I still to decide whether to just let the t6unit drip feed the starcharts out from his frozen memory from time to time, I know I said he suppoed to have 2,000 but I might give him 200 star chart systems and have the rest stored up in a damaged slipstream drive which is found on planet Spoak and get the T6unit to extract all the star charts data from the damaged drive to add in another 700 more to his memory banks to make it 1,000.
I can compromise, for not all star systems have to be full blown in a full 3d flight simulator modules some can be just simple 2d flat mini simulator to move around on the star chart to mine stuff from certain systems ect, and the bigger more important systems can use a full blown 3d space simulator if necessary to fly your ship through gaseos cloud nebulas and stuff, to get to certain areas so a full blown 3d simulator is just an optional thing, just gives a nice touch to the game if you can have that for the larger systems, so for the small systems with ony 1-2 planets, , no need to have a full blown 3d simulator you can use a mini 2d chart one instead on the screen.
the systems will have the planets in them. some system might have 2-3 planets, some might have 4-6, 3-5 moons and all the other stuff. BUt not every planet in every system has to be a full blown 3d model, it can be just a 2d pic on a chart you fly our ship around to if its not an important system.
and you jump from one system to another through the gates if you can find the gates that lead to them.
Yes, doing ground simulator and a space simulator is alot of work. No, You dont make the whole universe with 1,000 planets in it, the computer cannot render all those objects, unless you portal it with gates but you just load it in a module at a time when you go from system to system .But Unreal might not be suited for the game I'm trying to do. Plus I had quite enough of all its lightmaps crashes.
and audio speech files (don't forget the dialog audio that goes with it). The type of game i made needs a 3d engine for the ship to fly all around in to vist the varioius systems and a 3d engine also for the surface of the planets for walking around on to walk through all the different parts of the city and docking ports, shops ect..That's the type of game I wanted to do and walk around in your spaceship as well talking to all your ship crew ect..
Make 3d Sound for my game? That's a Good question if I make a 3d space sound effect for my game then I would build a simple sounds up by just getting two or three ambient space sound files and play them all together to give the space ambient more depth and atmosphere and volume and playing more than one sound file to create the 3d ambient effect,
I also wanted to see if this could alo be pulled off in a 3d game engine as well. to make 3d models all spawn in on the edge of your camera view FOV so it give the illusion the place is all filled up with thousands of people.when its only just a few dozen models that are walking in different waypoints directions being spawed in at random places to walk into, and fade away on the edge your camera field Of Vision View and the trigger be as big as area that you want the busy people to be walking around in to start spawning in. So this effect would suit large open city areas and also the busy shopping areas to create the illusion you have got a big city of thousands of busy people.o
And please don't tell me that making some busy city people in games are patented because I am getting tired of these companies going out of their way to try to cripple everybody's creativity.
No, the c64 was used just as an example to show how you can use the ram for storage of your code I think this other guy is trying to tell me that I can probably do it using the ram with a game engine instead of using the dos interpreter to just run my script from that so he may know a way of making that batch script work with the game engine scripts if he can access it from the ram. That's why I mentioned it. He might be onto something.
I don't like unreal 3 for all its constant lightmaps crashing problems and black screens. Here's the pattern. Bulld New Geometry, Unreal is stable, Build some new Geometry, all of a sudden the lighmaps just pop out the window and crash to a black viewport window saying 'cannot buld lightmaps. Lighmaps must be all rebuilt." So you start Swarm up which takes 15-20 minutes to rebuild the lighting again . Lights are back on again. Buld new Geometry, lights are ok, Build some more new Geometry, Crash out go all the lightmaps again. Rinse and repeat.
Its not normal behavior for the engine's lightmaps to go pop like that everytime you try to add in some new geometry to your level.
For with Red Faction red editor, I never had these kind of problems with my lighting because the game engine rendered the lightmaps all last, not first.. . But unreal is trying to render both at the same time which is causing the lightmaps on my machine to keep on busting. and I haven't even done a big map or strained the unreal engine at all and it lightmaps keep on busting like that everytime you try to build geometry not normal.
Oh well, no surprise that the Armageddon Mass Effect game will not be out on pc until 2016 if this same problem still exist in the latest engine.
What interests me is how Bioware managed to fit 40,000 lines of text dialog in the Unreal 3 Engine with Mass Effect 3 in their level maps. so I think they built their dialog tree up in Kismet using the node system using that text announcement system,
This other guy is telling me to forget running my game one line at a time, just load the whole script into the computer's memory banks and just execute the goto labels in memory (I don't know how to execute batch goto labels in ram yet or from game engine scripts yet if it can be done, I don't know.
And then I will have faster execution speed and everything will be all nice and smooth with no lagging of windows to read in the file from the HDD because it will be already all loaded up into the memory. So I can see the benefits from keeping the code in the memory instead of reading it from the disk. He also said the main game code is only small in size about 10% when compared to the separate file game assets 90% that the game uses. So he makes a good point. And that is true, because my game script file is only 1.8 megs in size, the game assets are over 1.3 gigs. of all the sound Foleys, and audio dialog files, and some music.
But you say if I load my batch script all up into the memory and execute the code block from memory instead of breaking my code block down into these little script classes then nobody can port my code into their game engine or have a hard time trying because its all in one big file not in separate little class scripts that those engines like UNreal and Unity like using.
You want me to create Seaparate text files of my game?
What do you mean by this, are you suggesting I break my text dialog tree down into hundreds of little text files? Well for starters this game will have over 60,000 lines or more of dialog text because of all the many system that I have to still wire up in the galaxy.
I agree with this rule that the 90% of game assets like graphics, sound, your game dialog streams and videos should be separate files, but the main script code shouldn't be all broken down into hundreds of tiny little script classes (pieces) like they did wth Unreal, because then you're just cachng the crap out of the HDD (oh no that's UDK 3 I'm thinking of) where you had to wait for lighting to be all rebuilt each time you build something new to the level and it won't surprise me if the UNREAL 3 engine has busted more than one or two HDD's with all that heavy caching that that engine does. Unreal 4 says my comptuer is crap and recommends that I can only render the game on the lowest production setting, yet its got 16 gigs of memory and that to Unreal is low?
I think of the poor little guy who sits with Unreal 3 engine spending 10 minutes caching the rubber all off his HDD just to get Unreal to build all the lighting and i Unreal 4 I watched a guy put a dozen blueprint nodes togeher just to build up a text shader to display a small little piece of text on his screen. And how long does unity take to build its Lighitng?, as long as Unreal does?
When you're doing a game with over 60,000 lines of dialog text, it might be better to access the dialog text directly from the ram instead of relying on the HDD, That might help the frame rate stay low once you add all the other game assets to it so you need some kind of dialog tree database file..
Tuesday, July 21, 2015 - 08:48
If you wrote 50k lines of batch script then I suspect that you included the output text in those scripts? That's a mistake you're now paying for when transitioning technologies. Imagine if all your text was instead in a text file that your batchscript read from? Then you could just write a new c#-script in unity and reuse the same asset. That's why we always try to separate data from logic, I learned that the hard way myself many many years ago...
Well my game Is written as one big massive text batch script file. 1 big long long batch file not a series of mini little scripts. The Assets of the game (the audio dialog is embedded by file pathnames into the script file itself....I don't know enough knowledge with Unreal engine to fix the T-poe problem with the models but the planet will have to be fixed at a later time.
I think they rely on the HDD cache, but some use the memory too. Some say I was mad making this type of game, well some of the promos of Ntis City in the info centre show that mad chaotic world..
New, just recently imported into Ntis from the Telos Homeworld, Housecat remakes, these cute adorable little creatures called Leonix are no ordinary house pets, along with our popular product the fangercrawlers, these lovely little cats have special cloaking abilities. Watch your Leonix dissapear before your eyes and reappear. Fun for all the kids. Don't delay only 100 credits each. Get yours today. P.S We will not be held responsbile if your Leonix decides to materiaise inside your warp core engine. Ship train your Leonix today. For more information see Leonix Pet shop in the Main Central Markets area.
