No idea, sorry. I'd suggest checking https://status.github.com/messages
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Does that work for you? https://github.com/itchio/butler/commit/a46969012a3bd3f0ef48ea7d54f9f6750ec1387e
You're right, I doubt passing ITCHIO_GAME_PID would be general enough to be justifiable, and implementing the Presence API ourselves would be a good idea. Feel free to open an issue at https://github.com/itchio/itch/issues
I think the data is actually duplicated (in the OP's zip) - instead of making a new zip, it just appends the new files to the end. When extracting, whichever entry occurs last should be used.
It wouldn't matter once it's uploaded with butler though, because a fresh .zip is made on the backend (that never has duplicates).
You can pick any upload to be played in the browser, regardless of the channel's name.
Channel names only matter for the first push - since it determines what platforms the new upload is going to be tagged with. That can always be changed in the Edit game page, though!
ClickTeam's Install Creator is not supported (and won't be) because it doesn't allow silent installs.
I heavily recommend using butler to upload your game - the itch docs have everything you need to get started:
BitDefender is known to interfere with itch app operation - this page describes how you can set it up so it leaves itch alone: https://itch.io/docs/itch/installing/windows.html#antivirus-software
In the future we're planning on working more closely with AV vendors to avoid this kind of issues. Thanks for your patience!
There's a bunch of things happening at once here:
- There's issues with Zero-K.sh (see this comment https://github.com/itchio/itch/issues/1608#issuecomment-384237076 )
- There's a bug in v23 that causes it to ignore the manifest if it cannot find executables
- That's what you're seeing: v23 ignoring your manifest
- If I fix the script (convert CRLF endings to LF and add a she-bang), it still won't work, for two reasons:
- The script calls sudo, which is not going to work since there is no way for the user to input their password
- v23 doesn't implement the "os" key, as you noticed! So it gets confused and launches Zero-K.exe anyway (since they're both named launch).
Here's how things are looking for the future:
- The "manifest ignored if no executables" bug is not present in v25
- Scripts without shebangs are opened as a text file though, I'm not entirely decided yet but I may make it accept shebang-less ".sh" files and default to bash. Although that means the game build will be a bad experience for non-app users :(
- The "os" filter is supported (even if it wasn't, it wouldn't confuse both manifest actions anyway).
- Aaron Franke requested a Mono prerequisite (which means no need to call sudo from your script), and I'm thinking pretty hard about adding it: https://github.com/itchio/itch/issues/1606
Hey there, I took a look at the issue and it seems v23 of the app isn't able to extract the .rar (for the Windows build) as it is currently.
The good news is that the next version of the app (v25) installs it correctly. If you wait long enough, the problem will resolve itself ;) However I'd recommend using butler to push the windows build of the game instead, you can find more information here: https://itch.io/docs/itch/integrating/quickstart.html
Very cool! We're about to release a new API version, so be prepared to release an update :)
I'm curious why the proxy is needed? Is it because luasec is a hassle to ship with Love2D games ?
Gave it a spin, and it seems the reason it's buggy has nothing to do with the protocol it's loaded over :)
It appears the `navigator.languages` array is empty in electron's browser window context.
Apparently it's a known issue, that we can work around: https://github.com/electron/electron/issues/11053
It'll have to wait for itch v25 though (the next big release). I've opened an issue here to track our progress: https://github.com/itchio/itch/issues/1758
Can you link to a game that isn't working?
The app doesn't "just open the directory" using the file: protocol - it registers a custom protocol that serves the game's files, see:
- v23 codepath: https://github.com/itchio/itch/blob/v23/appsrc/tasks/launch/html.ts#L216 (the current stable version)
- v25 codepath: https://github.com/itchio/itch/blob/master/src/main/reactors/launch/html/itch-in... (next version)
If you link me to a game I can investigate further :)
I replied to the equivalent support ticket.
butler wasn't freezing, it was waiting for an URL (not just the API key) or an HTTP request from the in-browser Authentication flow, but WarpZone has NoScript installed so the automatic method wasn't allowed to work :)
The new version of the app (which handles this cleanly) is being released soon. It includes a lot of underlying changes, so it took a long while to prepare. It also includes a notification that lets you know you can clean up your downloads folders to free up disk space (that was used by previous versions of the app).
In the meantime, I still recommend just wiping the `downloads` folder yourself if you find that it gets too big.
For the curious: v25 of the app uses https://github.com/itchio/butler for all install tasks, and download folders are tracked more closely:
- Most archives are not even stored on disk, they're directly decompressed
- Same goes for patches - only windows installers need to be downloaded first to disk, then executed
- The folder for a download is wiped as soon as an install succeeds, or after it fails, if it's discarded (instead of retried).
My apologies for the amount of time it has taken - I'm really excited to release it so everyone can benefit from the improved overall reliability and performance!
Hey there, there were some server issues earlier, but they've been fixed since. This should not normally happen, the notification is just there for you to know to ping support if the situation doesn't resolve itself quickly enough :)
So, you always have to specify a channel when pushing with butler, like so:
butler push folder user/game:channel
If your game was previously uploaded via the website, you'll just need to upload it once with butler with a channel name of your choice (that contains 'html5'), delete the old one, and mark the new one as "This file will be played in the browser", and you're all good to go!
The next time you want to upload an upgrade, use the same channel name you just created, and it will update the embed, and distribute patches to itch.io app users. Hope that clarifies things!
Thanks for the response! This is consistent with my tests: Avast blocks access to butler until it can run its cloud scan (which can take several hours). They have a whitelisting program, so I'll get in touch with them.
There's still a fair amount of activity going on over at the itch issue tracker: https://github.com/itchio/itch/issues - ideally we'd progressively move more and more to itch.io facilities so that having a GitHub account is not required!
I don't have anything in particular to ask you to do right now, but thanks for reaching out! We're nearing quite a big release, with lots of changes, so we want to finish that properly before we start looking again at various reports. I've also been looking at other issues like a half-dozen reports of folks who just aren't able to run the app due to bad antivirus interactions, those will probably be handled first!
On a fresh Windows 10.0.16299.19 install, 64-bit butler v11.0.0 runs without problems for me:
- With BitDefender Free edition, downloading and running butler.exe (even scanning it explicitly) is no problem either.
Also, here's what I recommend for the game:
- Always push folders, not .zips
- Push them to osx-universal and delete any other channels you've created when trying to work around that bug (so everyone gets delta updates)
- If you encounter any problems pushing in the future, post here instead of creating another channel!