Product Chat / Multi level standalone not jumping to next level

Author
Message
hiredgunz48
8
Years of Service
User Offline
Joined: 9th Sep 2015
Location: Seattle, Washington
Posted: 10th Oct 2015 11:11 Edited at: 10th Oct 2015 11:26
Hi,

Don't know if this is just me or bug, but I cannot seem to jump to the next level no matter how I create the standalones. I've tried saving each level last to first as standalones, then combined each standalone folder into one folder, but the first jump to level always goes back to the first map instead of the second. My apologies if I've posted this in the wrong spot, and please move it if so.

Just to be clear, I'm not using a winzone, but a scripted event to jump to the next level, which shows as working correctly in the test game. Oh, and the level standalone saves don't save the sidewalks and some other objects.. Is there a size limit for each level?

Thanks,

Jan
Windows 10 64bit, Intel(R) Core(TM) i5-4590 CPU @ 3.30GHz, 3301 Mhz, 4 Core(s), NVIDIA GeForce GTX 960 2 gig GDDR5, 16 gigs ram
Pirate Myke
Forum Support
13
Years of Service
User Offline
Joined: 31st May 2010
Location: El Dorado, California
Posted: 10th Oct 2015 11:26
Hmm the only thing I can think is that maybe the map file was save in a sub folder under the mapbanks folder, not in the root of the mapbank folder. let me know if that is the case.
Intel(R) Core(TM)2 Quad CPU Q6600 @ 2.40GHz, 2400 Mhz, 4 Core(s), 4 Logical Processor(s), 8gb RAM, Nvidia gtx660, Windows 7 Pro 64bit

hiredgunz48
8
Years of Service
User Offline
Joined: 9th Sep 2015
Location: Seattle, Washington
Posted: 10th Oct 2015 11:49
Nope.. Each standalone save has the related map in the mapbank folder. I saved each of 2 levels as standalone games, (2 then 1), then created a single folder and moved each standalone folder into that new folder. Ran the 1st standalone and it simply goes back to the same map instead of the 2nd. I'm thinking it's something I've not done or not doing right. Also tried just running the 1st standalone without moving the standalone folders into one folder but does the same thing. Test mode shows the correct map to jump to, so it appears the 1st standalone level doesn't have the path to the second standalone map. Guess I'll look to see if there is some file that points to the next map...

Thanks
Windows 10 64bit, Intel(R) Core(TM) i5-4590 CPU @ 3.30GHz, 3301 Mhz, 4 Core(s), NVIDIA GeForce GTX 960 2 gig GDDR5, 16 gigs ram
hiredgunz48
8
Years of Service
User Offline
Joined: 9th Sep 2015
Location: Seattle, Washington
Posted: 10th Oct 2015 11:55 Edited at: 10th Oct 2015 12:12
well, I did discover why the sidewalks didn't save in the standalone map 1...

"File Not Found (entitybank\\Purchased\Disturbing13\NightCity Reloaded Street Pack 1\Scenery\NCSidewalk_003.fpe)"

Gameguru couldn't find it, but I did.

The double slash maybe? All the missing items have the "entitybank\\Purchased" while the one's found have an "entitybank\" single slash or "Loaded 83:\Purchased\nomis3D\Misc\mokapot.fpe" .. could possibly be why gameguru keeps crashing when clicking on the Purchased link to add an entity... Or, maybe not.

sorry, guess I should put that info in the bug report I reported in...
Windows 10 64bit, Intel(R) Core(TM) i5-4590 CPU @ 3.30GHz, 3301 Mhz, 4 Core(s), NVIDIA GeForce GTX 960 2 gig GDDR5, 16 gigs ram
Pirate Myke
Forum Support
13
Years of Service
User Offline
Joined: 31st May 2010
Location: El Dorado, California
Posted: 10th Oct 2015 12:30
it is fine. I would like to test your script for the actual level jump on this.
Please email this to me if this is a store purchased script. if not then you can just post the script in code tags, and I will test it out and see if I get the same results.

myke1net at hotmail.com
Intel(R) Core(TM)2 Quad CPU Q6600 @ 2.40GHz, 2400 Mhz, 4 Core(s), 4 Logical Processor(s), 8gb RAM, Nvidia gtx660, Windows 7 Pro 64bit

hiredgunz48
8
Years of Service
User Offline
Joined: 9th Sep 2015
Location: Seattle, Washington
Posted: 10th Oct 2015 13:42
Thanks again Myke.. Naw, it's just a simple script I tossed together to test for a global variable I created elsewhere to being a certain number and using the JumpToLevel() function.

just found that I may have been trying something that was on one of the many far flung pieces of information on the internet that was wrong. You said in another post "When complete you should have all the level maps and all the assets combined into one folder with the name of the starting level." This is what I thought too, but it didn't work, so I just took out the underslash in the 2nd map level and I'm gonna try this again and see if perhaps I simply did something wrong and get back to you.




best,

jan
Windows 10 64bit, Intel(R) Core(TM) i5-4590 CPU @ 3.30GHz, 3301 Mhz, 4 Core(s), NVIDIA GeForce GTX 960 2 gig GDDR5, 16 gigs ram
hiredgunz48
8
Years of Service
User Offline
Joined: 9th Sep 2015
Location: Seattle, Washington
Posted: 10th Oct 2015 14:13 Edited at: 10th Oct 2015 15:52
Nope... the gameguru log file shows this in the first level standalone save:

_mapfile_loadproject_fpm: mapbank\justice2.fpm C:\Users\Jan\Documents\Game Guru Files\My Games\Justice1a\Files

Which IS the second level map name and which is not copied into the first level standalone save mapbank folder, along with none of the assets from level 2. This would explain why there is no jump to level 2, but doesn't solve the issue.