Financial News:
In Financial News: Well Citizens of Ntis, its your lucky day Element 113 stocks are now going at half price due to market crash on the Belanus Homeworld of rare metals. Trade your precious metals in today. Visit vendors area Metal Suppliers for more information.
In other news, Thelisium trading stocks from Vinus fell over 70% today after Financial trades negotiations all fell through. Attempts at Negotations are again curently underway with the planet, but because of tight security due to conflicts with rogue factions warring with each other, the govenor of Vinus has called off the trade talks with Ntis until further notice.
In other News Brokers are doing well in the Metals market on Triaxis Prime. Rich mining resources were found on the planet so hurry and invest in your metal stocks on Triaxis before bandits get it today.
News for today: The Ntis Government has decided to say no to the council's requests for more reinforcements for a breakdout in the north district of the city of a dispute between two neighbouring factions, saying that local security are able to handle the dispute. Bad Sector and Core are responsible for causing the unrest over 'machine rights'.
Breaking News, a rogue droid has just trashed the Central Plaza Hotel, 1000 credits reward to anyone who can take him down. Security has been unsucessful in capturing him. 4052 credits of damage was done to the hotel. If you are the owner, please pay up for the damages and keep your droid on a leash.
The Cheesy News Bulletins on Telos
Welcome to Intergalactic News for Today. On Telfus, Rogue droid robs Spare parts store claiming to be all out of date with software. Store owner is shaken up, but the droid has been apprehended by security screaming, 'I have my rights, I have my machine rights.' before being taken away.
(Note if you invest in Thelisium) you lose 130000 credits....
which brings up random one line script replies from one of the game party members.
BAD NEWS ON YOUR STOCkS---------
Loana: All is good with Thelesium market You were saying? Loana: Well look what happened to your precious stocks now. Its hit the bottom. Loana: Looks like your precious stocks just went all down the toilet Loana: Looks like the Commander's lip fell on the ground after hearing this Loana: Didn't you know my world has volatile stocks? Loana: You should'v listened to me and not brought theleslium stocks from that alien. Laona: Your stocks just lost all their value
And If you are on Telos at the bar.............
In other news, thelisium stocks are doing well this year but there is some concern as Rogue Factions are starting to disrupt trading operations on the planet. The governor of Vinus will soon release a news bulletin on the developing situation.
In other breaking news, this just came in, Disaster hits Vinus as the Rogue Factions continue to shut down trade. The Vinus Stock Market has halted trade, causing precious metals stocks like Thelisium to crash and burn. Folks, I hope none of you brought any Thelisium stocks this year. Vinus say they hope to resume normal trading at a later time. Someone should really sort that planet out.
Storm: Ahahaha that's funny.
ana% EQU 1 echo. Loana: I don't see what's so funny about my planet ana% EQU 1 echo. being in conflict with rogue factions. Now trade ana% EQU 1 echo. has been halted I hope its only temporary.
Commander: I invested in Thelesium stocks. It' not funny. I just lost my money.
Storm: Well it looks like the Thelesium has crashed and burned on you Commander.
Commnader: Damm, all that money wasted.
Bar Owner: What's the matty sonny, it looks like you seen a ghost.
Storm: He just lost over 130,000 credits in the Vinus Stock market when
the thelisium trade market crashed.
Bar Owner: (Bursts out laughing), I wouldn't trade all the credits for one metal stock of that planet, there's too much conflict all the time on that world. They need to sort themselves out.
In Intergalactic News Today: A big group of Ionian Raiders was seen in the Metroa System, destroying one of our Metal Refineries. Telos reinforcements are being called right now to go to that system to deal with these raiders. If you want to help with the fight, please see Security Administration Recruitments in Telos Towers Floor 10 for more information. Bounty reward is $6000 and under
Tell me if I interpreted this right. Do you mean to say that I can just Piggy back my code into any computer language by loading my code all into the ram so I can to bypass the limitations of Cmd.exe which is stopping me using batch code with other script languages?
