Product Chat / How can you reset Visual settings

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Ertlov
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Posted: 30th May 2016 19:35 Edited at: 30th May 2016 19:37
...but how can I remove the visual settings from a saved level?

My latest map keeps crashing on running the testgame (Error 504) during the postprocess step, but it works as exported standalone.
Setting the defaults would help me debugging, but it's impossible to make it load default visuals with the level.
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Pirate Myke
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Posted: 30th May 2016 20:27
Try replacing the visuals.ini file in the levelbanks/testmap folder.
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DVader
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Posted: 30th May 2016 20:44
I just tried this and no luck for me. This thread has the same suggestion, which I thought would work.
https://forum.game-guru.com/thread/215504
On trying it out though and changing the brightness to 0 on a blank test map it seems to change nothing. I replace the one in the testmap folder to the one in the root and nothing seems to change, even after rebooting GG over and reloading. Thinking about it, when you have lots of maps with different settings, how can it store it in one file as it would affect every level you have. The settings must be somewhere in the map file itself or hidden well elsewhere.

Makes the above thread much more relevant if there is no obvious way to restore them at all. I could be doing it wrong, I've not really looked into this before. You might be able to write a script to restore settings in game to fix it, but as it is crashing, may not load to run it


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Ertlov
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Posted: 30th May 2016 20:54 Edited at: 30th May 2016 21:05
You are right, it seems to be actually quite an important issue. Could one of the mods please rename the thread properly ?
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cybernescence
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Posted: 30th May 2016 21:34
copy the whatevermap.fpm from the mapbank folder somewhere else to another folder.
rename it from whatevermap.fpm to whatevermap.zip
open the zip (not extract), should show a list of files including visuals.ini.
copy the visuals.ini file from the game guru root folder into the opened .zip folder (overwrite visuals.ini)
rename the .zip back to fpm - also call it something else, e.g. whatevermap-updated.fpm
copy whatevermap-updated.fpm back into mapbank folder and then open it in GG and the visuals will have been reset.

Not slick, but works

Cheers.

synchromesh
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Posted: 30th May 2016 21:38
Ertlov can you send me the fpm file .... I can take a look for you
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Pirate Myke
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Posted: 30th May 2016 22:11
I think cybernescence is on the right track here, changing it inside the FPM file and reloading it.

Forgot about that inside there.

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Ertlov
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Posted: 30th May 2016 22:13
works fine, thank you very much.
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DVader
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Posted: 30th May 2016 22:25
Makes much more sense


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Belidos
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Posted: 30th May 2016 23:10
If only we had a way to do this without messing with changing file extensions

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synchromesh
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Posted: 31st May 2016 01:20
Quote: "If only we had a way to do this without messing with changing file extensions "


I don't see any other way as he couldn't get run a test game to alter the visual settings...
in this case I think thank god we could mess about with the file extension
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DVader
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Posted: 31st May 2016 02:07
As I mentioned above, a good reason to include a simple editor button to reset them I think most people don't want to delve so deeply. I can only see this as an good argument for this being added Particularly as it should be a doddle for Lee to add. Most people on seeing that sort of crash, would probably end up abandoning their project. It's only down to Ertlov's experience that he even knew what the core issue was in the first place!

Glad it is solved now


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synchromesh
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Posted: 31st May 2016 02:24
Quote: "As I mentioned above, a good reason to include a simple editor button to reset them "


Did I misread the problem ?
The way I looked at it was a reset wouldn't solve the issue unless you got into test game first as its saved in the fpm file ?
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DVader
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Posted: 31st May 2016 03:39
Quote: "Did I misread the problem ?"


I'm not sure. From my take on it, he couldn't run a test level, but could load it. Running the map caused the error. If there was a reset default settings in the editor, you could just reset the settings beforehand, which would fix the fpm file. Just an easier way to fix such a problem than having to actually start editing map files... I'm not trying to be awkward or having a go or anything, far from it, just think this would solve potential problems in future if implemented. If he couldn't even load the level, then fair enough, but the mention of it crashing in post process would infer to me he was trying to run after loading up

I don't think it is vital at this exact point, but certainly worth adding when time allows.


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Ertlov
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Posted: 31st May 2016 08:44
Yes, running the map caused the problem and crashed it during the PostProcess step.
A standalone, saved from the same level, works without any problems.
I have now an educated guess why this happens:

- I have hit the memory level of GG when the editor is running in the background
- It happens in the postprocess step because that is when the additional N and S and I textures are loaded
- In standalone, without the editor memory footprint in the background, it works fine.

Solutions:

- Work in Editor, Save Standalone, Test standalone (with some debug / cheat LUA scripts inside)
- Get a 64bit exe for the editor and monitor final game memory footprint sharply
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