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Imchasinyou

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Everything posted by Imchasinyou

  1. Id start with not publishing unused assets. I have a pack that is 1.03 GB, if i place that pack into the engine and use 3 things from it, its a night mare to remove all the unused things and that one pack eats half of what I need. Then the possibility of multiple archives or a completely different compression type. Josh has said its something that could be possibly fixed in the future. Im all for the bump as I think every one that is actually using the engine will easily surpass the size restriction. "When you create a compressed folder (ZIP file) that is larger than 2 gigabytes (GB), the file may no longer be readable, and may become corrupted. You do not receive any error message when you create the file, but you cannot read the file after you create it." Posted on a windows forum but this applies to Win XP. I use windows 7 Home Premium and from the reading ive done shows that the size limit is 6GB. 3 times as large as what is corrupting so, im lost on this again. This is somethign that should be a top priority along with further functionality.
  2. Ive seen lua script builders elsewhere and something like that would be epic for the engine and would help sales skyrocket. Its basically a set of blocks you put together to create functions or actions. A user created one for FPSCR and it worked great. Since exploring Leadwerks, I havnt been back to see any of the progress of it. None the less, something like that would be a great addition or even as a secondary purchase.
  3. Further thought on this subject. It appears as if Leadwerks exports each and every single model in the project folder whether or not it is used in the game. Instance: Model pack of 20 models is imported into the engine, you use 4 of them. On publishing the game, the folder of those models will only contain MDL and TEX files BUT, every single model and texture has also been exported. There for, the files that arent even getting called or used in the scene are eating up space in the game that is so badly needed.
  4. Your right if its used well. I have that game level that was published for external testing and its only 2.30 Gb and it just wont run. Same process as every other successful map published under 2.0 Gb and they all work :/ Would be interesting to see if others have had any thing similar?
  5. Couldn't you use the height setting in the terrain pane to start with and then begin sculpting?
  6. I dont know if its with any one else but your final game size is important. Ive found if the final output is larger than 2.0 GB, it will not run as Josh pointed out the max limit for a zip file before it becomes corrupt is 2.0 GB. I have a map that is 2.30 GB and it just will not run and thats what Josh seems to think it is. Hopefully, there is a solution coming to rectify this soon I would just publish a simple game to get the idea of the process and then build somethign more playable. You can then publish the file to your desktop or where ever and use dropbox or google drive to share it if desired. Thats my opinion.
  7. Ive been playign with Aggrors FlowGUI a bit and here is something I threw together as an experiment. The great thing about the flowgui is that it is basically a map that a player would play. This allow me the easiest ability to make it my own with out a lot of coding which im unable to do very well. Im still trying to figure out how to make the start button and the quit button work but once I do, Ill rebuild this to make it smaller as size is apparently extremely important. https://www.youtube.com/watch?v=I2sBI40GEpA
  8. I removed 90% of that map and all of the other maps and republished the file. There was absolutely no change in the size of the final published game. Im at a loss here.
  9. Not really looking for a definitive answer right away bud. Just trying to help here. I cant see any realistic games coming out under 2.0 GB. Especially the Helo Gunnery with all that stuff going on there. a blank map with a single player prefab with a map size of 1024X1024 is 300MB by itself. This is my way of working through problems by trying stuff and reporting back. Works for me. Im still removing stuff to get that map under 2,0 GB to see if that makes the difference. so far Ive removed half of the stuff in that map, trees and half of the buildings and its still 2.01 GB so Im almost there. Just trying to help you help me and maybe together we can find a solution. TBH, I had no idea about the zip file being limited to 2 GB until you showed me that.
  10. So, Im assuming that we need to explore other compression formats for the engine? I can only assume this as I get the error straight from the published file. Maybe Im wrong. I can try to get the file smaller but Im not too sure what else I can remove that hasnt already been removed. Second level maybe? Ill report back.
  11. All the files are there. It looks the same as another published and functional level ive done. From the editor it runs just fine in debug mode with zero errors. Ive sent it to Josh to see if he wants to look it over and see if there is a reason the published games exe cant seem to find the App.lua file.
  12. saving the new entity as a prefab only means next time you set it into the map, it will be the same as the first. There is no performance loss. You just wont have to set it as "good" or "neutral" again as a prefab. As a prefab, it has all the parameters set so you dont have to reapply them again. Thats the only benefit to saving it as a new prefab under a different name
  13. are the correct shaders applied? Make sure they are the animated shaders and not the normal shaders. I dont know if I have any of their zombies to test with but Ill look. I just hate using their stuff. . . . .
