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FPSC Classic Product Chat / Combining .exe / built games into one?

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TechGirl
15
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Joined: 22nd May 2008
Location: Cyberspace USA
Posted: 18th Feb 2009 17:20
Since I have many levels to my game and can't seem at this point to get it to build a game that large (even though TGC say you can make up to 50 levels and mine is in the 30's), is it possible to create say two or three built games then combine them all into one exe file?

Can you go into the setup files of a built game and add coding and then add the files to the main folders?

The result would be one full game made from several built games....

Thanks

TechGirl
(Yes, I'm really female!)
meteorite
17
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Joined: 19th Nov 2006
Location: The Capital Wasteland
Posted: 18th Feb 2009 19:38
No, but you could write a launcher program w/ Visual Basic


*slap!*
Quiet yourself, think before posting, and maybe you won't be as ignorant as you seem.
Asteric
16
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Location: Geordie Land
Posted: 18th Feb 2009 21:36
Yeah, trust me Visual Basic is VERY easy

knxrb
FPSC Tool Maker
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Posted: 18th Feb 2009 21:57 Edited at: 18th Feb 2009 21:57
This is similar to what my FPSC IP program does, except my program combines the multiplayer games and not single player games.

xplosys
18
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Playing: FPSC Multiplayer Games
Posted: 18th Feb 2009 21:58
Any language that allows you to call an executable can be used to write a front end/menu to call the separate exe's, even an html page.

Best.

Asteric
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Posted: 18th Feb 2009 22:30
xplosys is right but if you dont program i would recommend visual basic, it is great for beginners, as you can place buttons, text etc. without entering any code hence the Visual part, and then you can code each part so you know what's what. My god i should be an advertiser

chidem
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Posted: 19th Feb 2009 12:10
Hi folks

I've been able to splice different build games together - in fact it is the only way I have been able to create my final build games. Generally what I do is create a build game with the same number of levels as the final product (say 30). I usually add in the actual level one and then a master level that contains every segment/element that will appear in the final build. The other levels are just place holders, usually a single unlit segment. I then use this build game as my "master" game and then set about smaller five level builds for the rest. Once I'm done I go back to the master and delete the placeholders/master level (leaving only level one) and then import in the replacement levels. It's important to rename levels you import otherwise you would have 4 or 5 level 1s, etc, and no level 30.

When I run the build game it runs fine - so long as I made sure every element/segment, etc, was used in the masterlevel. Hope this helps?

It seems to work OK for me though I never thought of using Visual Basic before. D'oh!
Scurvy Lobster
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Location: Denmark
Posted: 19th Feb 2009 13:42
Wow chidem, that's crazy and brilliant at the same time

If I continue work on Deadly Tower I might have to use your trick. But it would also be nice to find the actual source to the problem when building a lot of levels in one go.
chidem
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Posted: 19th Feb 2009 14:35
Quote: "If I continue work on Deadly Tower I might have to use your trick. But it would also be nice to find the actual source to the problem when building a lot of levels in one go. "


Tell me about it - the first time I tried to build my game and realised to it was too big I was ready to throw my laptop out of the window. I was really annoyed! It seems to work fine but it can be really time consuming also. I hope it works ok for you!
TechGirl
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Location: Cyberspace USA
Posted: 19th Feb 2009 16:18 Edited at: 19th Feb 2009 16:19
Is Visual Basic free? Even if it is, I'm not a programmer, so I'm iffy on that.

chidem, your idea sounds awesome, but when I get to the point of "a master level that contains every segment/element that will appear in the final build" it's impossible. I have tons of custom segments, re-textured models, etc. Since it is planned to be a commercial game...

I have tried to build my game on FIVE different computers ranging from XP to Vista 32 to Vista 64, and it won't build past say 15 or 16 medium to large levels or up to 20 small levels.

None of the levels are corrupt, because no matter what order I put any in, FPSC craps out after a certain amount of work time. And the last computer I tried to build it on is new and is high end.

It seems that FPSC cannot tolerate a large build and that is very, very sad because they say you can build up to 50 levels and that is not true. You would need a SUPERCOMPUTER to build 50 and if you had that you would probably be using a different engine to build your games...

I've worked so hard on my game and I can't even build it into one exe...so disappointing.

TechGirl
(Yes, I'm really female!)
Scurvy Lobster
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Posted: 19th Feb 2009 16:24
Maybe Lee should look a bit into this problem since it's happening to all it seems.

I will throw a link to this thread in the latest beta discussion thread.
TechGirl
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Posted: 19th Feb 2009 17:35
Thank you

TechGirl
(Yes, I'm really female!)
Asteric
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Posted: 19th Feb 2009 17:37
Visual Basic is free, it s maybe a longer option, but the most benefitial

TechGirl
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Posted: 19th Feb 2009 18:56
chidem, you truly are a GENIUS! I re-read your post and decided to try some tests and organize some duplicate entities and such and it WORKS!

It's going to take a lot of extra work to build my game, but now I know I can do it.

Thank you so very much!



TechGirl
(Yes, I'm really female!)
chidem
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Posted: 19th Feb 2009 20:06
Quote: "chidem, you truly are a GENIUS! I re-read your post and decided to try some tests and organize some duplicate entities and such and it WORKS!"


Glad it works for you - remember you CAN (and in fact should) remove the master level from the final build - just having a level with all the segments, entities, etc, makes sure the correct files are copied into the final build (I imagine!) - so once you've build your 30 level game filled with place holders you simply replace the dud levels (including the master level) with the other independent builds.

