Author Topic: Audiosurf World Tournament Program 1.6  (Read 7084 times)

Passerby

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Re: Audiosurf World Tournament Program 1.2
« Reply #45 on: August 28, 2010, 10:52:58 am »
How does this app locate where audiosurf is installed?



steam has a environment variable for the steam apps folder so im assuming it find steamapps than assumes AS is in the normal subfolder

S.

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Re: Audiosurf World Tournament Program 1.2
« Reply #46 on: August 28, 2010, 11:01:38 am »
So is it possible that that variable does not exist?
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lavacano201014

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Re: Audiosurf World Tournament Program 1.2
« Reply #47 on: August 28, 2010, 11:06:57 am »
So is it possible that that variable does not exist?

Could be. In which case he'd need to launch Audiosurf through the Steam program (so NOT a shortcut). And if that didn't work, maybe install and launch a different game (I hear everyone and their grandma has CS:S these days)

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Mincus

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Re: Audiosurf World Tournament Program 1.2
« Reply #48 on: August 28, 2010, 11:15:53 am »
So is it possible that that variable does not exist?

It's a registry key Steam will create when run if it's missing.
AFAIK it's not possible to run Audiosurf without Steam running.
So, unless you run Steam then delete the registry key, it should be impossible to cause the "can't find Audiosurf's path" with a legal version of Audiosurf.

fergtm

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Re: Audiosurf World Tournament Program 1.2
« Reply #49 on: August 28, 2010, 12:29:26 pm »
I think the documented way of launching an steam game is via the steam protocol, in C# something like this:

System.Diagnostics.Process p = new System.Diagnostics.Process();
p.StartInfo.FileName = "steam://rungameid/12900";
p.Start();

The registry key is not documented in the valve developer wiki, it may be removed in a future steam version.


xandy

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Re: Audiosurf World Tournament Program 1.2
« Reply #50 on: August 28, 2010, 12:56:24 pm »
I've tried everything now, it just doesn't work...

Mincus

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Re: Audiosurf World Tournament Program 1.2
« Reply #51 on: August 28, 2010, 12:57:35 pm »
I think the documented way of launching an steam game is via the steam protocol, in C# something like this:

System.Diagnostics.Process p = new System.Diagnostics.Process();
p.StartInfo.FileName = "steam://rungameid/12900";
p.Start();

The registry key is not documented in the valve developer wiki, it may be removed in a future steam version.


Getting a bit off-topic here.
Yeah, that's how it should be launched, but the app has an active developer and it's not likely to change soon, so picking things up through the path is acceptable for now. It also allows for checking if Steam is installed without having to attempt to run the game first, not sure if there's any other way to do that through the Steam protocol. Guess I should look through the Steam dev wiki sometime.

blue_h3x

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Re: Audiosurf World Tournament Program 1.2
« Reply #52 on: August 28, 2010, 03:46:07 pm »
Though Valve probably won't change how Steam works in the next few weeks, and as the app is for the tournament only, it would be safe to say, it's fine.
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Passerby

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Re: Audiosurf World Tournament Program 1.2
« Reply #53 on: August 28, 2010, 05:21:57 pm »
yes and the problem isnt launching audiosurf the p[problem is the app not finding the audio-surf directory and as a result having nowhere to put the ash

h4c0rBG

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Re: Audiosurf World Tournament Program 1.2
« Reply #54 on: August 29, 2010, 03:56:48 am »
Well there is a simple solution for this, the AWTP can simply check for the AS folder via Steam, if can't find it, to prompt for the player to select it manualy.

After the player selects the folder the AWTP can do several file checks existance in that folder to verify it's really audiosurf and up to date.

S.

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Re: Audiosurf World Tournament Program 1.2
« Reply #55 on: August 29, 2010, 04:41:46 am »
Well there is a simple solution for this, the AWTP can simply check for the AS folder via Steam, if can't find it, to prompt for the player to select it manualy.

After the player selects the folder the AWTP can do several file checks existance in that folder to verify it's really audiosurf and up to date.

My idea
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blue_h3x

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Re: Audiosurf World Tournament Program 1.2
« Reply #56 on: August 29, 2010, 06:57:28 am »
Well there is a simple solution for this, the AWTP can simply check for the AS folder via Steam, if can't find it, to prompt for the player to select it manualy.

After the player selects the folder the AWTP can do several file checks existance in that folder to verify it's really audiosurf and up to date.

My idea

....and to find where steam is running from, we use the registry key! back to the start guys :P

Plus the added bonus by not asking the player is making sure the game is legit. Pirates should not be allowed to play.
Austria is just like Yorkshire, but they have bigger hills.... oh and they have real snow too

h4c0rBG

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Re: Audiosurf World Tournament Program 1.2
« Reply #57 on: August 29, 2010, 07:07:45 am »
....and to find where steam is running from, we use the registry key! back to the start guys :P

Plus the added bonus by not asking the player is making sure the game is legit. Pirates should not be allowed to play.

Well that's why i said the tournament app should check *random* (not quite random, probably the most recent files changed on audiosurf) file's MD5 hash, if it's different, then popup a message that the user is running old (maybe pirate) AS version.

http://osix.net/modules/article/?id=855

Hope that helps (even if it's not going to be implemented).

Mincus

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Re: Audiosurf World Tournament Program 1.2
« Reply #58 on: August 29, 2010, 07:28:20 am »
Well that's why i said the tournament app should check *random* (not quite random, probably the most recent files changed on audiosurf) file's MD5 hash, if it's different, then popup a message that the user is running old (maybe pirate) AS version.

http://osix.net/modules/article/?id=855

Hope that helps (even if it's not going to be implemented).

Total overkill.
As I said before, this is getting way off topic and I'm not sure where people are trying to take this or what is wrong with the current checking methods that necessitate this conversation.
Grabbing the Steam path is an accepted method used in several previous programs for working out where Audiosurf exists (I've used it in Ship/Squid Modder, I assume h3x's texture manager uses it) and there's no reason to change this unless Steam decide to change the existence of it.
If Steam isn't installed, then we have a pirated version of Audiosurf anyway, so just exiting is acceptable.
The only way around this would be for someone to create the Steam registry key themselves, but this would be easily thwarted with a simple steam:// start and AFAIK none of the pirate versions of Audiosurf support the necessary connection facilities for use in the tournament anyway.

In short, checking for piracy beyond what the app currently does is meaningless.
So, yeah, can we move on now? :P

blue_h3x

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Re: Audiosurf World Tournament Program 1.2
« Reply #59 on: August 29, 2010, 09:32:14 am »
-snip-
So, yeah, can we move on now? :P

Well said.
Austria is just like Yorkshire, but they have bigger hills.... oh and they have real snow too