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Home Page: http://steamcommunity.com/app/311210/workshop/
License: Apache License 2.0
ModTools Launcher App
Home Page: http://steamcommunity.com/app/311210/workshop/
License: Apache License 2.0
Since the Mod Tools call SteamAPI_Init() here: https://github.com/TreyarchGames/ModLauncher/blob/master/mlMainWindow.cpp#L185
Steam throws SteamAPI_Init() failed; no appID found.
The fix is to include steam_appid.txt into the bin folderas well.
Just thought of bringing this to attention.
https://pastebin.com/ChHVmm1f Linker_Modtools
https://pastebin.com/wQPJLDhR Cod2Map
Can we as a community get any help as to what some of these arguments do? It would be nice to know if they impact the map compile time or other useful features such as better error reporting for scripts.
Just thought I'd let you guys know, a recent commit (Haven't found out which one) stops maps from compiling, it gets up to Umbra then just crashes out for no reason, but the stock launcher bundled with Steam works fine.
Just wondering why Steam uses modtools_launcher.bat to run the tools when Qt has the capability of using the same thing under QSettings.
The 'Release External' configuration appears to have been set up incorrectly (as it has not been associated with the x64 platform). Furthermore, the Moc generated cpp file(s) have not been associated with the configuration either. Attempting to do so manually results in strange behavior where the "Exclude from Build" property carries over into other configurations (specifically Release). This appears to occur even when the "Release External" configuration is renamed to "Release_External" or "ReleaseExternal", but does not appear to occur if the branch is renamed to something like "External_Release".
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