The master level thing is just there to make sure all models and media are copied over - if you use lots of repeated entites/segments in your first few levels you probably won't need one.

Quote: "It's going to take a lot of extra work to build my game, but now I know I can do it."


It does work but it can take soooo much longer!! Still, it does work so I can't complain too much
TechGirl
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Posted: 19th Feb 2009 23:09
Yes, thanks again. I'm doing it a bit different than a "master level" since I have sooooo many custom segments and entities I would have no idea where all of them are located in my files.

What I am doing is taking my big levels, making copies and taking out everything except one of each type of entity and one of each type of segment. I am also removing all the lightbulbs (except one of each color) so the build doesn't slow down due to lightmapping.

Then I am making the builds of the original big levels and replacing the files in the final game build setup, keeping in mind the proper level number, changing names in the setup file, etc.

I did a test run with a small amount of levels and it worked. Now I am working on the big test run...This is going to take a couple of days between builds, replacing files and then testing for bugs.

Wish me luck

TechGirl
(Yes, I'm really female!)
LeeBamber
TGC Lead Developer
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Location: England
Posted: 19th Feb 2009 23:09
I got this link from the BETA thread, and it was suggested we look at this for V115 before we move onto the migration development. I know a 50 level custom-media build is going to be huge but if you can set-up an FTP access point, or send me a DVD through the post, I can do the build here and if it is reproducable, I can find and fix the crash problem for V115. Send me ALL the files I need to rebuild this monster game (best way is to take a fresh computer and test your build on it so you know you have EVERY single file included for the build, and those are the files I will need to run an identical test. I have worked with several 20-50 level builds from other users and you will be surprised what media gets left out of the zip file, so it's a good idea to test on a fresh PC before sending me the files (remember the files can be ANYWHERE when custom media is involved and can include model packs from TGC and other locations, so compiling the assets is no small task). The benefit of course is to further strengthen FPSC X9's ability to build large level games, and I would like everyone to have the confidence to know that the software can handle very large game builds. If we can continue this subject in the main BETA thread we can keep an eye on it and also have the benefit of our resident beta testers to thrash out any changes to the build process.

And lo, after much toil, he placed his keyboard on the ground and lo, he saw that it was good. Then his PC crashed, and lo, he saw that is wasn't good enough!
TechGirl
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Posted: 19th Feb 2009 23:21
Thank you very much for responding so quickly. If in the final run after doing what I posted above doesn't work, I will definitely email you regarding making arrangements via FTP and such.



TechGirl
(Yes, I'm really female!)
TechGirl
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Posted: 25th Feb 2009 18:07
Update:

chidem, after alot of hard work over many days, your technique worked for the final massive build! Thanks again

TechGirl
(Yes, I'm really female!)
chidem
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Posted: 25th Feb 2009 21:50
Quote: "chidem, after alot of hard work over many days, your technique worked for the final massive build! Thanks again "


I am glad it worked for you! It is alot of extra work but I'm sure it's been worth it
Defy
FPSC BOTB Developer
VBOTB Developer '09
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Posted: 26th Feb 2009 07:55
Techgirl, You have a great ability to bring up topics I am interested in, and glad to see you have a fix for your problem.


chidem, well done on working around a fix. I see you are only new, yet show get skill in getting things happening.


@Lee, I am not sure if I get an direct response from your comment on this, though I am glad to see you comment here of course.
On my fpsc case cover dated 2006 it states - "Multiple Levels - Tell a story by linking up to 50 large scale levels" However on the current fpsc site I don't see this mentioned any where, from what I had time to check.
What I would like to know is you mention a possible fix for v1.15 before migration, however can you advise if earlier versions do not hold this problem. Also what has been the better version you have had the best results with, i.e. game build size? Thankyou for your time.
chidem
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Posted: 26th Feb 2009 11:06
Quote: "chidem, well done on working around a fix. I see you are only new, yet show get skill in getting things happening."
Thank you

Quote: "can you advise if earlier versions do not hold this problem. Also what has been the better version you have had the best results with, i.e. game build size? Thankyou for your time. "

Obviously I'm not Lee but I don't *think* this is a new problem - when I first encountered it I searched the forums and there are quite a few (unresolved) posts relating to it so suspect (though I could be 100% wrong here) that an earlier build won't remove this issue. I think the problem is simply that the software strugles to create a final build containing alot of very complicated levels. That said, I may be waaaay off here, I've just not seen any evidence to the contrary.

I was thinking about writing a tutorial to explain the cut and splice method a bit better - any ideas where I should post it?
xplosys
18
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Playing: FPSC Multiplayer Games
Posted: 26th Feb 2009 14:33
Quote: "any ideas where I should post it? "


Here would be a good start and I would certainly like to have it for future reference. I don't need it yet, but who knows if and when the issue will be resolved.

Best.

chidem
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Posted: 26th Feb 2009 20:38
Quote: "Here would be a good start and I would certainly like to have it for future reference. I don't need it yet, but who knows if and when the issue will be resolved."

Hehe, yeah, I thought here as soon as I submitted the reply! Am pretty busy this week with work but I will hopefully get it done soon and post it for easy reference
Defy
FPSC BOTB Developer
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Posted: 28th Feb 2009 01:16
All the best chidem with your tut for users here. As xplosys has mentioned it may be our only fix.

I'm glad this topic was brought up. Extra features, demos or able to make a full game.... I am sending an email in relation to this topic to tgc, there may be a selected version Lee may know about that has this feature working.
Thanks again chidem for your research.

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