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FPSC Classic Product Chat / Problem attaching multiple levels built separately

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Bibo4PC
17
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Joined: 17th Oct 2008
Location: Middle Earth
Posted: 31st Aug 2011 05:20
Hi everyone,

well I have a huge game in progress (14 levels) and for sure there's no way building them all at once due to the memory cap (removed it yet doesn't build) "I have 4GB RAM"..

anyway tried building each level separately and merged them into one doing the following:

1)copied the FILES folder for each into one
2)edited setup.ini (levelmax) to my number of levels, and added (levelfpmX) and (levelfpiX) for each level (X being level number)
3)wrote the required (loading scripts) for each level and put them in the right location

well so far works fine EXCEPT just after level1 almost all level textures don't appear.. am thinking the problem is because the file (imageblock.bin) located in FILES folder, its size varies from level to another and it's name is always the same.. so how can I solve this?

one more thing, theoretically IF I build my game all at once (14 huge levels) on a render unit (32 Gigs or RAM) would it be stable? or what I'm trying to do is better?

TY..

Silvester
20
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Location: Netherlands
Posted: 31st Aug 2011 11:48
OR you can divide the game into chapters of 3-4 levels and let the player pick which part he wants to play from a launcher menu. ;]

Anyways, if the render unit was capable enough in ALL specs, it should work just fine given the fact it runs on Windows, I can't quite guarantee anything good on Linux/Macintosh. Sadly with FPSC there's ALWAYS the chance something goes wrong, often when your game contains a lot of levels it'll skip a few, or simply ignore them all beyond a certain point in the game, so in the end it may be worth trying to divide it into chapters either way.
Bibo4PC
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Posted: 31st Aug 2011 12:58
Quote: "OR you can divide the game into chapters of 3-4 levels and let the player pick which part he wants to play from a launcher menu. ;]"


it doesn't work like that..

Silvester
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Posted: 31st Aug 2011 13:37
What doesn't? Build 3-4 levels at a time, and make a seperate launcher to launch the seperate chapters you build. It's not very hard, and you can password protect the further chapters, and the password would be given once they finish a chapter, unlocking it for the duration it's installed.

It's not the most PERFECT, solution. But it does work.
maho76
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Location: universe-hub, playing the flute
Posted: 31st Aug 2011 15:24 Edited at: 31st Aug 2011 15:27
is there a launcher out there to run all "chapters" from 1 surface? this would be the best solution to look nearly professional. installing 3 different games is some kind of strange^^

why dont you try to biuld the 14 levels all in one and test it?
there are so much statements in the forums if this will work or not, some say no prob, others say 5-6 x 1800mb max.
i will have the same prob with my project anywhen in the future.
Silvester
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Posted: 31st Aug 2011 15:28
Quote: "is there a launcher out there to run all "chapters" from 1 surface? this would be the best solution to look nearly professional. installing 3 different games is some kind of strange^^"


I did mention you should make a SINGLE launcher, launching the seperate games.. Not just make three different installers or something.

Quote: "why dont you try to biuld the 14 levels all in one and test it? "

It can be tried, but doesn't work all that well in most cases.
Bibo4PC
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Posted: 31st Aug 2011 16:34 Edited at: 31st Aug 2011 18:53
Quote: "installing 3 different games is some kind of strange^^"

exactly

Quote: "why dont you try to biuld the 14 levels all in one and test it?"

doesn't work

Quote: "I did mention you should make a SINGLE launcher, launching the seperate games.. Not just make three different installers or something."

I don't want to use any 3rd party apps, it's just lame..

Silvester
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Posted: 31st Aug 2011 16:42
it Doesnt have to be a THIRD party program, you. an easily write such a thing in DBP, or even VB yourself.

sadly this is probably your best bet..(Although I do recall someone mentioning having tweaked a larger game..) If you want and provide me the details and graphics I'll even make you one.
Bibo4PC
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Posted: 31st Aug 2011 18:52
using VB is considered using a 3rd party software
anyway I was looking for a solution not an alternative..

Quote: "If you want and provide me the details and graphics I'll even make you one"

what kind of details? and how would u do it?

as I mentioned my only problem is in the (imageblock.bin), everything else works just fine..

Silvester
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Posted: 31st Aug 2011 21:23
-shrug- I believe it was either Wolf or Blackfox that used the trick properly, so maybe one of those are able to help then. ;] But as far as I know nobody else has done it, and it's been a bug since the first ever release.
Doomster
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Location: Germany
Posted: 31st Aug 2011 21:36
Locate the "imageblockmode=1" line in both, buildsetup.ini and setup.ini, files and replace it with "imageblockmode=0" - Ta-da, no more imageblock and the problem's solved!

