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Builder-to-player guide needed


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#1
georage

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Has anyone successfully created a builder to player module and sent it to someone else and they successfully played it? I am talking a standalone campaign type mod.
 
If so, can someone detail their steps? I followed those presented by Sunjammer in his Red Riding Hood Redux project, but still have probs.

Co-modders report they cannot go to other areas and experience missing resources. Must I manually check the export list myself before exporting? If you eheck everything in your custom folders you get bad filename errors (looks like some generated files have two periods in the slug, which causes that error)

Also, a full export always makes Jaden (default char) naked. Is there some workaround to prevent that?

Thanks for any tips.

 

Modifié par georage, 11 décembre 2009 - 09:00 .


#2
Gocek

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Not a full answer, just a few hints:
- you shouldn't really do a full export. I'd rather say do an "Export without dependent resources" on your module's folder (assuming you have created a separate folder for that). If not - select all the files you have created for your mod and then do the export.
- you should always manually check things on the Builder-to-player export list. Include only files that are really needed. Most important thing: DO NOT INCLUDE /packages/core/override unless your mod intentionally places files in there. Another example: you don't have to include the *.nss files - these are noncompiled scripts. The player needs only the compiled version - *.ncs. After you've selected your files you can save the list as a manifest list and use it in the future to speed things up.
- before doing the builder-to-player export, but after doing the "export without dependent resources" you should clear the /packages/core/override/toolsetexport directory - not doing that will cause troubles - like characters being naked

I haven't tried exporting with big modules, just one-two areas, sample creatures, conversations, triggers, area transitions - everything works ok.

EDIT: to check if your mod works ok, you should delete your module folder from AddIns directory (or move it somewhere, doesn't matter) so that any stuff exported from the toolset by "export without dependent resources" is removed. After that just install the dazip file using DAUpdater. It will create a new folder with your module in the AddIns directory - but this time it will contain only the files your PLAYER will see.

Modifié par Gocek, 11 décembre 2009 - 10:19 .


#3
georage

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Cool info Gocek, thanks. I hate I have to manually go down the checklist, it gets really confusing with hundreds of files.

#4
georage

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And it is easy to miss the cif and your 2das. My 2das are scattered in diff folders, which may not be correct but it seems to work.




#5
Gocek

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Well, I believe you can just uncheck the "packages" branch and leave the rest. Those *.nss files aren't that big, and it takes time to manually deselect them ;) But for a proper release it's worth the effort to make the mod smaller.

And besides - those manifest files are really great and helpful, once you save your predefined list, you can use it in the future.

#6
georage

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But, if you are adding and subtracting stuff from the mod, the list is useless, right?

#7
Gocek

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Hm, just checked and it works like this: when you create a list it remembers all SELECTED resources. Now, when you add anything new and load the list again those new resources will be unchecked, so you have to add them.

So - if you have 100 files already and add 10 more it's way easier to just add those 10 to 100 that will be already there, than selecting 110 again.

I'm no expert though - but I believe the manifest files might be useful with bigger projects.