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R.e.a.l. External Resource Extraction (ver 5.1b)


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#51 Potnop

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Posted 01 September 2007 - 08:31 AM

Heh, OK... I'll see about those soon. Tomorrow maybe... Right now I'm gonna go to sleep.
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Vegeta! What does the scouter say about his powerlevel?!? It's ovER 9000!!!!!
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#52 XboxKing

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Posted 10 September 2007 - 03:24 AM

I can't get it to extract anything.
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#53 Potnop

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Posted 13 September 2007 - 11:30 PM

Uh, OK. So what exactly are you doing with it? Are you getting error messages or what?
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Vegeta! What does the scouter say about his powerlevel?!? It's ovER 9000!!!!!
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#54 XboxKing

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Posted 14 September 2007 - 08:57 AM

No errors or anything thats why i didn't write much
any ways heres the code:

REAL_init("mainmenu.7z","TEST",working_directory+'\dll\',-1,true,"",0)
REAL_include("setup.list",working_directory+"\scripts")
REAL_execute()

And this part is in the step event
if global.Loaded=true{execute_file("setup.list")}

All i have in the setup.list file is:
show_message('Test Completed')

Edited by XboxKing, 14 September 2007 - 09:39 AM.

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#55 Potnop

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Posted 21 September 2007 - 12:20 AM

Uh, OK.

Well to have the file be fully loaded you have to do real_return().

So you do something like

global.setup_list = REAL_include(args go in here);

Then in a script that runs after REAL_execute you need to do this or something...

global.setup_list = REAL_return(global.setup_list);
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Vegeta! What does the scouter say about his powerlevel?!? It's ovER 9000!!!!!
I ownt read da script, script reads me.


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#56 SLarouche

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Posted 21 September 2007 - 05:58 PM

Heh, OK...  I'll see about those soon.  Tomorrow maybe... Right now I'm gonna go to sleep.

<{POST_SNAPBACK}>


Yep... download link to Example projects still doesn't work.

For some sad reason, I get:
Failed to initialize loading engine

error message or
Error defining an external function.

Probably something I didnt setup properly when merging or creating directories?

... ^_^

thanks

Smon
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#57 blue123

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Posted 29 September 2007 - 11:27 AM

Potnop, can you re-host the files? The links don't work.
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#58 SLarouche

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Posted 08 October 2007 - 11:05 AM

Potnop, can you re-host the files? The links don't work.

<{POST_SNAPBACK}>


So, the links are still not working... Anyone got a working example?

thanks,

Smon

Edited by SLarouche, 08 October 2007 - 01:19 PM.

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#59 dender

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Posted 08 October 2007 - 12:10 PM

Okei I thought I'm gonna upload it somewhere.
It has REAL Demo, Core files and 5.1 update.

http://www.sponest.c...LLoading5.1.rar
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#60 SLarouche

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Posted 08 October 2007 - 01:20 PM

Okei I thought I'm gonna upload it somewhere.
It has REAL Demo, Core files and 5.1 update.

http://www.sponest.c...LLoading5.1.rar

<{POST_SNAPBACK}>


Cheers, works great. thanks.

Smon
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#61 alexw

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Posted 13 November 2007 - 07:34 PM

Good script, but i have an problem:

I want to play an music on the background but failed to do that.
I have an object (Controller) it have:
Step: The step action scripts
Game Start: REAL_Init_Vars Script and
REAL_init_vars();
REAL_init("Data.7z","PASS",0,0,true,"Menu",Menu);
REAL_buildExtractList();

global.backgroundmusic = sound_add(temp_directory+"/Music.mp3",1,true);
sound_loop(global.backgroundmusic);
Game End:
file_delete(temp_directory+"/Music.mp3")
Draw: The Draw action script.

But i just get the error that sound doust exist.
Plz tell me step by step how i need to do it, thx...

PS. The LevelLoader object is also been created if you like to known.

Alexw

Edited by alexw, 13 November 2007 - 07:35 PM.

