Just downloaded it: First thing I noticed, the executable is 77MB? How the hell did you do that? Mine never got above 7MB o_O. That made the game load TERRIBLY slow.
Yes 'coz some graphics (like maps bg's some mobs ammo animations and shield engineering) are in game maker file.Quote:
Just downloaded it: First thing I noticed, the executable is 77MB? How the hell did you do that? Mine never got above 7MB o_O. That made the game load TERRIBLY slow.
Where did you read that second config is added ?Quote:
how can i change the konfi? o:
You can just load these files from the data folder, which would make the game use ALOT less RAM (Currently using 2GBs of RAM already, and it's still loading).Quote:
Yes 'coz some graphics (like maps bg's some mobs ammo animations and shield engineering) are in game maker file.
Where did you read that second config is added ?
On my PC it's loading for 1 or 2 mins.Quote:
You can just load these files from the data folder, which would make the game use ALOT less RAM (Currently using 2GBs of RAM already, and it's still loading).
And he probably misunderstood the "planned" features for released features.
EDIT: Its been loading for like 10+ minutes now. ( Running an AMD FX-8120 @ 4.5ghz, 8GB RAM @ 1866 mhz, and a geforce gt630 2GB @ 1300mhz )
For all the alien sprites you can just use globals, and import them with their .res/.gmspr from data folder. And for that laser bug; I see something in the log files concerning the drones. You should just set lasers to 1 instead of 2. And Stop the drones from looking at your target. That'll fix the cubikon bug.Quote:
On my PC it's loading for 1 or 2 mins.
If you have an idea how to "change" or "fix" that, write it down here.
U should know that, that graph like in DO (32 imgs per ship) occupies a lot of memory ...
I'm waiting for ideas ...
switch room { //MMo Maps case lv1_1: background_index=background_add_background(working_directory + "\data\" + "bg1_1.res"); break; case lv1_2: background_index=background_add_background(working_directory + "\data\" + "bg1_2.res"); break; case lv1_3: background_index=background_add_background(working_directory + "\data\" + "bg1_3.res"); break; case lv1_4: background_index=background_add_background(working_directory + "\data\" + "bg1_4.res"); break; case lv1_5: background_index=background_add_background(working_directory + "\data\" + "bg1_5.res"); break; case lv1_6: background_index=background_add_background(working_directory + "\data\" + "bg1_6.res"); break; case lv1_7: background_index=background_add_background(working_directory + "\data\" + "bg1_7.res"); break; case lv1_8: background_index=background_add_background(working_directory + "\data\" + "bg1_8.res"); break; //EIC Maps case lv2_1: background_index=background_add_background(working_directory + "\data\" + "bg2_1.res"); break; case lv2_2: background_index=background_add_background(working_directory + "\data\" + "bg2_2.res"); break; case lv2_3: background_index=background_add_background(working_directory + "\data\" + "bg2_3.res"); break; case lv2_4: background_index=background_add_background(working_directory + "\data\" + "bg2_4.res"); break; case lv2_5: background_index=background_add_background(working_directory + "\data\" + "bg2_5.res"); break; case lv2_6: background_index=background_add_background(working_directory + "\data\" + "bg2_6.res"); break; case lv2_7: background_index=background_add_background(working_directory + "\data\" + "bg2_7.res"); break; case lv2_8: background_index=background_add_background(working_directory + "\data\" + "bg2_8.res"); break; //VRU Maps case lv3_1: background_index=background_add_background(working_directory + "\data\" + "bg3_1.res"); break; case lv3_2: background_index=background_add_background(working_directory + "\data\" + "bg3_2.res"); break; case lv3_3: background_index=background_add_background(working_directory + "\data\" + "bg3_3.res"); break; case lv3_4: background_index=background_add_background(working_directory + "\data\" + "bg3_4.res"); break; case lv3_5: background_index=background_add_background(working_directory + "\data\" + "bg3_5.res"); break; case lv3_6: background_index=background_add_background(working_directory + "\data\" + "bg3_6.res"); break; case lv3_7: background_index=background_add_background(working_directory + "\data\" + "bg3_7.res"); break; case lv3_8: background_index=background_add_background(working_directory + "\data\" + "bg3_8.res"); break; //PVP Maps case lv4_1: background_index=background_add_background(working_directory + "\data\" + "bg4_1.res"); break; case lv4_2: background_index=background_add_background(working_directory + "\data\" + "bg4_2.res"); break; case lv4_3: background_index=background_add_background(working_directory + "\data\" + "bg4_3.res"); break; case lv4_4: background_index=background_add_background(working_directory + "\data\" + "bg4_4.res"); break; }
I know i can do it like that :) but thanks for file :)Quote:
For all the alien sprites you can just use globals, and import them with their .res/.gmspr from data folder. And for that laser bug; I see something in the log files concerning the drones. You should just set lasers to 1 instead of 2. And Stop the drones from looking at your target. That'll fix the cubikon bug.
For the backgrounds;
Download: [Only registered and activated users can see links. Click Here To Register...] place it in /data folder
and change the 2nd script event from room start in Backgrounds object into;
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It's actually really easy; Create a background, save it as a .gmbck file. Then just change the name to .res. Same goes for the sprites. You can change the HUD images with that too by renaming the .res to .gmspr -> edit -> save as .gmspr -> change to .res again.Quote:
I know i can do it like that :) but thanks for file :)
Can i ask how did u make .res file ?
If i need help i will write to you :)Quote:
It's actually really easy; Create a background, save it as a .gmbck file. Then just change the name to .res. Same goes for the sprites. You can change the HUD images with that too by renaming the .res to .gmspr -> edit -> save as .gmspr -> change to .res again.
EDIT: Too bad I lose my source file, I could've helped you with some stuff. ( Like ranks, galaxy gates etc )
rank_points = EXP/100000+HON/100+LV*100+ship_type_numb*1000
Tbh, I know it's not hard. But it's an annoyance to make all stats save properly. I've tried it using the default saving method a few times, but it ended up corrupting the savegame each time. So I had to make a new saving routine.Quote:
If i need help i will write to you :)
Ranks isn't hard to add ;) I just need to add EXP and HON and calculate rank poits with specific formula like:
Code:rank_points = EXP/100000+HON/100+LV*100+ship_type_numb*1000
- SUB is totally useless.Quote:
Known bugs: