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Publish issue #288636
09/07/09 18:54
09/07/09 18:54
Joined: Aug 2009
Posts: 26
Goiânia - Brazil
D
dmBlack Offline OP
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dmBlack  Offline OP
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Joined: Aug 2009
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Goiânia - Brazil
Hi there,

I had never used the "publish" feature. I am using free version o lite-c. Everything is working fine during my tests but when I published and tryied to run the game, the panels for characters, terrain, were not visible. They are all runtime created.... the previous defined panels are shown ok. Perhaps I am missing something? Is this a known issue? Are there differences between test run and the published version run?

I was going to show this demo to someone but right now I am really frustrated... frown

Re: Publish issue [Re: dmBlack] #288659
09/07/09 21:59
09/07/09 21:59
Joined: Aug 2009
Posts: 26
Goiânia - Brazil
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dmBlack Offline OP
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Joined: Aug 2009
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Goiânia - Brazil
I can post the code if that helps...but I am pretty sure there is something to do with the pan_create(....)'s

Re: Publish issue [Re: dmBlack] #288667
09/07/09 23:12
09/07/09 23:12
Joined: Nov 2007
Posts: 1,143
United Kingdom
DJBMASTER Offline
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DJBMASTER  Offline
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Joined: Nov 2007
Posts: 1,143
United Kingdom
I think when you have predefined Objects that use files, the publish process detects the files and adds them to its resource list.

With runtime objects, this doesnt work so i think you have to explicitly tell the compiler to look for the files.

You can use the 'BIND' keyword for this. So if your panel used an image like "car.png";...you would use BIND "car.png";

Re: Publish issue [Re: DJBMASTER] #288735
09/08/09 11:14
09/08/09 11:14
Joined: Aug 2009
Posts: 26
Goiânia - Brazil
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dmBlack Offline OP
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dmBlack  Offline OP
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Joined: Aug 2009
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Goiânia - Brazil
I´ve read about this BIND on the manual and that might be the problem... if it isn´t to much could someone give me an example?

Anyway I am considering to change the unnecessary runtime created panels for previous defined panels, since my project is a small one.

thanks djbmaster!

Re: Publish issue [Re: dmBlack] #288739
09/08/09 11:19
09/08/09 11:19
Joined: Nov 2007
Posts: 2,568
Germany, BW, Stuttgart
MasterQ32 Offline
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MasterQ32  Offline
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Joined: Nov 2007
Posts: 2,568
Germany, BW, Stuttgart
Look at this:
Code:
#define PRAGMA_BIND "player1.png";



Now the player1.png is in your gamename.cd-folder


Visit my site: www.masterq32.de
Re: Publish issue [Re: MasterQ32] #288779
09/08/09 14:39
09/08/09 14:39
Joined: Aug 2009
Posts: 26
Goiânia - Brazil
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dmBlack Offline OP
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dmBlack  Offline OP
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Joined: Aug 2009
Posts: 26
Goiânia - Brazil
Ok, thanks Richi007. I´ll try that later and post the result here.

Re: Publish issue [Re: dmBlack] #288837
09/09/09 00:44
09/09/09 00:44
Joined: Aug 2009
Posts: 26
Goiânia - Brazil
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dmBlack Offline OP
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dmBlack  Offline OP
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Posts: 26
Goiânia - Brazil
Thank you guys! That just worked.... sorry for the newbie question...
By the way, the manual tells that pan_create is slow. Should I restrict it´s use for some specific stuff? Because I am really using it a lot, actually everytime the map changes (it is a 2d tile based game, like the very early ultima games) all that is created (ground obstacles, npcs, itens, cities) is runtime panels (except for the ground tiles wich are predefined)

I have something like "panel* npc[10];" and "panel* otherstuff[10];" and then I use this same panels in all the maps just using the pan_create function and some strucs to identify the npc or needed map detail as unique. Acording to the map id, the correct npcs are displayed.... I didn´t notice any performance issue but... what do you guys think about it?

Is that going to be an issue if the game grows big?

Re: Publish issue [Re: dmBlack] #288863
09/09/09 07:07
09/09/09 07:07
Joined: Oct 2007
Posts: 5,211
İstanbul, Turkey
Quad Offline
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Quad  Offline
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Joined: Oct 2007
Posts: 5,211
İstanbul, Turkey
unless you create panels every frame it should be ok i guess.


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