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#62 dender

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Posted 14 November 2007 - 05:38 AM

Good script, but i have an problem:

I want to play an music on the background but failed to do that.
I have an object (Controller) it have:
Step: The step action scripts
Game Start: REAL_Init_Vars Script and

REAL_init_vars();
REAL_init("Data.7z","PASS",0,0,true,"Menu",Menu);
REAL_buildExtractList();

global.backgroundmusic = sound_add(temp_directory+"/Music.mp3",1,true);
sound_loop(global.backgroundmusic);

<{POST_SNAPBACK}>


To load sound you have to use its script
REAL_init("Data.7z","PASS",0,0,true,"Menu",Menu);
global.snd = REAL_sound(0,"Music.mp3",false,1,false)

you don't have to load this sound from any folder itself. Use REAL scripts to load recourses as this keeps track of files locations itself.

The same thing with the resource deletion. REAL Loading_Engine object deletes files itself. If you need to delete loaded sound in some period of game where sound is loaded in memory, simply delete it with
sound_delete(global.snd)

Hope that helps.
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#63 alexw

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Posted 14 November 2007 - 09:55 AM

I have now this code:
REAL_init("Data.7z","PASS",0,0,false,"Menu",0);
REAL_sound(0,"Music.mp3",false,1,true)

REAL_execute();

And i copied the objects (Loading_Engine) to the project also.
But i dont hear any sound...

PS. Can you tell me also how i do this with a video file...
And if you want i post the GMK that needs the music on the background include the Data.7z with pass.

Alexw

Edited by alexw, 14 November 2007 - 10:52 AM.

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The A.S. Clubİ has been working on a new project. Called The Golden Century.
In this new game you are going experience to be at war on sea or on land, in the Golden Age.
For more information, check the The Golden Century Homepage.

#64 dender

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Posted 14 November 2007 - 01:01 PM

And i copied the objects (Loading_Engine) to the project also.
But i dont hear any sound...

<{POST_SNAPBACK}>


From this I conclude you have only some bits of REAL Loading engine in your project??
You need whole Core gm6 in your project for this thing to work. (simply use merge game) and edit as less as possible. Create only scripts which load things and then run them from object which you place in a loading room.

If this thing is ok, then use this (for example:)

//REAL_init (File, Password, directory of dll/EXE, directory temp extract, draw bar, bar text, closing action);
REAL_init('data.7z','pass',0,0,true,'data',0) 

global.snd_menu = REAL_sound(0,"menu.mp3",false,1,false)

REAL_execute()
Simply put one object which loads all this into a room.
Also check REAL_sound script for argument explanations. Check that sound types etc are all right.

And when playing simply

sound_play(global.snd)

PS. Can you tell me also how i do this with a video file...
And if you want i post the GMK that needs the music on the background include the Data.7z with pass.

Alexw

<{POST_SNAPBACK}>


first I can't run gmk. video hmm... dunno, right now I think this thing can't do that.
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#65 alexw

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Posted 14 November 2007 - 01:48 PM

With this code in the room itself (Room Loading):
//REAL_init (File, Password, directory of dll/EXE, directory temp extract, draw bar, bar text, closing action);
REAL_init('Data.7z','PASS',0,0,true,'data ',Menu) 

global.snd_menu = REAL_sound(0,"Music.mp3",false,1,false)

REAL_execute()

And this in the room also (Room Menu View: 280x16):
sound_loop(global.snd_menu);

And then when he is done he goes to the room: "Menu"
And then he says, sound not found...

Alexw

Edited by alexw, 14 November 2007 - 02:13 PM.

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The A.S. Clubİ has been working on a new project. Called The Golden Century.
In this new game you are going experience to be at war on sea or on land, in the Golden Age.
For more information, check the The Golden Century Homepage.

#66 dender

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Posted 14 November 2007 - 04:21 PM

hmm odd. Dows the Menu.mp3 exists in Data.7z ^_^? It should though, otherwise it won't even finish loading as yours finishes it. Right now I really don't know what is the glitch. Ofcourse you could remerge the Core files, maybe somekind of wrong things are in the scripts.
And just in case check that you won't delete that sound before using it.
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#67 alexw

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Posted 14 November 2007 - 05:25 PM

Sall i send you the files true PM?

Alexw
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The A.S. Clubİ has been working on a new project. Called The Golden Century.
In this new game you are going experience to be at war on sea or on land, in the Golden Age.
For more information, check the The Golden Century Homepage.

#68 dender

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Posted 14 November 2007 - 05:42 PM

well you can, as long it's not gmk.
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#69 alexw

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Posted 15 November 2007 - 07:49 AM

I have sended you the PM...

I figured it out. I need to use the return script.

