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Just wondering if the GOGLauncher can be modified so that it uses parameters when running the game exe.

See, I'm sure the GOGLauncher does something for compatibility, but say you want to use Jedi Knight or Mysteries of the Sith with mods, you need to use a shortcut to the game exe with the -Path <mod folder> parameter. As such you can only do this by using a shortcut that calls the exe directly, avoiding the GOGLauncher.

I know this is probably very minor, but is it possible to still call the parameters when using the GOGLauncher, by modifying it in some way?
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korell: Just wondering if the GOGLauncher can be modified so that it uses parameters when running the game exe.

See, I'm sure the GOGLauncher does something for compatibility, but say you want to use Jedi Knight or Mysteries of the Sith with mods, you need to use a shortcut to the game exe with the -Path <mod folder> parameter. As such you can only do this by using a shortcut that calls the exe directly, avoiding the GOGLauncher.

I know this is probably very minor, but is it possible to still call the parameters when using the GOGLauncher, by modifying it in some way?
The -devmode parameter doesn't work - so it doesn't look like it =\

As you said - you'll have to make your own shortcut - bypass the GoG launcher - and use the other 3D accelerator fixes, etc
Well, opening GOGLauncher.exe in a HEX editor and having a look around didn't result in anything. But I did notice that the GOG shortcut links to the GOGLauncher passing a number to it. Searching that number in registry points to the correct game, with a target of the GOGLauncher.dll file.

Now opening the GOGLauncher.dll file in a HEX editor does show something that may be promising. It lists the game executable and arguments. For instance, for Mysteries of the Sith, opening the GOGLauncher.dll file at offset 039672 to 39698, the text equivalent states: path="jkm.exe" arguments=""

So, would adding some arguments here allow a MOD path to be specified so that the GOGLauncher runs it?

EDIT: No, didn't work. :( Hmm.
Post edited February 13, 2015 by korell
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korell: Well, opening GOGLauncher.exe in a HEX editor and having a look around didn't result in anything. But I did notice that the GOG shortcut links to the GOGLauncher passing a number to it. Searching that number in registry points to the correct game, with a target of the GOGLauncher.dll file.
Doesn't the game folder contain a .info file? That usually contains the script for Galaxy-launcher-enabled games. Not sure if this is one, but if it has a GOG launcher, perhaps it works on the same principle?
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Spinorial: Doesn't the game folder contain a .info file? That usually contains the script for Galaxy-launcher-enabled games. Not sure if this is one, but if it has a GOG launcher, perhaps it works on the same principle?
There is an info file, yes, which also lists things like game title, executable and arguments. (In fact, it looks very similar to those text files that Steam uses in the steamapps folder). I've not used GOG Galaxy yet though, so I'm not familiar with how it works.

I'm at work at the moment but I'll try adding an arguments line to that file when I get back home and see if it does anything. Got to be worth a try.
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Spinorial: Doesn't the game folder contain a .info file? That usually contains the script for Galaxy-launcher-enabled games. Not sure if this is one, but if it has a GOG launcher, perhaps it works on the same principle?
Didn't work. Tried using an argument value of "-Path Mod" and "Path Mod" but neither worked. :(
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Spinorial: Doesn't the game folder contain a .info file? That usually contains the script for Galaxy-launcher-enabled games. Not sure if this is one, but if it has a GOG launcher, perhaps it works on the same principle?
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korell: Didn't work. Tried using an argument value of "-Path Mod" and "Path Mod" but neither worked. :(
I'm pretty sure there was a way to pass arguments in there, I remember testing things out in AvP. Still, you can spare yourself the trouble and just use a .lnk shortcut in the file. See https://www.gog.com/forum/aliens_versus_predator_classic_2000/run_windowed
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Spinorial: I'm pretty sure there was a way to pass arguments in there, I remember testing things out in AvP. Still, you can spare yourself the trouble and just use a .lnk shortcut in the file. See https://www.gog.com/forum/aliens_versus_predator_classic_2000/run_windowed
Well, nice idea but it didn't work either. I'm guessing because Mysteries of the Sith isn't a GOG Galaxy game. Maybe when Galaxy is released and all GOG games can be played through it then it might work (I'm guessing that these .info files are being provided now for when Galaxy is fully released). But at the moment, it isn't firing off the .lnk file or the arguments.

