Post subject: Command line arguments
Lex
Joined: 6/25/2007
Posts: 732
Location: Vancouver, British Columbia, Canada
Some games and applications can make use of command line arguments to fix things and skip intros (Worms Armageddon's "-nointro" is a good example). This would be a good thing to implement. Thoughts?
xPi
Joined: 8/1/2008
Posts: 58
hl2.exe -game portal (whenever mouse support is added?)
Emulator Coder, Skilled player (1310)
Joined: 12/21/2004
Posts: 2687
Good idea. This occurred to me at some point but I guess I forgot about it. http://code.google.com/p/hourglass-win32/issues/detail?id=9
Lex
Joined: 6/25/2007
Posts: 732
Location: Vancouver, British Columbia, Canada
In my opinion, since command line arguments are technically input, they should be included in the input movie format and have a separate box in the GUI so they remain even if you browse for another exe file.
Lex
Joined: 6/25/2007
Posts: 732
Location: Vancouver, British Columbia, Canada
I got the Hourglass source and modified the main dialog (IDD_DIALOG1 in wintaser.rc) in VS2010. Here's roughly (didn't do exact alignment) what I think it should look like: I think if I spent some time, I could do the code modifications necessary. Reading through wintaser.cpp, I was understanding what was going on. I'll try modifying my local copy and if I get it working bug-free (will test thoroughly), submit a pull request (is that possible?).
Emulator Coder, Skilled player (1310)
Joined: 12/21/2004
Posts: 2687
I'll take that as a request for commit privileges. You should be able to check out a non-read-only copy of the project now, and feel free to commit whatever modifications you think are good. PM me if I got it wrong or if you have related questions. EDIT: Command line argument support has been added in r60. Also, VS2010 support has been added in r58, and the r63 binaries (and any newer versions, if this experiment works out) have been compiled with VS2010.