Alexw

Edited by alexw, 15 November 2007 - 08:04 AM.

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The A.S. Clubİ has been working on a new project. Called The Golden Century.
In this new game you are going experience to be at war on sea or on land, in the Golden Age.
For more information, check the The Golden Century Homepage.

#70 dender

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Posted 15 November 2007 - 01:57 PM

yes yes, now I remember. :D Good you figured it out yourself.

Edited by dender, 15 November 2007 - 01:57 PM.

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#71 alexw

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Posted 15 November 2007 - 04:54 PM

Is there an option to play movies or just simply extract files to the temp dir (.obj for my 3D game) . I manage to get the movie played for one time, i dont changed the script, not even before. I just try out my game for an function and then the movie appeared.

Alexw
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The A.S. Clubİ has been working on a new project. Called The Golden Century.
In this new game you are going experience to be at war on sea or on land, in the Golden Age.
For more information, check the The Golden Century Homepage.

#72 blargage

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Posted 18 January 2008 - 02:25 PM

* Fixed my previous problem *

Just wanted to let you know that when you use sprite_delete or background_delete it doesn't actually free the memory as much as it should do. I think it's because although the image itself is deleted, the memory still holds its location and therefore a data block for it. You may get some luck in replacing the background with a smaller sprite after but it didn't work for myself.

To Potnop, I've looked at your code for using a list to add in only certin files but cannot find where you say what files you want loaded? Can you clarify a little if you get a chance please? ;)

The way around the memory issue i've used at present (which is the only way i can see) is to have however many backgrounds you have in one room at any one time already created with a small 16 x 16 pixel (any smaller and it actually increases CPU usage). So for me i have 16 backgrounds all with a 16x16 transparent background already loaded in GM. Then when I load each level, the backgrounds are replaced. This means that on startup it loads quick, the first level will load the 16 backgrounds and replace them at proper size (900x900) and therefore keeps the memory at a constant rate. Each succeding level replaces these background images keeping memory allocation the same.

It has this memory problem I think because all loaded in resources are being set as global variables and you can't delete a global variable. Global's are bad but if you're using this system then you have to use them. If someone finds out a way to not use them i'd be very interested in how they did! ;)

Edited by blargage, 22 January 2008 - 02:10 PM.

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#73 Potnop

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Posted 27 January 2008 - 07:58 PM

Heh, wow very many replies here....

I actually did a stupid thing when uploading my update and the code that uses a list is missing from there... I'll upload it soon.

I also reformatted some of his code because it was just unreadable and I can actually figure out how his thing works more or less now... Heh, makes me wonder if he purposely messed it up to the point where it's unreadable by the users so they can't change anything...
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Vegeta! What does the scouter say about his powerlevel?!? It's ovER 9000!!!!!
I ownt read da script, script reads me.


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#74 daz

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Posted 27 January 2008 - 09:04 PM

OK so this thing can load resources directly from a 7zip without extracting them first? That's the impression I got. Second question: Can you delete/add files to the 7zip with this? I was originally gonna xor all of my external files; but this sounds like a great alternative.
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#75 Potnop

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Posted 27 January 2008 - 10:29 PM

Uh, load the resources before extracting them? No... That's what you're asking?

I'm not sure about deleting files, but I do think you can add files. You can definitely do this manually with 7zip in case you're wondering.

It might be possible to add and delete files if you call the proper commands. After working with this for a while I figured out that the way this works is it basically runs the 7za.exe program with all the needed command line arguments. I just looked up in the help file for 7zip command line version, there's a command "d" that deletes specified files from the archive, so you can definitely do that. And there's the "a" command that adds the files. If I had time I could probably make commands like that.

If you want to do it, you can build off my 5.1b files that are much easier to read because I reformatted them. Look at how the program is called in REAL_step and the Store_file scripts.

This would make 7zip delete .bak files from archive.zip. I copied the command line snippet from the 7zip help file.
ret = external_call(dll, 
        REAL_resources+"/"+'7za.exe',
        "d archive.zip *.bak -r",
        REAL_resources,
        string(2))



@blargage
Here's the part of code that uses the extract list for extracting only needed files.
...+" @" +temp_directory+"\extractList...