Windows 10 64bit, Intel(R) Core(TM) i5-4590 CPU @ 3.30GHz, 3301 Mhz, 4 Core(s), NVIDIA GeForce GTX 960 2 gig GDDR5, 16 gigs ram
hiredgunz48
8
Years of Service
User Offline
Joined: 9th Sep 2015
Location: Seattle, Washington
Posted: 10th Oct 2015 22:03
Okay, so it's looking like I have to manually copy each standalone map and all their assets/scripts into the correct file paths of the first level standalone folder using the gameguru log file from the first level standalone game to determine what's missing in order to have a multi level game with all the level's asset's showing in the standalone game.. Is this correct?

Thanks,

Jan
Windows 10 64bit, Intel(R) Core(TM) i5-4590 CPU @ 3.30GHz, 3301 Mhz, 4 Core(s), NVIDIA GeForce GTX 960 2 gig GDDR5, 16 gigs ram
Inertia
8
Years of Service
User Offline
Joined: 12th Jul 2015
Location: SoCal, USA
Posted: 10th Oct 2015 22:50
Hi Jan,

First make your maps (whether it's two or 20) and be sure they are complete before reloading the FIRST MAP and creating a standalone based on THAT MAP ONLY. GG is responsible for the rest. Is this what you're doing?

Cheers,
Rick

“C makes it easy to shoot yourself in the foot; C++ makes it harder, but when you do, it blows away your whole leg.”
--Bjarne Stroustrup
PM
hiredgunz48
8
Years of Service
User Offline
Joined: 9th Sep 2015
Location: Seattle, Washington
Posted: 11th Oct 2015 00:27 Edited at: 11th Oct 2015 00:37
Hi and thanks for your reply Inertia... I believe I am doing just that. But by "complete" do you mean a start and winzone on each level? Both maps have a start and winzone, although I'm using a customized lua script for the 1st level jump to 2nd as posted above. Still not working although the correct 2nd level map name shows in the test mode when you walk up to the end point, and the standalone gameguru log shows the correct level map name to load from it's mapbank folder.. Just doesn't go to the 2nd level, but to the 1st again, and apparently because the 2nd level map is not copied by gameguru into the level 1 standalone mapbank, and the 2nd level entities aren't copied to the 1st level standalone folder anywhere...
Windows 10 64bit, Intel(R) Core(TM) i5-4590 CPU @ 3.30GHz, 3301 Mhz, 4 Core(s), NVIDIA GeForce GTX 960 2 gig GDDR5, 16 gigs ram
hiredgunz48
8
Years of Service
User Offline
Joined: 9th Sep 2015
Location: Seattle, Washington
Posted: 11th Oct 2015 01:12
Thank you all for your help, but I sorted it out. I replaced the scripted jump with a stock gameguru winzone and it works. Apparently the JumpToLevel() function either doesn't actually work, or it's ment for something else.

Myke, you were on the right track....

best,

jan
Windows 10 64bit, Intel(R) Core(TM) i5-4590 CPU @ 3.30GHz, 3301 Mhz, 4 Core(s), NVIDIA GeForce GTX 960 2 gig GDDR5, 16 gigs ram
Pirate Myke
Forum Support
13
Years of Service
User Offline
Joined: 31st May 2010
Location: El Dorado, California
Posted: 11th Oct 2015 04:20
Hmm, Will have to test that out, it may be that GG does not know that is going on with that command in a script. I can see where that would cause the problem you are having.

I will still have to test this out, so I can report it as a potential bug and see how we want to rectify it.
Intel(R) Core(TM)2 Quad CPU Q6600 @ 2.40GHz, 2400 Mhz, 4 Core(s), 4 Logical Processor(s), 8gb RAM, Nvidia gtx660, Windows 7 Pro 64bit

hiredgunz48
8
Years of Service
User Offline
Joined: 9th Sep 2015
Location: Seattle, Washington
Posted: 11th Oct 2015 14:19
Yeah, it's weird cause the game showed it was set to go to the right map name. I'll have to cross that one off my list of functions to use until it's sorted out. Thanks again myke
Windows 10 64bit, Intel(R) Core(TM) i5-4590 CPU @ 3.30GHz, 3301 Mhz, 4 Core(s), NVIDIA GeForce GTX 960 2 gig GDDR5, 16 gigs ram

Login to post a reply

Server time is: 2024-05-05 13:13:36
Your offset time is: 2024-05-05 13:13:36