So once its all loaded up in the ram, then the code is free to be accessed by any program or script whether its java, or python, or C++ can now call any of the goto label that I made and execute any section or function of my game. and have much faster execution speed because its in ram not reading one line at a time through cmd.exe and if I'm right, then that then will make it possible to run that code in a 3d game engine script and start customizing it. once you get Cmd.exe out of the picture. I think that's what you're saying to mem can piggy back it. And if that's true, that sounds really interesting but I don't know how to load my batch code all up into the computer's memory, I only know how to execute it within cmd.exe one lousy line at a time.
Now I know with these type of games they prefer to load the files it as small modules from the HDD into the memory, this may be necessary when working with a 3d engine to create all the 3d systems and stuff because you need a 3d space simulator engine for a game like this so you can beable to fly around in your spaceship through all the different systems....That's what I want it to be doing. So the text script gives me a starting foundation to work from.
I would need to know how to create the big large nebula clouds of mist so you can fly through them, and the planets in the systems.
But because this game is not yet hooked up into a 3d space engine, I can only move from room to room in my script or system to system I use either Goto :Label, or
B) A If "%hyoshi% EQU 1 1 A Flag label to determine a certain condition in the game before making a goto jump
C) A If %x1%== or use a set /p prompt choice.
D) Or I use the Call command to load the save file but I don't use the call statement much excep for two places in my game at the moment. 1. Halfway through the spacestation mission you can save the game then load it to continue where you left off, or when you zoom out to the galaxy you can save where you are up to in the game.
Do do that I simply put the Save routine halfway in the spacestation mission code. so i got a save checkpoint in it.
51273 lines have been written, that didn't take long, what took me long, was creating and wiring up all of the sound files of the text dialog of the game characters.
So now with each game character having around 200-400 speech audio files each for ll the different dialog in the storylines, throughout the various missions and systems I'm going to need to set my directories out like this
Sound/Streams/Storm
Sound/Streams/Leona
Sound/Streams/Axel
ect. So I don't get that LAGGING if I just chuck the audio dialog files all into one sound directory. the same also for all the systems of the game.
The good thing about batch script is that the filesize can be very big but the downside is that it will slow down eventually the exeution speed of the script the bigger the file gets as it starts slowing down when you reach about 400,000-500 lines, then it starts lagging.
becuse I think when you run the batch file the command.com, spools it one line at time into the memory, so it takes the hdd a little longer for the computer to run it as its not all being loaded into the ram.
Because windows has a problem with lag when you have alot of files in a single directory or when you run a big massive batch file
I still to decide whether to just let the t6unit drip feed the starcharts out from his frozen memory from time to time, I know I said he suppoed to have 2,000 but I might give him 200 star chart systems and have the rest stored up in a damaged slipstream drive which is found on planet Spoak and get the T6unit to extract all the star charts data from the damaged drive to add in another 700 more to his memory banks to make it 1,000.
I can compromise, for not all star systems have to be full blown in a full 3d flight simulator modules some can be just simple 2d flat mini simulator to move around on the star chart to mine stuff from certain systems ect, and the bigger more important systems can use a full blown 3d space simulator if necessary to fly your ship through gaseos cloud nebulas and stuff, to get to certain areas so a full blown 3d simulator is just an optional thing, just gives a nice touch to the game if you can have that for the larger systems, so for the small systems with ony 1-2 planets, , no need to have a full blown 3d simulator you can use a mini 2d chart one instead on the screen.
the systems will have the planets in them. some system might have 2-3 planets, some might have 4-6, 3-5 moons and all the other stuff. BUt not every planet in every system has to be a full blown 3d model, it can be just a 2d pic on a chart you fly our ship around to if its not an important system.
and you jump from one system to another through the gates if you can find the gates that lead to them.