Here's the full line in REAL_step.
ret = external_call( dll,
                LevelLoader.load_resources+"/"+'7za.exe',
                "e "+string(file)+" @" +temp_directory+"\extractList -w"+chr(34)+string(tempdir)+chr(34)+" -o"+chr(34)+string(tempdir)+chr(34)+" -y -p"+string(password),
                LevelLoader.load_resources,
                string(2))

I looked this up in the help file for 7zip. Writing @filename on the command line makes 7za.exe use the a file named filename as the list of files which need to be extracted or added or whatever command is being done.
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Vegeta! What does the scouter say about his powerlevel?!? It's ovER 9000!!!!!
I ownt read da script, script reads me.


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#76 weirdo_studios

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Posted 05 May 2008 - 08:45 AM

i constantly get these errors

ERROR in
action number 1
of Step Event
for object Loading_Engine:

In script REAL_step:
Error in code at line 14:
file = LevelLoader.file

at position 21: Unknown variable file

___________________________________________
ERROR in
action number 1
of Draw Event
for object Loading_Engine:

In script REAL_draw:
Error in code at line 6:
if LevelLoader.useloadingdraw == true {

at position 17: Unknown variable useloadingdraw

rhis is the code i use, nota that after skipping the errors it does actually load the image
current+=1;
REAL_init('backgrounds.7z','*************')
global.sprite[current+1]=REAL_sprite(0,'back'+string(current+1)+'.bmp',0,0,0,1,1,0,0);
REAL_execute();

Edited by weirdo_studios, 07 May 2008 - 10:03 AM.

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#77 Potnop

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Posted 07 May 2008 - 11:10 PM

Well, the objects that reference those variables don't exist at that time...

LevelLoader doesn't exist yet...

Maybe you are calling certain functions too early. Weird.... Haven't worked with this in a while and I'm trying to figure this out...

OK, so REAL_init creates the LevelLoader object when you call it as long as you haven't modified the scripts too heavily...

REAL_execute() creates the Loading_Engine object which references the LevelLoader.

OK, just wondering... Why do you have current += 1; at the very top.

Can I see the whole code if there's more to it?

What I'm guessing is maybe you're doing REAL_init and REAL_execute for every single image or other resource that you load. You need to only call REAL_init once at the top and then REAL_execute once at the bottom when all the images are done...
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Vegeta! What does the scouter say about his powerlevel?!? It's ovER 9000!!!!!
I ownt read da script, script reads me.


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#78 weirdo_studios

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Posted 08 May 2008 - 08:13 AM

Well, the objects that reference those variables don't exist at that time...

LevelLoader doesn't exist yet...

Maybe you are calling certain functions too early. Weird.... Haven't worked with this in a while and I'm trying to figure this out...

OK, so REAL_init creates the LevelLoader object when you call it as long as you haven't modified the scripts too heavily...

REAL_execute() creates the Loading_Engine object which references the LevelLoader.

OK, just wondering... Why do you have current += 1; at the very top.

Can I see the whole code if there's more to it?

What I'm guessing is maybe you're doing REAL_init and REAL_execute for every single image or other resource that you load. You need to only call REAL_init once at the top and then REAL_execute once at the bottom when all the images are done...

nope, i have tried both ways (using REAL_execute after every file and having it once.

i have not edited any of the scripts just the original scripts are used.

current is a variable to represent the current area the player is in

the available files are
back1.bmp
back2.bmp
back3.bmp
back4.bmp
back5.bmp
back6.bmp
back7.bmp

and current has a value of 1 at the start
its called in a key press event
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#79 Potnop

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Posted 10 May 2008 - 10:03 PM

Does it only happen for 1 step when you click ignore? You might need to let it wait a bit or something?
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Vegeta! What does the scouter say about his powerlevel?!? It's ovER 9000!!!!!
I ownt read da script, script reads me.


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#80 weirdo_studios

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Posted 14 May 2008 - 06:23 PM

nope, it keeps happening.
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#81 kake_fisk

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Posted 03 June 2008 - 05:42 PM

I don't completely understand, but can this load resources right from .zip's?
like you don't need to extract the files?
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#82 TheMagicNumber

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Posted 03 June 2008 - 09:26 PM

The DLL extracts the files inside of it for use.
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#83 Sindarin

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Posted 03 June 2008 - 09:38 PM

It's just a means of storage and organization. The extraction & deletion is fast enough, sometimes the files don't even show up in the temp directory.
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#84 Potnop

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Posted 07 June 2008 - 08:33 PM

They show but get deleted so fast the window doesn't have time to refresh.
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Vegeta! What does the scouter say about his powerlevel?!? It's ovER 9000!!!!!
I ownt read da script, script reads me.