-Doomster

spudnick
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Posted: 31st Aug 2011 23:17 Edited at: 31st Aug 2011 23:20
Thanks doomster, i will do this again for my system before i get to this stage and wondering about same problem.

So i wonder why this is capped/limited in the first place, there must be some logic to why this feature exist's and set to this value in the first place,

and if there is no need for this cap, then why don't TGC just remove it from build,

even tho over a year ago i came across this solution, but after so many instals that one forgets about changing it, and so whilst i can remember i will do so Asap again, and urge others to do so before you forget about it too

I'am not GOD but i can make you see again by taking my fingers out of your eyes and i can make you walk again by taking your beer away, but if you take my beer you will not walk again
Bibo4PC
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Posted: 1st Sep 2011 03:04
Quote: "imageblockmode=1"


TY.. can u please explain wut does that do? and would it affect my game in anyway?

BlackFox
FPSC Master
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Posted: 1st Sep 2011 03:34
Quote: "TY.. can u please explain wut does that do?"


Definition of imageblockmode (taken from the file setupdescription.txt, located in The Game Creators\FPS Creator folder):

imageblockmode=set to 1 to activate the ability of the engine to compile all images used by the game into a single image file for security and speed (default is 1)


Twitter: @NFoxMedia
Disturbing 13
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Location: Murder Capital of the World
Posted: 1st Sep 2011 03:45 Edited at: 1st Sep 2011 03:46
imageblockmode is an anti pirating part of FPSC that takes all of the textures in your game an puts them into one compact file that expands and contracts with each use of the .exe. It's so people don't steal your graphical media. If you set it to 0, I believe it compiles your game normally leaving your images unprotected. In this case you would want to use a third party game packer app like Vishnu. However you stated that you didn't want to use third party programs; this causes more of a delema because most media licenses require that you protect the media in some form or fashion before releasing your game containing them to the public. I'm not sure what you should do in this situation. I'd at least consider using a packer of some sort; they aren't as intrusive as you might think they are and more often than not add some air of professionalism to your game.

EDIT: I guess I'm a slow typist. blackfox beat me to it.

http://disturbing13projects.proboards.com/
Making Monsters do Horrible things!
Silvester
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Posted: 1st Sep 2011 08:31
I learn something new every day still, that's fairly interesting.
bruce3371
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Posted: 1st Sep 2011 17:36
Quote: "However you stated that you didn't want to use third party programs; this causes more of a delema because most media licenses require that you protect the media in some form or fashion before releasing your game containing them to the public. I'm not sure what you should do in this situation. I'd at least consider using a packer of some sort; they aren't as intrusive as you might think they are and more often than not add some air of professionalism to your game."


^This^

I believe it's part of TGC's own license, that you have to protect their stock media?

Bibo4PC
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Posted: 2nd Sep 2011 01:17
Quote: "imageblockmode is an anti pirating part of FPSC that takes all of the textures in your game an puts them into one compact file that expands and contracts with each use of the .exe. It's so people don't steal your graphical media. If you set it to 0, I believe it compiles your game normally leaving your images unprotected. In this case you would want to use a third party game packer app like Vishnu. However you stated that you didn't want to use third party programs; this causes more of a delema because most media licenses require that you protect the media in some form or fashion before releasing your game containing them to the public. I'm not sure what you should do in this situation. I'd at least consider using a packer of some sort; they aren't as intrusive as you might think they are and more often than not add some air of professionalism to your game.

EDIT: I guess I'm a slow typist. blackfox beat me to it."


Thank you for explaining, I (Might) have a solution for this though I don't think it's very practical, hold your laughs..

Would it work if I just build a level with all elements, segments used in the game and use generated file to replace the one in the combined game? or would that kill the speed in anyway?

TY..

Disturbing 13
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Posted: 2nd Sep 2011 06:41
Are you talking about replacing the imageblock file? If so, then that is exactly what you are supposed to do in the case of connecting separate exes using defy's method. He suggest you create a level (that will not be in your game) that simply has a representation of every texture you used in every level of your game. The imageblock produced by compiling this level will be used to replace your project's imageblock. This is all set down here-
http://forum.thegamecreators.com/?m=forum_view&t=170920&b=21

http://disturbing13projects.proboards.com/
Making Monsters do Horrible things!

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