What I was trying to do was to use a high res texture mod with MotS. When I run the link with the -Path Mod parameter added to it, you can tell immediately with some objects that their textures are improved versions. But whenever running it with the GOGLauncher (just in case it applies fixes and such that are otherwise missed out by running the game exe) it doesn't fire off the mod and the original textures are present.
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korell: Just wondering if the GOGLauncher can be modified so that it uses parameters when running the game exe.

See, I'm sure the GOGLauncher does something for compatibility, but say you want to use Jedi Knight or Mysteries of the Sith with mods, you need to use a shortcut to the game exe with the -Path <mod folder> parameter. As such you can only do this by using a shortcut that calls the exe directly, avoiding the GOGLauncher.

I know this is probably very minor, but is it possible to still call the parameters when using the GOGLauncher, by modifying it in some way?
I got the answer I've seen it in the Aliens vs Predator Classic 2000 hang on

You will have to encapsulate the mod within double quotes
Post edited March 09, 2015 by smrtgi19
hey its adding my new posts to one user as editing, i love gog.com
I'm trying to get the command parameters to work but for windowed mode instead of mods.

I tried entering what it said on the PCGaming Wiki
[url=]http://pcgamingwiki.com/wiki/Star_Wars:_Jedi_Knight_%E2%80%93_Dark_Forces_II[/url]
and the advanced tab refused to show itself.

Anybody got an idea what I did wrong?
Post edited April 19, 2015 by darthrevan1234
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darthrevan1234: I'm trying to get the command parameters to work but for windowed mode instead of mods.

I tried entering what it said on the PCGaming Wiki
[url=]http://pcgamingwiki.com/wiki/Star_Wars:_Jedi_Knight_%E2%80%93_Dark_Forces_II[/url]
and the advanced tab refused to show itself.

Anybody got an idea what I did wrong?
Try dgVoddoo. You can select window mode in dgVoodooSetup.

http://postimg.org/image/h5dwb1hgt/full/

http://dege.freeweb.hu/
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darthrevan1234: I'm trying to get the command parameters to work but for windowed mode instead of mods.

I tried entering what it said on the PCGaming Wiki
[url=]http://pcgamingwiki.com/wiki/Star_Wars:_Jedi_Knight_%E2%80%93_Dark_Forces_II[/url]
and the advanced tab refused to show itself.

Anybody got an idea what I did wrong?
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teleguy: Try dgVoddoo. You can select window mode in dgVoodooSetup.

http://postimg.org/image/h5dwb1hgt/full/

http://dege.freeweb.hu/
Ah thanks :)

Not quite sure what I have to do to get it in windowed mode, though I may be doing it wrong.

Edit: I'm not really an expert with these kind of things. Mind helping me?
Post edited April 19, 2015 by darthrevan1234
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teleguy: Try dgVoddoo. You can select window mode in dgVoodooSetup.

http://postimg.org/image/h5dwb1hgt/full/

http://dege.freeweb.hu/
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darthrevan1234: Ah thanks :)

Not quite sure what I have to do to get it in windowed mode, though I may be doing it wrong.

Edit: I'm not really an expert with these kind of things. Mind helping me?
Copy D3DImm.dll, DDraw.dll and dgVoodooSetup.exe to the game directory. Then run dgVoodooSetup.exe. Select the current directory by clicking on .\ and choose "Windowed" mode and Scaling mode "Unspecified" then click on Apply or OK. If everything went right a dgVoodoo.conf file in should appear in the JK directory.
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darthrevan1234: Ah thanks :)

Not quite sure what I have to do to get it in windowed mode, though I may be doing it wrong.

Edit: I'm not really an expert with these kind of things. Mind helping me?
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teleguy: Copy D3DImm.dll, DDraw.dll and dgVoodooSetup.exe to the game directory. Then run dgVoodooSetup.exe. Select the current directory by clicking on .\ and choose "Windowed" mode and Scaling mode "Unspecified" then click on Apply or OK. If everything went right a dgVoodoo.conf file in should appear in the JK directory.
Just done it now. Thanks for the help :)