Product Chat / Standalones broken

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GubbyBlips
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Posted: 19th May 2020 03:53
Hi gang. I'm wondering how many people here have ever had any luck
with any standalone games created with Game Guru?!?
The Standalone feature has always broken my faith in Game Gure--
no exception tonight!

I worked out (these several months) a very early example level wich
includes music playing-- which operates flawlessly in the test mode.
I play a set of .ogg files. No problems in testing. Save Standalone ---------------
Runtime error in .ogg file! What is a person to do?!
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GubbyBlips
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Posted: 19th May 2020 04:01
Also I need to mention that I had to close the game out with a hard
windows close. And when I try to run GG again-- it says that it cannot
restart because GG is still running. Opened Steam and it says that
GG is running, but there are no tabs shown open in windows Desktop
or Task Manager...
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synchromesh
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Posted: 19th May 2020 12:02
No problem here so far.
I did one last night but I will try again right now to be sure.
How often do you create and test your standalone. Its not really much good if your using all custom stuff and paths to wait until you have done a few levels to check.
I do a standalone after every session ( especially after I have completed a level ) that way you can pick up and rectify any issues as you develop always knowing your current build is good.
The only person ever to get all his work done by "Friday" was Robinson Crusoe..
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GubbyBlips
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Posted: 19th May 2020 13:56
Yeah I know -- working in GG-- it's always my fault-- never the engines!
//--To summarize -- these are GlobalSounds .ogg type which are missing in the
build-- for what reason IDK?? GG placed standard PlaySound .wav files into that
same folder, (maybe not all?) but some are there.--//

So what I'm saying is that the scripts really aren't unique aside from the sounds
being GlobalSounds and .ogg
Now so I added the files manually- so no encryption, but runs! I walked around the
level and it's pretty close. Just missing a couple items.

I have several other chores to work on, so there's plenty to do, but still why weren't
those global sounds added? Strange, maybe a developer could respond?

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Belidos
3D Media Maker
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Posted: 19th May 2020 14:04
If you use any sounds called via a script, that sound needs to be added to an entity sound slot, the entity doesn't have to do anything with it it just needs to be present on the level. That way the exporter can know to copy the sounds over

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synchromesh
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Posted: 19th May 2020 14:12
Or use a "fpp" file to carry them over in standalone. That works very well
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3com
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Posted: 19th May 2020 15:05
All files uploaded via script have all the numbers to don't being copied to your standalone file.
Meanly audio and sprite/image files.
Theoretically if you load your sound via globalsound commands there is no a reason to upload them via properties panel.
For this reason, I wrote my own tool then do so.
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GubbyBlips
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Posted: 19th May 2020 17:41
Thanks. That will help @sounds. I will do that.
So what to do about missing entities? It might be their
textures-- I'm not sure.
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Belidos
3D Media Maker
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Posted: 19th May 2020 21:24
No idea about that. OnlY time I've ever encountered missing entities us when they're multi-texture entities, gameguru doesn't really like them, support wasn't really properly added, as usual with gameguru it was kind of just bolted in because it kind if already worked by accident.

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DVader
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Posted: 19th May 2020 23:40
You can add any missing media using the fpp file so any issues can normally be addressed now.
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JC LEON
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Posted: 20th May 2020 00:09
Quote: "You can add any missing media using the fpp file so any issues can normally be addressed now."

excuse my ignorance but which is the fpp file?
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synchromesh
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Posted: 20th May 2020 00:57 Edited at: 20th May 2020 00:59
Quote: "excuse my ignorance but which is the fpp file?"

You make it … Very simple.
Create a text document and add the files of the paths you want to add to standalone exactly like this.
-------------------------------------------------------------------
[standalone add files]
gamecore\decals\muzzleflash2\
audiobank\BLUEPRINT\lights.wav\
-------------------------------------------------------------------
Name it the same as your first map ( mymap.fpp )
Copy it to the mapbank folder
Now when you make a standalone all the files in that list will copy over.
It works great … The above are 2 files I have to bring over in my project.
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Teabone
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Posted: 20th May 2020 02:37
Standalones working fine for me in the latest 5-5 build.
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3com
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Posted: 20th May 2020 02:54
Anyway, I can't understand the missing media even with multi-textures, taking into account than the X file already contain all the meshes and textures listed.
Even the fpm internal files also contain much info about it.
And scanning scripts one might get the media paths (audio, images).

Standalone is a feature that needs to be completed, but there are other features that need to be completed before. imho
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Teabone
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Posted: 20th May 2020 03:02
Quote: "Standalone is a feature that needs to be completed"


I feel for Game Guru, this has been the least focused aspect of the engine. Ironically the most important

I actually noticed something very strange with it recently. It won't actually build the standalone unless you have the Game Guru window in focus. I once stepped out after hitting build and came back to 0% simply because I had switched windows to a different program at the time.
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synchromesh
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Posted: 20th May 2020 11:07 Edited at: 20th May 2020 11:22
Quote: "Anyway, I can't understand the missing media even with multi-textures, taking into account than the X file already contain all the meshes and textures listed. Even the fpm internal files also contain much info about it.
And scanning scripts one might get the media paths (audio, images)."

Well using mine as an example …
gamecore\decals\muzzleflash2\ ( there is no information for this, no fpe, its just a custom folder and a gunspec edited.
audiobank\BLUEPRINT\lights.wav\ ( this is a LoadGlobalSound ("audiobank\BLUEPRINT\Lights.wav", 3 ) in a custom script

Neither of them actually have any reference for GameGuru to find. Perhaps I could add an Include command to the script that might carry it over but im no scripter .

Textures im guessing depend on format like older models use " brick_d.dds is ok but Brick_d2.dds is not understood so it gets missed causing black or transparent walls etc ?
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HarryWever
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Posted: 20th May 2020 16:08
well if i try to make a standalone my map is underwaer, for some reason the waterheight is not correct
Harry
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3com
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Posted: 20th May 2020 16:26
Quote: "gamecore\decals\muzzleflash2\ ( there is no information for this, no fpe, its just a custom folder and a gunspec edited."

when you use "/" at the end of the file path, you are talking you want to use the whole folder.

For those that don't know it, "Guru-MapEditor.log" file is generated each time you leave/close GG; in order to get this file you'll have to set up "producelogfiles=1" (without quotes) in setup.ini file.
That file list among other stuff, all the entities, textures, and so on, over your map.

Your map name and path:

Quote: "613902 : Saving FPM level file: C:\Program Files (x86)\Steam\steamapps\common\Game Guru\Files\mapbank\Creating landscape\creating landscapes test4.fpm S:0MB V: (835,0) "


Entities and textures:

Quote: "628070 : Saving required files list for mapbank\creating landscapes test4.fpm S:0MB V: (834,0)
628115 : Exporting \LandScape\river_mountain1.fpe texd:entitybank\LandScape\ S:0MB V: (834,0)
628121 : Exporting \LandScape\formation_rock3.fpe texd:entitybank\LandScape\ S:0MB V: (834,0)
628129 : Exporting \LandScape\stewart_island.fpe texd:entitybank\LandScape\ S:0MB V: (834,0)
628137 : Exporting \LandScape\river_mountain1.fpe texd:entitybank\LandScape\ S:0MB V: (834,0)
628143 : Exporting \asteroids\rock11.fpe texd:entitybank\asteroids\rock11_D.dds S:0MB V: (834,0)
628146 : Exporting \Decals\foam.fpe texd:entitybank\Decals\foam.png S:0MB V: (834,0)
628149 : Exporting \asteroids\rock11.fpe texd:entitybank\asteroids\rock11_D.dds S:0MB V: (834,0)
628152 : Exporting \asteroids\rock8.fpe texd:entitybank\asteroids\rock8_D.dds S:0MB V: (834,0)
628154 : Exporting \asteroids\rock2.fpe texd:entitybank\asteroids\rock2_D.dds S:0MB V: (834,0)
628157 : Exporting \asteroids\rock5.fpe texd:entitybank\asteroids\rock5_D.dds S:0MB V: (834,0) "


about guns

Quote: "3601 : gun 25:modern\Shotgun\gunspec.txt S:0MB V: (284,0)
3601 : gun 26:modern\SniperM700\gunspec.txt S:0MB V: (284,0)
3602 : gun 27:modern\Uzi\gunspec.txt S:0MB V: (284,0)
3602 : total guns=27 "


