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FPSC Classic Product Chat / Help required from the other modders

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The Zombie Killer
15
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Joined: 27th Mar 2011
Location: Gold Coast, Australia
Posted: 18th Jan 2013 11:04 Edited at: 19th Jan 2013 14:25
Hi,
I recently split up FPSC's source into separate parts for easy access and modding like X10's source code. However, it is proving to be quite an annoying task as while both sources are similar, there are some differences. X9 also seems to rely on some of the MapEditor code to do things.

You can download it here but it doesn't compile.

EDIT: Got it all working, no problems at all.
Working split source available here.

If any of the other modders out there could give me a hand, it would be GREATLY appreciated.

-TZK

Scene Commander
Support Manager
18
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Joined: 3rd May 2008
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Posted: 18th Jan 2013 12:21
I personally don't find splitting the code that useful, but that's how I like to work and I know the code well.

However, if that's what you want to do, my advice would be to remove complete functions, and then #include those into your main source.

SC
The Zombie Killer
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Joined: 27th Mar 2011
Location: Gold Coast, Australia
Posted: 18th Jan 2013 12:33
@SC
So, I should get all of the functions in the source and put them in a separate dba?

-TZK

s4real
VIP Member
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Joined: 22nd Jul 2006
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Posted: 18th Jan 2013 16:12
I agree with scene commander but then again I'm used to the code as well, splitting the code up not as easy as you may think. I had a look at your split and I can see that you must have the main code for fpsc in the fpsc game that why you getting the label error.

How dbp works is it will take all the split files and make them into a main source as you see on google then pack it into an exe. so your splits have to make the source end up exact the same as it is as a complete version or it will never compile.

best of luck with this s4real

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BlackFox
FPSC Master
18
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Joined: 5th May 2008
Location: Knight to Queens Bishop 3
Posted: 18th Jan 2013 17:02
I looked at splitting our source just as x10 did. If you do not split in the right location(s), you will have the exact errors you have mentioned. If you are making multiple source files, it is better to do it as you code rather than taking a large source and attempt to split into that state it is in currently. In other words, I would be inclined to split my source as you outlined, only if I split it at the same time as I was writing the source out. I've split other developments like that with no issues.

I ended up rewriting the entire source we use, making proper sections and having all the items laid out in a neat and concise order. I put all my subroutines together, all the functions together, etc. There is no more of this jumping from one spot to the end over to the middle, particularly when finding subroutines at the end or mixed in the middle. The stuff that was not needed was removed. The result- well let's just say we have no errors or issues with our engine, and we know where everything is.

Over all, it is "programmer preference". Trying to split the work of others can be a pain at times if not done correctly. Splitting your own work- well there should be no issues there.


There's no problem that can't be solved without applying a little scripting.
The Zombie Killer
15
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Joined: 27th Mar 2011
Location: Gold Coast, Australia
Posted: 19th Jan 2013 01:35
I guess I'll just do a re-split to ensure Temp.dbsource has all the code piled up in the right order.
Thanks for the assistance.

-TZK

The Zombie Killer
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Joined: 27th Mar 2011
Location: Gold Coast, Australia
Posted: 19th Jan 2013 14:24 Edited at: 19th Jan 2013 14:25
I completely re-did the split from the ground up while also taking extra care to put things in the right place, now it compiles fine and works exactly like a normal build.

fpscreatorengine-split.zip attached

https://forumfiles.thegamecreators.com/download/2427578

-TZK

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