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FPSC Classic Scripts / Update system?

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Soviet176
15
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Joined: 19th Sep 2009
Location: Volgograd
Posted: 6th Nov 2010 22:27
Hey guys, I built a program that automatically updates your game when it detects a new version. The only problem I am having is the files I need to upload in order for the users to download.

For example, lets say I found a bug in a map, and I wanted to make an update for it, what files would I have to give to the testers in order for the changes to take place? Thank you!

Putting fear back into sliced bread since 4th May 2010
Gencheff
14
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Joined: 12th Jun 2010
Location: UK by way of USSR
Posted: 6th Nov 2010 23:00
hmm as far as I know the .fpm (map file) is encrypted when building a game in fpsc.It also depends if the game uses the imageblock mode,meaning the textures are compressed into a .bin file.

Essentially , If you change a map , you'd probably add entities , segments and/or scripts.So a basic check would be logical between the old files that the tester already has and everything in the new game folder , and if a difference is found , the user downloads that difference and the 'old' game content now is changed to the new for him , so that you can continue to add more and more updates in the future.

To make this more understandable , I've made a graphical example :


Hope this helps comrade,and if I misunderstood the question I apologize.

-Gencheff

Soviet176
15
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Joined: 19th Sep 2009
Location: Volgograd
Posted: 7th Nov 2010 16:36
Hey Gencheff, I really appreciate the graphics. That will help me with a future project. But my program simply checks a .txt to see if its a certain version, if not then it downloads an .exe installer from the server.

So lets say I found a bug in a map that causes the player to jump really high. So I change the wall with a segment. Now I need to get that update out, what files do I include? because I am going to pack them in a .exe so the user will have to install it in the folder the game is installed to for the changes to take place.

Putting fear back into sliced bread since 4th May 2010
Gencheff
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Joined: 12th Jun 2010
Location: UK by way of USSR
Posted: 7th Nov 2010 16:49
I see,comrade.The .txt thing is easily manipulatable , but that's a different story.

So to answer your question, the key things are in the entitybank , segments and scriptbank folders.

When a game is build the models from the entitybank folder are in .dbo format.You have to take into consideration their texture and .fpe file also.

With segments it's usually the segments mesh (usually in meshbank) and the texture + .fps file.

With scripts its the scriptbank folder.

The problem is the updated map file. I'm not quite sure , but everything stays in the levelbank I think and it's archives which are password protected.

Another thing you'd have to look upon is if the game has imageblockmode set to 1 , then all textures will be compressed into a big file called imageblock.bin in the Files folder.You'd probably have to include that as well.

Soviet176
15
Years of Service
User Offline
Joined: 19th Sep 2009
Location: Volgograd
Posted: 8th Nov 2010 00:06
Hmmm, I will have to test this out! thank you very much comrade!

Putting fear back into sliced bread since 4th May 2010

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