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#85 zero-tx

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Posted 09 June 2008 - 10:46 PM

Hi everyone,

this engine never doesn't work for me. I've no idea how i can use it, i think it's very difficult to understand!
Everytime i try to use it he said: "Unexpected program error" and the game crashes, no idea what's wrong. I've downloaded the 5.1b Package and have the *.dll-file and *.exe file in the working directory. But in the scripts i'm missing that one, who calls the dll-file :whistle:.

I think i forgot to download the REAL Loading 4 package. The 2 links on the first page doesn't work anymore. The only thing i can download is the version from Potnop.

My question:
Did anyone have this two archives which are not avaible anymore and can send them to me via PM or give me a mirror link to the files. And my second question: One of this archives contains a sample archive and a sample project in which the REAL-Engine is used, so everyone comes familiar with it - if i remember correct. I need this too for better understanding how the engine works.

I hope someone has this files and can send them to me, including the sample - or is there a good or better alternative for the REAL-Engine in the meanwhile?

Thanks for reading and maybe helping.

Best regards
zero-tx
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#86 Potnop

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Posted 18 June 2008 - 02:50 AM

OK I'll reupload those heh... Yeah, it will probably work if you download the original file first then download my addon scripts thing...


OK, i reuploaded a bunch of stuff.... The version 4 downloads should work now. If anyone has problems with willhostforfood tell me and I'll add mirrors. I'm just really lazy when it comes to uploading things and it's an extra hassle for me to do it if I don't have to heh....

Edited by Potnop, 18 June 2008 - 03:12 AM.

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Vegeta! What does the scouter say about his powerlevel?!? It's ovER 9000!!!!!
I ownt read da script, script reads me.


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#87 databot

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Posted 09 July 2008 - 09:46 PM

Thanks for reposting this potnop. REAL is a bit difficult to get to grips with, but is powerful none the less.
I am currently trying to build extension to this to automate the unpacking, thus providing a way to add patches/content to a game. The main component (the auto-extraction) is complete. Still have to code scripts to handle rooms, objects,paths and timelines; as well as build a package creator. tech demo is availble from Cloud tech demo. Pm me if you would like to help build this.
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#88 Potnop

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Posted 16 July 2008 - 05:30 PM

OK, cool...

I'll check it out.

I would really provide a lot more tutorials and stuff for this if I had the time, but I always forget about it. I'm not the one who made it originally so yeah... I just figured out how to use it.

Is it also going to load room, objects, paths, and timelines?

Edited by Potnop, 16 July 2008 - 05:31 PM.

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Vegeta! What does the scouter say about his powerlevel?!? It's ovER 9000!!!!!
I ownt read da script, script reads me.


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#89 databot

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Posted 03 August 2008 - 05:01 PM

Thats the idea.
The main problem has been extending R.E.A.L, placing anymore code in the step bit (where it says you can expand) causes it to throw a tantrum. I'm working on the secondary parser (dubbed XTRA) to handle loading rooms, timelines etc)
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#90 dender

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Posted 14 August 2008 - 03:55 PM

so I can see a little "b" showing after your update :lol:. There was "a" once i used it :). What are the changes ?

mm, doing seperate loading for rooms, objects etc can definitely expand resource managment and thus increase loading and game speed overall... at least I hope so :P.
How about sounds? Does their using, when loaded by REAL, stays the same or can it be simplified?

Edited by dender, 14 August 2008 - 04:00 PM.

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#91 hima

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Posted 20 August 2008 - 05:30 PM

When I run the example project it works fine, but when I merge it with my project, the error pops up saying "Failed to initialize loading engine" I didn't change anything and was trying to load the same thing the example did :S

EDIT: Never mind. I got it now. For those who experience the same problem as me, try copy and paste 7za.exe from the R.E.A.L core folders to your project folder.


One question. It doesn't seems like it works with adding a png file with alpha channel. If there's a way to do that, how can I do it? I've already set true to the transparent argument of Real_Sprite, but it still doesn't work ;)

EDIT: Haha. I was so stupid. Actually, it isn't difficult to add sprite_alpha stuffs into R.E.A.L script at all. I got the alpha channel working now. Thank you for the script :)

Edited by hima, 20 August 2008 - 05:55 PM.