Yes, doing ground simulator and a space simulator is alot of work. No, You dont make the whole universe with 1,000 planets in it, the computer cannot render all those objects, unless you portal it with gates but you just load it in a module at a time when you go from system to system .But Unreal might not be suited for the game I'm trying to do. Plus I had quite enough of all its lightmaps crashes.
and audio speech files (don't forget the dialog audio that goes with it). The type of game i made needs a 3d engine for the ship to fly all around in to vist the varioius systems and a 3d engine also for the surface of the planets for walking around on to walk through all the different parts of the city and docking ports, shops ect..That's the type of game I wanted to do and walk around in your spaceship as well talking to all your ship crew ect..
Make 3d Sound for my game? That's a Good question if I make a 3d space sound effect for my game then I would build a simple sounds up by just getting two or three ambient space sound files and play them all together to give the space ambient more depth and atmosphere and volume and playing more than one sound file to create the 3d ambient effect,
I also wanted to see if this could alo be pulled off in a 3d game engine as well. to make 3d models all spawn in on the edge of your camera view FOV so it give the illusion the place is all filled up with thousands of people.when its only just a few dozen models that are walking in different waypoints directions being spawed in at random places to walk into, and fade away on the edge your camera field Of Vision View and the trigger be as big as area that you want the busy people to be walking around in to start spawning in. So this effect would suit large open city areas and also the busy shopping areas to create the illusion you have got a big city of thousands of busy people.o
And please don't tell me that making some busy city people in games are patented because I am getting tired of these companies going out of their way to try to cripple everybody's creativity.
No, the c64 was used just as an example to show how you can use the ram for storage of your code I think this other guy is trying to tell me that I can probably do it using the ram with a game engine instead of using the dos interpreter to just run my script from that so he may know a way of making that batch script work with the game engine scripts if he can access it from the ram. That's why I mentioned it. He might be onto something.
I don't like unreal 3 for all its constant lightmaps crashing problems and black screens. Here's the pattern. Bulld New Geometry, Unreal is stable, Build some new Geometry, all of a sudden the lighmaps just pop out the window and crash to a black viewport window saying 'cannot buld lightmaps. Lighmaps must be all rebuilt." So you start Swarm up which takes 15-20 minutes to rebuild the lighting again . Lights are back on again. Buld new Geometry, lights are ok, Build some more new Geometry, Crash out go all the lightmaps again. Rinse and repeat.
Its not normal behavior for the engine's lightmaps to go pop like that everytime you try to add in some new geometry to your level.
For with Red Faction red editor, I never had these kind of problems with my lighting because the game engine rendered the lightmaps all last, not first.. . But unreal is trying to render both at the same time which is causing the lightmaps on my machine to keep on busting. and I haven't even done a big map or strained the unreal engine at all and it lightmaps keep on busting like that everytime you try to build geometry not normal.
Oh well, no surprise that the Armageddon Mass Effect game will not be out on pc until 2016 if this same problem still exist in the latest engine.
What interests me is how Bioware managed to fit 40,000 lines of text dialog in the Unreal 3 Engine with Mass Effect 3 in their level maps. so I think they built their dialog tree up in Kismet using the node system using that text announcement system,
This other guy is telling me to forget running my game one line at a time, just load the whole script into the computer's memory banks and just execute the goto labels in memory (I don't know how to execute batch goto labels in ram yet or from game engine scripts yet if it can be done, I don't know.
And then I will have faster execution speed and everything will be all nice and smooth with no lagging of windows to read in the file from the HDD because it will be already all loaded up into the memory. So I can see the benefits from keeping the code in the memory instead of reading it from the disk. He also said the main game code is only small in size about 10% when compared to the separate file game assets 90% that the game uses. So he makes a good point. And that is true, because my game script file is only 1.8 megs in size, the game assets are over 1.3 gigs. of all the sound Foleys, and audio dialog files, and some music.
But you say if I load my batch script all up into the memory and execute the code block from memory instead of breaking my code block down into these little script classes then nobody can port my code into their game engine or have a hard time trying because its all in one big file not in separate little class scripts that those engines like UNreal and Unity like using.