  14. This is an ongoing issue with this map. It seems to happen to almost all of my projects at one point or another and I just abandon them for a new one and end up in the same boat. So, i guess im getting close to the definition of insanity. So, the published game is 2.0 GB, the map to load is set correctly in App.lua. After publishign the game, Ive tried to run the game and all i get is a small black error screen for about a tenth of a second. Ive packed up the file and sent to a few friends to see if its me or if it happens with them as well and it does. I use the Indie version (Beta) not that it should matter. It run perfectly fine from the project folder in My Docs. Here is the error I get
  15. Program log, Nothing! Only data there seems to be from the last time I used the editor. Firewall and all security was shut down even though it is set to allow Leadwerks to do what it needs to do and has never been the issue for me. Reinstalling worked. Total BS id have to reinstall to fix an issue that dont exist right? So I imported the projects and checked out each and every one only to find each one is pretty messed up when less than 3 days ago when i last used the editor everything was fine. You are welcome to lock this thread as well.
  16. some how for some reason my setting of opting into the Betas was deselected. Thought this was the issue but it wasnt. Still cant use the editor or play games.
  17. After a few days of not using the software, I felt some what motivated again and went to open the editor to see an update that wont install and the editor wont launch due to disk write error. Ive changed nothing. I use the Beta version on win 7 64
  18. Having the same issue. Im hoping something will come about to fix it. Im going to attempt to roll back the driver EDIT: Rolled back the driver to the last one and everything is fine once again. I know better to jump on the latest and greatest when it comes to drivers but did it anyhow. . . . There are ALWAYS issues with them. ALWAYS!
  19. What future packs do you think you will be assembling? Characters are probably the hardest for users to obtain and make look right in the game. If other character packs come in the future, will they rely on the AI script that is already used or will there be the possibility of more detailed scripts coming with them?
  20. This would be useful and especially if one could carry 2 weapons. primary and secondary weapon and if another weapon is picked up, the other of that "class" would be removed. carrying an entire armory just isnt feasible.
  21. Ive published a test game and used the inno set up compiler to make it an exe as the published file just isnt good enough to run as a game for what ever reason. None the less, Ive gotten it to successfully install and launch the game ONE time. Sadly, it loaded a map version that is about 2 weeks old and long gone. Figure that one out! Any reasoning to this would be helpful but ive since removed any and all other maps and back ups to a different drive leaving only the working map in the maps folder. Now when I try to make the game, it pops up a small black window for about 1 millionth of a second and clicking on it repeatedly i was able to read the error line that says somethign about not being able to read the app.lua file. Please tell me what Im doing wrong. . . .
  22. A book would have to be updated constantly. This would pull away from further development unless some one was willing to do it for the engine that isnt involved in the development. I dont know how big the team is so I cant even say that its worth it. You can easily find alot of information either by asking for specific help (condescension will come) and searching the forums and youtube. Theres alot of Tutorials out there by Rick and Aggror (the 2 Ive used the most) Almost every one here will help you if we understand what you are wanting to do. I am a complete moron when it comes to game development (I have no dreams of making anything from what i work on) and have been able to impress myself. The community is weak in alot of areas but with the right questions, you will surely be able to produce something and get help as needed.
  23. More awesome constructive tips. Its great that these things get brought up as it will hopefully help others I did say its a WIP so Ill continue to plug away on it. To me as a hobbyist at least, will add in all the pretty pretty stuff later once I am ready for that. I understand that point though. For something I have no intentions of releasing to any one other than maybe here in the workshop, theres no point to hire any one but I understand that as well. I do get assistance here and there. The road does need work but its how it is and looks the same in every engine Ive put it into. I have a pretty nice script for the AI but since I haven't put any in yet, there wasnt any point to using it. The crawlers are place holders and were there for tinkering and testing. In no way was I offended nor would I have been by some one comments. I was how ever caught off guard by the rudeness of the comment. I couldnt see any point in taking the time to be so rude when all some one had to do was press the back button on the browser. compared to other engine forums in this nature, these forums are dead and I just thought id post something that might help / inspire / or spark an idea aside from getting feed back from those that do frequent the forums. Im a very open person and Im always open to suggestions, feedback and comments until they become rude, obnoxious or just flat out demeaning to some one. In these days of the internet warriors, you cant post anything with out some one having something negative to say. Ill take the info Ive gotten from here thus far and use it to the best of my ability fully and wholesomely.
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