I don't generate standalone almost never, so I have not any standalone involving soldiers and guns nor muzzleflash to test, but it looks like GG rely on "gunspec.txt" rather than fpe file when guns come, btw these are stock ones, ignore about customized ones, so it would be nice you checking these files on your log file for me.

About FPM file structure

Quote: ""cfg.cfg"
"header.dat"
"m.dat"
"playerconfig.dat"
"vegmaskgrass.dat"
"map.ele"
"map.ent"
"superpalette.ter"
"map.way""


The above files are zipped and saved as "yourmapname.fpm", we are going to talk a bit about some of them, the most relevant here.

cfg.cfg

Point to the your map path, the last one running on GG before close it.

Quote: "��
F�G1x&@ ����  C:\Program Files (x86)\Steam\steamapps\common\Game Guru\Files\mapbank\Projects\creating landscapes test4.fpm
mygame.fpg
( "


map.ent
List all the entities over your map

Quote: "\creating landscapes test4\river_mountain1.fpe
\creating landscapes test4\formation_rock3.fpe
\creating landscapes test4\stewart_island.fpe
\creating landscapes test4\river_mountain1.fpe
\creating landscapes test4\rock11.fpe
\creating landscapes test4\foam.fpe
\creating landscapes test4\rock11.fpe"



Quote: "audiobank\BLUEPRINT\lights.wav\ ( this is a LoadGlobalSound ("audiobank\BLUEPRINT\Lights.wav", 3 ) in a custom script"


map.ele
List all the scripts, audio, textures, fx files, over your map

Quote: " ÈB    iF0iDLíG ´B rock11
appear.lua
default.lua
disappear.lua

rock11_D.dds

effectbank\reloaded\apbr_basic.fx


d d

 ÈB  ÿÿÿÿ
U  d d d  d  



d    


ÈB   T%þEhÿ&Dö1G ´B foam

decal_flat.lua




foam.png

effectbank\reloaded\decal_animate11.fx

ÈB  ôFxFÅ­CZ•G 4C salmon_m

gtox scripts\fish1.lua




salmon_m_D.dds

effectbank\reloaded\apbr_anim.fx"


As you can see even the customized scripts are listed.

And about audio/images loaded via customized scripts, it can't be that hard for GG scan those files and found their paths, my tool does and it is not linked to the internal GG code, why GG does not?



There shouldn't unknown scripts for GG, since you have to attach them to some entity if you want then working.
If I've some entities added to my map and I'm looking them in test mode working as expected, that means at least for me that GG has all the necessary info about them, customized or not.

Someone can save X file as txt format and check all the textures and meshes listed there, more info to be used.

Anyway, I say again, some sort of "pre-Standalone stage" with a pop-up window for standalone setting might help, there you can state settings such those customized/hard for GG to get, files.
In this stage you might test your standalone game, do the necessary changes/additions, and when you are done then generate the executable file with all the stuff encrypted. imho.
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synchromesh
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Posted: 20th May 2020 16:42 Edited at: 20th May 2020 16:44
Quote: "when you use "/" at the end of the file path, you are talking you want to use the whole folder."

Yes because that's where my custom Gunspec is pointing. Although the slash is the other way
Its whats fired at me by Droids. nothing I use as a weapon.
The only person ever to get all his work done by "Friday" was Robinson Crusoe..
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GubbyBlips
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Posted: 20th May 2020 18:12
That would be great if the MAX man would have all those .fpp. setup files under
his belt in a menu UI interface. In fact it would be great if Classic kid also had that!
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