Product Chat / [LOCKED] [SOLVED] Standalone/Test Content Differences

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Flatlander
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Posted: 6th Jun 2018 23:43
Is there an easy way to discover what contents are missing from a test map to a standalone map? Especially when that standalone game doesn't even build a 3D universe at all.
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synchromesh
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Posted: 6th Jun 2018 23:48
Quote: "Especially when that standalone game doesn't even build a 3D universe at all. "

You lost me right there
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Flatlander
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Posted: 7th Jun 2018 02:34
Sorry. I call a map, the level's 3D universe -- or the 3D world. When I say it doesn't build it, I mean that it's simply not there. The first attached image shows what it looks like when you start the test level. Attachment #2 is what it looks like after building a standalone. Nothing there except perhaps a default landscape and showing player under the water. There have been those who have said that possibly one reason for it to do that is some of the assets are missing in the Files folder. I am wondering how one can find out which assets are missing.
Alienware Aurora R7 with SSD 256GB boot drive ( C: ) and a secondary drive ( D: ) that is 2TB
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Defy
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Posted: 7th Jun 2018 04:54 Edited at: 7th Jun 2018 04:56
Hi Flatlander, sorry I haven't had a chance to say hi yet. Im curious with this info.
I've seen similar, though that being single entities. Couple of quick questions, that may help me think on while not at pc. All the best.

GG closed, before running standalone?
System restart and then test standalone?
Would there be any chance of a conflicting file name? Model used etc. Or texture?
One level, or multiple?
Using DX11 new test and build, or using older version DX9 version and saved map in DX11?
And last, rough idea of size of map used and amount of different entities used?
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Bored of the Rings
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Posted: 7th Jun 2018 07:08 Edited at: 7th Jun 2018 07:13
@Flatlander-I could certainly write an app that reports entities that are missing by doing a comparison of the 2 FPM's, if that's what you mean and most likely copy the missing ones over into their respective folders. A kind of temporary solution to a root problem.
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Defy
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Posted: 7th Jun 2018 07:24
@BOTR. If you have time. I believe this would be a valuable asset. Legend.
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Preben
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Posted: 7th Jun 2018 07:30 Edited at: 7th Jun 2018 07:30
In: \Game Guru\Files\mapbank\
GG will make a log file of all missing media, like this:
LEVEL1.log:


But it looks like your underwater , perhaps your just in the wrong place on your map , did you check the player start marker , or do you transfer the player around ?
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Posted: 7th Jun 2018 09:01
I'm forever finding Game Guru fails to copy over sound files (particularly global sounds) and some sprites. I think it was smallg who helped me create a rather elegant script that calls an image sequence of sprites, but because the script relies on a call that basically says "call the previous image + 1", and doesn't name the specific filename of the sprite, Game Guru doesn't understand it needs to copy them all over.

I've also found that, despite placing winzones, Game Guru almost never copies over multiple levels into the standalone.

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Posted: 7th Jun 2018 11:36 Edited at: 7th Jun 2018 23:31
Interesting...
Ive carried multiple tests with size and depth multi level based on a 2gb GPU test rig and user 2-3 level build reports. The initial load+first level caught me off guard. I was curious on Flatlanders response, and can see below it was folder directory issue and not related*
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Flatlander
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Posted: 7th Jun 2018 18:46
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Thanks, everybody, for all your thoughts. I am using the newest beta release--2018-05-31. This is what I decided to do: I copied the latest map fpm to my desktop. I then deleted every file that had to do with this particular map (just the fpm and .dat files). Although, I don't think the new beta version uses the .dat file. I then copied the fpm file from my desktop to the mapbank folder instead of a sub-directory of that folder. Loaded it up and then created a standalone. It ended up being just fine except for one missing audio file.

I have no clue what's up with that.

I'm now going to copy it to the subfolder I would actually like to use and let you know if it's still working OK.

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AmenMoses
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Posted: 7th Jun 2018 19:19 Edited at: 7th Jun 2018 19:23
In one of your scripts simply have a function that is never called which contains the appropriate references to all the dynamically loaded items you use, that way GG will be able to determine what to copy over in the standalone.

Computers are really dumb, you have to explicitly tell them to do something otherwise they won't do it!

For example:



The advantage of this is that you also create a list of all the files you need for later reference.

(btw, make sure you don't actually call the dummy function, it is simply a way of enabling GG to find all the files!)
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Bugsy
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Posted: 7th Jun 2018 19:29
i'm hoping this isn't an across the board problem for everybody
you got me worried
AmenMoses
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Posted: 7th Jun 2018 20:38 Edited at: 7th Jun 2018 20:38
If you use any of the dynamic loading commands and don't specify the file explicitly then this will happen, GG cannot guess what files you are using!

By not explicitly I mean something like:
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Flatlander
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Posted: 8th Jun 2018 04:16
AmenMoses wrote: "(btw, make sure you don't actually call the dummy function, "


Don't worry, I won't call anybody dummy; even the dummy function. That's a good tip. Especially if there are a lot of image and audio files. Although, sometimes you want to create a sprite from an image. However, you can still use the LoadImage command thusly:



This way GG will recognize where the image is at.

Bugsy, I don't think it will be across the board. I can't imagine anybody will duplicate exactly what I had done to cause this issue. I'm not sure I will ever duplicate it. :LOL: I am now pleased as punch (that shows my age) that it is running as a stand-alone. Hurray!
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AmenMoses
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Posted: 8th Jun 2018 07:45
If you do it that way it wastes memory, you end up with a global variable containing the image itself plus another global variable containing the sprite (which is effectively just a copy of the image).

To avoid this make sure that the first variable is local so that when it goes out of scope the memory is freed.
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Flatlander
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Posted: 9th Jun 2018 05:27 Edited at: 14th Jun 2018 02:21
**** Deleted my ME ****
Not relevant to the thread.
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AmenMoses
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Posted: 9th Jun 2018 10:12
Correct, you don't know how much actual programming experience I have!
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Flatlander
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Posted: 10th Jun 2018 03:26 Edited at: 14th Jun 2018 02:19
Can you recognize the fellow in the attached photo?
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Pirate Myke
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Posted: 12th Jun 2018 06:19
Thread locked at OP's Request.
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