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#92 JordanMaster22

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Posted 21 December 2008 - 09:56 AM

I read the readme file and here are some license quotes.

Dont be a stranger! if your using this please put a post with
a link to your project or WIP! i dont need credits but would LOVE to know my
hard work is being put to good use! and would love to see it in use! =D


-- if you credit me, then you must also credit porfirio, he is the creator of the
run.dll and introduced it to 7z. i couldnt have done it without him.


People Who I Need To Credit: --(remember credit is optional in your game);
kow
porfirio
kickboxer89
battlegorge.


I will contact Porfirio if you could use it in your shareware games for free.

EDIT: Yes, he said it was fine.

Edited by jchalase, 21 December 2008 - 11:02 AM.

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Oh no! Is Hypercam and Camstudio too laggy and crappy to record your games? All you want is to get some HQ or HD footage of your Game Maker game, but you don't have a state of the ark computer. There's a solution! This engine records hours of HQ or HD footage of your game, saves it to a KB-sized file, and doesn't require a lot of memory! Also, you can customize the frame-rate while playing back a file, so Hypercam can record a low frame rate and output a high one!

HD PLAYBACK ENGINE

#93 Ekggames

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Posted 29 March 2009 - 11:42 PM

i get this.....
___________________________________________
ERROR in
action number 4
of Other Event: Room End
for object Loading_Engine:

Error in code at line 1:
Delete_Directory(tempdir+"\")

at position 26: Wrong type of arguments to +.


everytime i run my game now...
any help?
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#94 XD005

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Posted 09 April 2009 - 02:14 AM

Why is it nothing happens. I've included the DLL, objects and everything. Nothing happens it just says "Loading INFORMATION.di2". After that, nothing.

[codebox]directory_create(working_directory+string
(global.gem_path))
REAL_init(working_directory+"\DOWNLOAD.rar","INFERNO",working_directory,0,true,0,0)
REAL_include("INFORMATION.di2",working_directory+string(global.gem_path))
REAL_include("GEMS.di2",working_directory+string(global.gem_path))
REAL_include("AUDIO.mp3",working_directory+string(global.gem_path))
REAL_include("lighting.ls",working_directory+string(global.gem_path))
REAL_execute()[/codebox]
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#95 croser

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Posted 27 August 2009 - 03:58 PM

THank's for the great extention mate!
but........
look at this please

in create event for object836

REAL_init("dat.7z" , "aaa", 0, 0, 1, 0, 0);


global.musice = REAL_sound(0,"music.mp3",false,1,false)

REAL_execute()

global.musice=REAL_return(global.musice)

and the result is:

ERROR in
action number 1
of Create Event
for object object836:

In script REAL_return:
Error in code at line 14:
return global.load_return[argument0]

at position 16: Unknown variable load_return or array index out of bounds

please HELP! <_<

Any body
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#96 Blue Leader

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Posted 27 August 2009 - 06:59 PM

It sounds interesting, but under the "Real Loading 4" heading, the one that supposedly has examples and such, has nothing there to download. There's nothing below the heading.
Am I missing something, or is this intended? Does the file not exist anymore or something?
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#97 Audie12

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Posted 15 September 2009 - 03:52 AM

Thanks for the updates..It's cool to see that...Now i don't encounter errors..Keep it up..


Regards

Bert

_____
Pret immobilier
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#98 Zander_Acropans

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Posted 13 December 2010 - 03:28 AM

all of the download mirrors and links have expired you know... I would be glad for you to re-upload the links, thanks
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#99 NeutonM

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Posted 26 January 2011 - 12:38 PM

Download (rar) - 2.75mb (Includes modified version for gm8) 

Edited by NeutonM, 08 January 2012 - 02:24 AM.

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#100 _244972

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Posted 21 December 2011 - 07:14 PM

Aww man, sorry for forgetting to reupload under a different mirror.  i hope this one works for you guys.

Here's another link.

Real Loading 4 Mirror

I took the suggestion of using sendmefile.  I'll register with an actual site sometime soon maybe.

<{POST_SNAPBACK}>

Thanks, the mirror works fine now. :)


still doesnt work for me, could you upload with mediafire?

edit:
just saw the post above me, but still, you should upload with medifire.com

Edited by _244972, 21 December 2011 - 07:15 PM.

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