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Question on PRO resource packer. #9925
07/28/02 02:08
07/28/02 02:08
Joined: Jul 2000
Posts: 1,570
Windsor, CT 06095
W
WildCat Offline OP
Expert
WildCat  Offline OP
Expert
W

Joined: Jul 2000
Posts: 1,570
Windsor, CT 06095
Does anyone know if and how I can create a resourced game but have some files included separately from the .WRS file?

I need kind of an "Anti-Bind" comand.

I have a game with some exceedingly large wav files and my installer can convert them to a special format when it makes my distribution package. It will then convert them back to WAV's when the distribution package runs.

I need to keep these files from getting lumped in to the resource, so that my program will recognize them as wav files.

Please help!

- WildCat


Visit us at [url=http://www.vertexgames.com]Vertex Games[/url]!
Re: Question on PRO resource packer. #9926
07/28/02 02:11
07/28/02 02:11
Joined: Jul 2000
Posts: 1,570
Windsor, CT 06095
W
WildCat Offline OP
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WildCat  Offline OP
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Joined: Jul 2000
Posts: 1,570
Windsor, CT 06095
For that matter, does anyone know how to create a resourced game where people can create their own mods to include their own Graphics or Sound files?

Thanks!

-WildCat


Visit us at [url=http://www.vertexgames.com]Vertex Games[/url]!
Re: Question on PRO resource packer. #9927
07/30/02 10:54
07/30/02 10:54
Joined: Mar 2002
Posts: 1,123
California
Cellulaer Offline
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Cellulaer  Offline
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Joined: Mar 2002
Posts: 1,123
California
If you use the resource packer the only way is probably via the SDK.


Buy, Sell, & Archive Realtime 3D Content @ RedRock7.com *BETA* A5.5+ Plugin DLLs: GSADO, GSHTTP, GSImgLst, FreeMod, GSFlash, GSPython http://cellulear.slashbang.com/
Re: Question on PRO resource packer. #9928
07/31/02 02:19
07/31/02 02:19

A
Anonymous
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Anonymous
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A



No, I think SDK wouldn't work here since the DLL can only be loaded from within the engine but the resources have to be present during startup. I never thought of the possibility to have mods in an A5 game but the only way I can currently think of would be to have a packed file with all needed files (graphics, wdls...) unpacked at startup with your own starting tool.
Concerning the general un-bind problem:
I think it depends on how you give the name of the files in your code. There are two possibilities to give a name ("name.wav" and the other one with those "tag-brackets"), one binds the file the other one doesn't ("" doesn't bind a file I think).

Re: Question on PRO resource packer. #9929
08/01/02 21:24
08/01/02 21:24

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One thing you could do is create seperate resource files for the files you dont what to share, which sounds like it would mainly be wdl files. Then, include those resource files in your game, this will leave all the other files open allowing you to do what you need.

However, according to the maunal:

"If a file with the same name is found separately outside the resource, the engine will use that one instead of the packed file in the resource – unless it's a script. Scripts must always be packed in the resource."

Re: Question on PRO resource packer. #9930
08/15/02 12:31
08/15/02 12:31

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Anonymous
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Just a wild guess on my part, but could you possibly use the EXEC command (p.74) to unpack and run an ancillary program after the main program was unpacked?

Re: Question on PRO resource packer. #9931
08/15/02 16:21
08/15/02 16:21

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This method would probably work. If you had a 0byte sized wav file in the resource, and the proper file outside the resource, when you run, it will use the correct one, the one outside the resource.
quote:
Originally posted by AcidCrow:
One thing you could do is create seperate resource files for the files you dont what to share, which sounds like it would mainly be wdl files. Then, include those resource files in your game, this will leave all the other files open allowing you to do what you need.

However, according to the maunal:

"If a file with the same name is found separately outside the resource, the engine will use that one instead of the packed file in the resource – unless it's a script. Scripts must always be packed in the resource."



Re: Question on PRO resource packer. #9932
08/17/02 01:57
08/17/02 01:57
Joined: Mar 2002
Posts: 36
Silicon Valley, California, US...
WoolyLoach Offline
Newbie
WoolyLoach  Offline
Newbie

Joined: Mar 2002
Posts: 36
Silicon Valley, California, US...
Might I assume from this that the PRO packer will pack all scripts, etc. into a single resource file? I'm having a hard time getting info on this, maybe I'm just dim or something. Since I don't _own_ the Pro version I'm not sure if it'll do what I need (roll everything into a single resource file seperate from the .EXE). If this is in a manual somewhere, please tell me! Ack!


"Have you seen a Wooly Loach.. lately?" http://www.woolyloach.com
Re: Question on PRO resource packer. #9933
08/17/02 02:08
08/17/02 02:08
Joined: Jul 2000
Posts: 2,037
Lafayette, LA USA
J
James Snydstrup Offline
Senior Expert
James Snydstrup  Offline
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J

Joined: Jul 2000
Posts: 2,037
Lafayette, LA USA
quote:
Names can be assigned to files, in order to define bitmap, font, animation, sound or music objects, and thus make them controllable by functions. File names must not be longer than 20 characters, and must be given without path in pointed brackets <...> . Pointed brackets are an indicator for WED's publish or resource function to include that file into the published game.
Try defining your file without the <> brackets.

Re: Question on PRO resource packer. #9934
08/18/02 06:01
08/18/02 06:01

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"Might I assume from this that the PRO packer will pack all scripts, etc. into a single resource file?" If you would assume that you would be right [Smile]

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