Aurora Features Requests Discussion

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Auto activate trainer on game launch
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    Send a message to MortalDust
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    MortalDust posted on Nov 30, 2022 7:19:13 AM - Report post
     
    Can we get an option to automatically activate the trainer when the game is launched trough Aurora (Windows)?

    Funny thing, this option (button) exists in Aurora mobile.
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    Nook posted on Nov 30, 2022 8:00:54 AM - Report post
     
    there are some games that cant be activated on the main menu (civ 6). so what you are asking for already sounds like alot of issues
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    MortalDust posted on Nov 30, 2022 8:31:00 AM - Report post
     
    quote:
    originally posted by Nook

    there are some games that cant be activated on the main menu (civ 6). so what you are asking for already sounds like alot of issues

    Let me remind you, that this (button) is already available in the Aurora mobile, just not in the Windows version.

    In any case, I think a simple solution would be to make it a "per game" option (checkbox).

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    PWizard posted on Nov 30, 2022 9:24:44 AM - Report post
     
    Let 0x90 decide.
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    0x90 posted on Nov 30, 2022 7:57:55 PM - Report post
     
    It exists on mobile but the reason might surprise you. It is because mobile devices have heavy limited screen size, you cannot put as many things on a single page as on desktop.

    The reason why we don't have this option yet (on desktop) is because of two things:

    1. As nook said, very few trainers are not supposed to be activated at main menu
    2. It is impossible for Aurora to know when the game has fully loaded into main menu. What Aurora does, regarding the mobile app functionality, is that it simply waits X seconds and then try to activate. This might work but it also can easily fail. If the user has not a SSD drive and maybe a slow machine too, the game might not be launched within that time. Activation would fail. And if the user doesn't know that its because of that, he might think the trainer is outdated instead and fill out a trainer update report. Or it is the other way around. The game loads up immediately, the user doesn't want to wait and goes from main menu into ingame before the time is up and Aurora tries to activate.

    As for the first issue, I would agree with your solution and simply make it a user choice. As for the second issue I don't know a good solution yet. Yes, we did it on mobile but consider it to be an exception. But I'm open to any suggestions as I agree that it would be a very cool feature.

    [Edited by 0x90, 11/30/2022 7:59:28 PM]
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    MortalDust posted on Nov 30, 2022 10:25:46 PM - Report post
     
    @0x90
    Can Aurora at least detect if the trainer has been activated successfully or not?
    Assuming that is the case, it could go something like this:

    1. Launch the game
    2. Wait N amount of time (like Aurora mobile)
    3. Try to activate trainer, if activation status = true, then stop. Else, return to step 2.

    Yes, this IS a crude solution. But sometimes, a crude solution is all you got. 😅

    To avoid a deadlock, we can have a variable that defines that number of "checks" before stopping the loop, and waiting for the user to activate it manually.

    I think all variables would best be left for the user to define them, while having default values. In other words, we would have the following as per game options:

    1. Checkbox: "Activate trainer on launch", Default value: False
    2. Textbox: "Wait N number of seconds before activation", Default value: (same as mobile?)
    3. Textbox: "Number of activation attempts before stopping", Default value: 3
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    LadyArkham posted on Nov 30, 2022 10:25:59 PM - Report post
     
    maybe ask what kind of hard drive someone has if the option is enabled in the settings? if you do create that option
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    0x90 posted on Dec 01, 2022 12:12:26 AM - Report post
     
    @MortalDust: The problem is that Aurora doesn't know if a trainer activation fails because:

    a) Activated too soon
    b) Trainer is simply outdated

    In both cases it gives the same error. Auto retrying without knowing anything is definitely not something I'm going for. Also keep in mind that we are speaking about saving 1 (!) key press.

    That means the solution is either good or not a solution at all. I cannot implement something that may work or may not work and if it doesn't work, it just retries until it works without knowing that a retry could even make it work. You know what I mean? For the mobile app this was different. First of all limited screen space, second mobile devices turns the screen off after some time and third it's not a keyboard where your fingers are already on. Instead its a remote device that it supposed to be taken, do things and then put it away.

    [Edited by 0x90, 12/1/2022 12:16:03 AM]
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