-
Notifications
You must be signed in to change notification settings - Fork 196
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.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
Update Inscryption Data #1498
base: develop
Are you sure you want to change the base?
Update Inscryption Data #1498
Conversation
Needs verifying if strings are proper as I dont know how to format them but the game does have those places as a Thing now. https://store.epicgames.com/en-US/p/inscryption-6b29ab https://www.xbox.com/en-US/games/store/inscryption/9p8nstdmz11p?ocid=storeforweb
This is just to acknowledge I've seen this. IDK what the timetable for this will be. I'll try to keep you posted. |
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
- Can you confirm that you or someone else has actually been able to launch the game on EGS or game pass via mod manager with these settings?
- The line length is too long, maybe format this like TABS does?
Mod Manager I can confirm is a absolute no for Xbox Game pass as for epic I'm not sure as no one has posted about it from what I've seen I put it in as a convince of sorts. Also line length in what sense you mean the fact it doesn't wrap or..? |
Then why do we have it? |
Because I was thinking that the method would of added support for XBox Game Pass if it was toggled on. As ive said before I have no clue how the store system works but the support is needed for XBox Game Passes system. |
Ah I see, sorry I thought this meant we were unsure if modding worked for game pass at all. Are you able to build a copy and send it to them? Would be good to get confirmation |
I can try to do such, is it a build via Visual Studio or is it a different system? |
You should be able to build it with npm/yarn commands, although having all the dependencies in place might take some trial and error. |
Got it, ill try and get this done when I get the chance been cought up with other stuff recently |
So for whatever reason that's not working, I do have the app manifest xml thing, and the file directory now though. That referring to getting the dependencies and building. <html>
<body>
<!--StartFragment-->
<?xml version="1.0" encoding="UTF-8"?>
--
2 | <Package xmlns:uap="http://schemas.microsoft.com/appx/manifest/uap/windows10" xmlns:desktop6="http://schemas.microsoft.com/appx/manifest/desktop/windows10/6" xmlns:desktop="http://schemas.microsoft.com/appx/manifest/desktop/windows10" xmlns:uap3="http://schemas.microsoft.com/appx/manifest/uap/windows10/3" xmlns:wincap="http://schemas.microsoft.com/appx/manifest/foundation/windows10/windowscapabilities" xmlns:rescap="http://schemas.microsoft.com/appx/manifest/foundation/windows10/restrictedcapabilities" IgnorableNamespaces="uap uap3 desktop desktop6 wincap rescap" xmlns="http://schemas.microsoft.com/appx/manifest/foundation/windows10">
3 | <Identity Name="DevolverDigital.Inscryption" Publisher="CN=FE99E532-4928-4948-AB86-DE7C92F7BC6E" Version="0.10.10.0" ProcessorArchitecture="x64" />
4 | <Properties>
5 | <DisplayName>Inscryption</DisplayName>
6 | <PublisherDisplayName>Devolver Digital</PublisherDisplayName>
7 | <Logo>StoreLogo.png</Logo>
8 | <Description>Testing stuff</Description>
9 | <desktop6:RegistryWriteVirtualization>disabled</desktop6:RegistryWriteVirtualization>
10 | <desktop6:FileSystemWriteVirtualization>disabled</desktop6:FileSystemWriteVirtualization>
11 | </Properties>
12 | <Dependencies>
13 | <TargetDeviceFamily Name="Windows.Desktop" MinVersion="10.0.18362.0" MaxVersionTested="10.0.18362.0" />
14 | <PackageDependency Name="Microsoft.VCLibs.140.00.UWPDesktop" MinVersion="14.0.33519.0" Publisher="CN=Microsoft Corporation, O=Microsoft Corporation, L=Redmond, S=Washington, C=US" />
15 | </Dependencies>
16 | <Resources>
17 | <Resource Language="en-US" />
18 | <Resource Language="en-GB" />
19 | <Resource Language="fr-FR" />
20 | <Resource Language="it-IT" />
21 | <Resource Language="es-ES" />
22 | <Resource Language="de-DE" />
23 | <Resource Language="pt-BR" />
24 | <Resource Language="ru-RU" />
25 | <Resource Language="ja-JP" />
26 | <Resource Language="tr-TR" />
27 | <Resource Language="zh-CN" />
28 | <Resource Language="ko-KR" />
29 | </Resources>
30 | <Applications>
31 | <Application Id="Game" Executable="GameLaunchHelper.exe" EntryPoint="Windows.FullTrustApplication">
32 | <uap:VisualElements DisplayName="Inscryption" Square150x150Logo="Square150x150Logo.png" Square44x44Logo="Square44x44Logo.png" Description="Testing stuff" ForegroundText="light" BackgroundColor="#000040">
33 | <uap:SplashScreen Image="SplashScreenImage.png" />
34 | </uap:VisualElements>
35 | <Extensions>
36 | <uap:Extension Category="windows.protocol">
37 | <uap:Protocol Name="ms-xbl-63d4f6d0" />
38 | </uap:Extension>
39 | </Extensions>
40 | </Application>
41 | </Applications>
42 | <Capabilities>
43 | <Capability Name="internetClient" />
44 | <rescap:Capability Name="runFullTrust" />
45 | <rescap:Capability Name="appLicensing" />
46 | <rescap:Capability Name="unvirtualizedResources" />
47 | </Capabilities>
48 | </Package>
<!--EndFragment-->
</body>
</html> |
I can't say why that's not working. Has there been a successful modded run with the Epic game store version? If there is, the PRs could be separated, so one doesn't block the other? |
@SaxbyMod Just to confirm, for EGS it takes two start modded attempts for the first launch. Did you try more than once? |
What i meant was I couldnt get the dev enviorment setup on my end I dont know if its node or what but none of the packages want to download properly especially the yarn one. I am on latest node for reference. And no I havent tested epic games either due to this issue. |
Did you check this out: https://github.com/ebkr/r2modmanPlus/blob/develop/BUILDING.md |
Apologies if anything is incorrect here [Or if the wrong branch was used]