. Consider trying to more permanently attach Reloaded by loading it through a 3rd party DLL Loader. I've considered problems like this might arise so I went out of my way to make Reloaded loadable in multiple ways. |
Thanks for the quick response! Ok, so I went through the process of deploying the ASI Loader and added some-game.exe as a non stream game again. Unfortunately it gives me the same result, where it shows the cmd window and then closes. It does this every time now, whereas before it sometimes wouldn't even show the cmd window. Did I follow your suggestion correctly? What did you mean by a third party dll loader? Did you have a specific one in mind? |
When you press What then happens is if you launch the game normally, outside Reloaded, Ultimate ASI Loader will load the mod as a plugin as soon as the game tries to use any common API (like DirectX, DirectInput etc.). When you first deploy the ASI loader it tells you the DLL name that gets put in the game directory. |
Currently, if I add the following target as a non-steam game in steam
and then attempt to play this non-steam game remotely through my Steam Link, sometimes I see the command prompt window (the window is labeled "some-game.exe"), then it closes and Steam shows the Big Picture menu again. If I alt+tab, I can confirm that the game was never launched. Other times I don't even see the command prompt window, Steam Big Picture just shows the "play game" button as if I never clicked it.
Playing through Steam Big Picture works fine if I am playing at my computer. This problem only occurs when playing remotely through the Steam Link mobile app or to a Steam Link device.
It seems like Steam Big Picture (especially when connected to Steam Link) thinks that the game is closing, when in reality it needs to launch twice, so to speak. I figure that this use case was never considered in the development of Reloaded II, so I am intentionally adding this as a feature request and not a bug.
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