Product Chat / Custom Standalone building

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Defy
17
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Joined: 20th Aug 2007
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Posted: 25th Sep 2019 14:56 Edited at: 25th Sep 2019 15:05
Been almost 3 months since fired up GG, working on some external work, though this may be of interest to some users, based on ideas of older image file workarounds. Quick speed build run down on some options to help compile a Save Standalone Game Build or to do a quick replace of a map after bug testing a final build, without having to compile the whole Save Standalone. Video upload: (Handbrake/131mb) June Build.

*Disclaimer, none of the levels were Play Tested during filming, saved, built and played at end from single Standalone folder.



OUTDOOR LARGE SCENE / BACKUP TERRAIN IF NEEDED
1. Use a loadout to decide the Terrain style (if being used) close GG.
2. Edit the style file (Files/terrainbank) to suit the name of style.
3. Load GG, New Flat level will have a smaller file save size than using #1 now (as shown).
4. Using Random level with terrain edits as shown, and save .fpm.

BUILDING STANDALONE CUSTOM
5. Decide on theme, media and data size for overall project.
6. Add entities as desired and construct level to suit.
7. Place a WinZone and in the IF USED field *example level2.fpm (the map has not been created)
8. Save .fpm as new name 'level1.fpm'
9. Save Standalone, this will include only one level and if played will loop.
10. The new created Game Folder is now the main file folder.

ADDING ADDITIONAL LEVELS UNTIL CAP
11. Create new levels by, loading level1.fpm and moving pre loaded Entities on map to new locations or
Select pre loaded Entities from the side panel bar in new locations and remove any not being seen or used.
12. Selecting new Entities for map placement.
(Entitybank and Scriptbank folders depending on media will need to be copied from one Standalone build to Main Standalone folder)
13. EBE structures do not need to be saved, and moving/pasting the level .fpm will contain the required data to load the EBE as tested.
*Any additional media will add to the memory usage, using media more than once can keep costs down.
14. When editing the final level, leave IF USED blank on WinZone and this will continue back to menu.
15. If needing to edit for example Level3, rename Level4.fpm file, edit and build Save Standalone of Level3,
this will then compile just the one level and replace the .fpm with new encrypted .fpm with adjustment made.

FINAL COMPILE OF FILES
16. Navigate to folder of saved Standalone folders (in video i.e. level1,level2,level3)
17. Copy/Move Files/MapBank .fpm from each folder (level2,Level3) to folder of Level1 Files/Mapbank.
18. Saving individual Standalone encrypts files and helps to navigate any additional Enitities being used for that map.
*Otherwise copying the saved .fpm from your main GG folder to the Main Standalone is an option.
19. Update any media for Titles and so on.
20. Copy Folders of Entitybank and Scriptbank folders depending on media to the main Game Standalone folder if required.

Play. Remember to keep an eye on data
PM

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