Open emilnymann opened 4 weeks ago
I want to start by saying thank you for this utility, it was 100% plug and play for me, and I have been using it for months now.
Glad to hear that. Thank you!
However, when Bakkesmod has to update, it will ask me through its GUI if it should close Rocket League. If I let it do that, the bakkes.sh script will also kill bakkesmod, interrupting the update. If I don't let it, it will not update. My solution so far has been commenting out the part of the script that kills bakkesmod, and killing it manually after playing. I'm wondering if you or maybe someone else has found a more seamless solution to this issue?
Yeah, that's not ideal. I'm not really sure if there's a nice and easy way to check if the specific BakkesMod installation needs updating.
My (inelegant) solution to this is launching BakkesMod manually in basically the same way the script does.
A usable fix for this (which I can probably implement fairly easily) would be to add a flag (something like --skip-checks
) which if passed to the script would run BakkesMod without the Rocket League checks.
Ok, I've implemented the option to run the script without the checks (check README.md) in 05e8fba97c2fb6cc1d523e95d2096e3743975e10
I can't really test it right now since NixOS and Wine refuse to work together nicely :/
That's at least a minor improvement from having to edit the script or launching it manually.
I'll keep this issue open in case somebody comes up with a good way to check if the specific BakkesMod installation needs updating.
Thank you, I'm still trying to think of a nice solution in the back of my head, but I haven't come up with anything. I think for now, I will just launch BakkesMod manually instead of letting the script manage it.
I want to start by saying thank you for this utility, it was 100% plug and play for me, and I have been using it for months now. However, when Bakkesmod has to update, it will ask me through its GUI if it should close Rocket League. If I let it do that, the bakkes.sh script will also kill bakkesmod, interrupting the update. If I don't let it, it will not update. My solution so far has been commenting out the part of the script that kills bakkesmod, and killing it manually after playing. I'm wondering if you or maybe someone else has found a more seamless solution to this issue?