domi Posted January 8, 2015 Share Posted January 8, 2015 I noticed that the data compressed folder in the build directory puts the entire asset library including unused elements. How can I build with only the assets used in a game? For now my basic test map is over 258 MB. this is what it looks like Quote Link to comment Share on other sites More sharing options...
Josh Posted January 8, 2015 Share Posted January 8, 2015 Please see here: http://www.leadwerks.com/werkspace/blog/1/entry-1381-selective-file-inclusion-beta/ Quote My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
domi Posted January 8, 2015 Author Share Posted January 8, 2015 Hello Josh Thanks for helping Is this also available for the Indie Version? Quote Link to comment Share on other sites More sharing options...
Josh Posted January 8, 2015 Share Posted January 8, 2015 Yes, but you have to opt into the beta to get it. Quote My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
domi Posted January 8, 2015 Author Share Posted January 8, 2015 OK, but won't allow me It asks for BETA access code Where do I get that from ? Quote Link to comment Share on other sites More sharing options...
DerRidda Posted January 8, 2015 Share Posted January 8, 2015 Nope, that password field is always there you don't need to enter anything there. The drop down menu above the password field has the beta branch which you simply need to select. Quote Link to comment Share on other sites More sharing options...
domi Posted January 8, 2015 Author Share Posted January 8, 2015 Done it, but now my game is always crashing it gives me the Windows crash dialog box I roll back to 3.3 Quote Link to comment Share on other sites More sharing options...
Josh Posted January 8, 2015 Share Posted January 8, 2015 I really can't debug anything unless you provide your game. All my tests worked fine. Quote My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
domi Posted January 8, 2015 Author Share Posted January 8, 2015 Can I upload that here? Quote Link to comment Share on other sites More sharing options...
Josh Posted January 8, 2015 Share Posted January 8, 2015 Yes, if it will fit. Quote My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
domi Posted January 8, 2015 Author Share Posted January 8, 2015 OK it's here BETA.zip Quote Link to comment Share on other sites More sharing options...
Josh Posted January 8, 2015 Share Posted January 8, 2015 Ah, I see. The FPS player constructs the name of the foot step sound files programmatically, so they are never included: for n=1,4 do self.sound.footsteps.concrete.step[n] = Sound:Load("Sound/Footsteps/Concrete/step"..tostring(n)..".wav") end Quote My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
Imchasinyou Posted January 8, 2015 Share Posted January 8, 2015 my other topic started this process and can be found here http://www.leadwerks.com/werkspace/topic/11392-published-game-wont-run/ Quote Asus sabertooth 990FX, AMD FX 9590 , Windows 7 Home Premium 64 Bit, 4 HDD's Western Digital Caviar Black set in Raid 0, 16 GB Crucial Ballistix Elite, Asus Radeon R9 270 X 4GB, Corsair CM750M, Link to comment Share on other sites More sharing options...
domi Posted January 8, 2015 Author Share Posted January 8, 2015 I'm patient For now I rolled back and design first, so it's not ready to be worried about file size issues,yet. Quote Link to comment Share on other sites More sharing options...
YouGroove Posted January 8, 2015 Share Posted January 8, 2015 self.sound.footsteps.concrete.step[n] = Sound:Load("Sound/Footsteps/Concrete/step"..tostring(n)..".wav") That's programmer coding, the sounds should be clearly named and put on a table, this to keep program clear and editor able to list the assets used. It reminds be very bad C coders, making code unreadble and unmaintanable : bad practice. I don't think there is some program on earth able to detect assets used by programs like that Sound = "MySound" i = 0 i +=3 Sound += i y=10 Sound += "track" Sound += y LoadSound(Sound) It seems the more Josh gives you guys , the more you go crazy and ask for impossible 1 Quote Stop toying and make games Link to comment Share on other sites More sharing options...
AggrorJorn Posted January 8, 2015 Share Posted January 8, 2015 It is not weird at all Yougroove. It would be bad practice to manually having to specify every single sound in this case. I my case I have a complete soundpack called "naturesounds". All sounds go from naturesound1.wav to naturesound186.wav. What a nightmare that would be if I had to manually specify each sound. I also don´t think it is Leadwerk´s responsibility to detect whether such 'dynamic' named files are being loaded. It would be very hacky the least and you will always have some sort of exception to the case. The bulk of the assets are already being loaded via the ways Josh has described in his blog and I personally think those methods are just fine. When files are used like in the example above, a 'simple' option to select folders or files with a certain extension for export would be a good solution. Something like below would do the trick. Not only does this give Leadwerks a unified way of detecing export folders, it also gives the programmers a way of creating dynamic variables without having to worry about missing export errors. ExportInclude "Sounds/Player/Footsteps" 2 Quote Link to comment Share on other sites More sharing options...
Gonan Posted January 8, 2015 Share Posted January 8, 2015 As all scripts are scanned and exported, and programmatically generated content is not exported, can we create a myexports.lua. Even if myexports.lua isn't attached to any maps or entities I presume it will still get scanned and exported. So my question is what is the minimum code that I need to put into myexports.lua to make the export scanner include content that has been programmatically referenced elsewhere in the program. Do I have to code every file used, or can I code a path to include all files, and will that include subfolders and their files too? eg. if subfolders were not automatically added. Would the following work or would every programmatically referenced file need to be listed. -- helper for publishing local soundexp="Sound/Player" -- entire contents of Player folder added to export local soundexpFootsteps="Sound/Footsteps" local soundexpFottstepsConcrete="Sound/Footsteps/Concrete" local zombiesounds="AddOns/Zombie Character Pack/*.wav" -- just the .wav files added to the export -- or would this be required to specify each individual file local zombiesounds1="Addons/Zombie Character Pack/alert.wav" local zombesounds2="Addons/Zombie Character Pack/idle.wav" Quote Link to comment Share on other sites More sharing options...
Josh Posted January 8, 2015 Share Posted January 8, 2015 It seems the more Josh gives you guys , the more you go crazy and ask for impossible Yes! This is why users do not design Leadwerks directly, and I say no to a lot of things. Anyways, there's some more info and an update here: http://www.leadwerks.com/werkspace/blog/1/entry-1383-selective-file-inclusion-continued/ Quote My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
Ma-Shell Posted January 8, 2015 Share Posted January 8, 2015 I don't think there is some program on earth able to detect assets used by programs like that (...) It seems the more Josh gives you guys , the more you go crazy and ask for impossible There was no one who asked for a program to detect that. The only thing that was asked was that one could also get a chance to force the editor manually to include those files, which was implemented now by the option to not use the new selective inclusion 2 Quote Link to comment Share on other sites More sharing options...
abyssus Posted January 9, 2015 Share Posted January 9, 2015 The only thing that was asked was that one could also get a chance to force the editor manually to include those files, which was implemented now by the option to not use the new selective inclusion Glad to see Josh made the right decision despite earlier reservations. Good job and keep up the good work. Quote Link to comment Share on other sites More sharing options...
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