CHANGELOG:
- Fix resource download location for LZMA.dll (in the event it is ever removed from the Launcher folder)
- LZMA Downloader would fail to download speech files in rare instances of switching game download files
- Game Folder Size would incorrectly calculate size due to a incorrect Boolean being set.
- Downloader will no longer trigger if certain language packs is installed (instead of all the languages)
- Correcting some messaging typo's, VC++ Detection will now only state if 32/64 bit is missing without a specific version
- Fixed implementation of the ModNet 'local' cache the Launcher could use as backup to validate ModLoader
-- ToDo: Arrange for secondary API's for fetching/validating ModNet
SBRW.Launcher SHA-1 (Windows / Unix):
EXE: 1DF8911B158CD1DF88BF95AE21ABA20AA84B4AE6
EXE: E029257E8B70CEC46557C7CAA5CECCD3428C8405
Archive SHA-1:
Release: F357F0E6EFC775003090A2BB03BC9CE66DB3C3DA
Unix.Release: F5A5068978A375AF99E99E6C9863DDE5CC70E373
UNIX/LINUX:
A separate build for Unix/Linux systems in full is now provided within the project.
This should address running into "runtime" detection problems by having "fixed" path compile time instead.
Lutris Scripts can be directed to look for the Unix.Release package for updating.
A huge amount of thanks to Unaccounʇed4 for the significant testing and feedback for this development.
NOTES:
There is a "special" filepaths bug that could still exist for some users with certain language characters in the Launcher/GameFiles Path(s).
We've prevented the Launcher from crashing with a .NET System.ArguementException
this would cause.
However, nfsw.exe and many ASI's still wont care for it at all, and a "ModLoader.asi error 2" may occur as a result.
It is recommended to use only Latin character set letters in folder paths/names to avoid this.