You want me to create Seaparate text files of my game?
What do you mean by this, are you suggesting I break my text dialog tree down into hundreds of little text files? Well for starters this game will have over 60,000 lines or more of dialog text because of all the many system that I have to still wire up in the galaxy.
I agree with this rule that the 90% of game assets like graphics, sound, your game dialog streams and videos should be separate files, but the main script code shouldn't be all broken down into hundreds of tiny little script classes (pieces) like they did wth Unreal, because then you're just cachng the crap out of the HDD (oh no that's UDK 3 I'm thinking of) where you had to wait for lighting to be all rebuilt each time you build something new to the level and it won't surprise me if the UNREAL 3 engine has busted more than one or two HDD's with all that heavy caching that that engine does. Unreal 4 says my comptuer is crap and recommends that I can only render the game on the lowest production setting, yet its got 16 gigs of memory and that to Unreal is low?
I think of the poor little guy who sits with Unreal 3 engine spending 10 minutes caching the rubber all off his HDD just to get Unreal to build all the lighting and i Unreal 4 I watched a guy put a dozen blueprint nodes togeher just to build up a text shader to display a small little piece of text on his screen. And how long does unity take to build its Lighitng?, as long as Unreal does?
When you're doing a game with over 60,000 lines of dialog text, it might be better to access the dialog text directly from the ram instead of relying on the HDD, That might help the frame rate stay low once you add all the other game assets to it so you need some kind of dialog tree database file..
If you wrote 50k lines of batch script then I suspect that you included the output text in those scripts? That's a mistake you're now paying for when transitioning technologies. Imagine if all your text was instead in a text file that your batchscript read from? Then you could just write a new c#-script in unity and reuse the same asset. That's why we always try to separate data from logic, I learned that the hard way myself many many years ago...
Well my game Is written as one big massive text batch script file. 1 big long long batch file not a series of mini little scripts. The Assets of the game (the audio dialog is embedded by file pathnames into the script file itself....I don't know enough knowledge with Unreal engine to fix the T-poe problem with the models but the planet will have to be fixed at a later time.
Right, so how do you load a batch file all into the memory?
I think they rely on the HDD cache, but some use the memory too. Some say I was mad making this type of game, well some of the promos of Ntis City in the info centre show that mad chaotic world..
New, just recently imported into Ntis from the Telos Homeworld, Housecat remakes, these cute adorable little creatures called Leonix are no ordinary house pets, along with our popular product the fangercrawlers, these lovely little cats have special cloaking abilities. Watch your Leonix dissapear before your eyes and reappear. Fun for all the kids. Don't delay only 100 credits each. Get yours today. P.S We will not be held responsbile if your Leonix decides to materiaise inside your warp core engine. Ship train your Leonix today. For more information see Leonix Pet shop in the Main Central Markets area.
Financial News:
In Financial News: Well Citizens of Ntis, its your lucky day
Element 113 stocks are now going at half price due to market crash on
the Belanus Homeworld of rare metals. Trade your precious metals in today.
Visit vendors area Metal Suppliers for more information.
In other news, Thelisium trading stocks from Vinus fell over 70% today after
Financial trades negotiations all fell through. Attempts at Negotations are again curently
underway with the planet, but because of tight security due to conflicts with
rogue factions warring with each other, the govenor of Vinus has called off
the trade talks with Ntis until further notice.
In other News Brokers are doing well in the Metals market on Triaxis
Prime. Rich mining resources were found on the planet so hurry and
invest in your metal stocks on Triaxis before bandits get it today.
News for today: The Ntis Government has decided to say no to the council's
requests for more reinforcements for a breakdout in the north district
of the city of a dispute between two neighbouring factions, saying that
local security are able to handle the dispute. Bad Sector and Core are
responsible for causing the unrest over 'machine rights'.
Breaking News, a rogue droid has just trashed the Central Plaza
Hotel, 1000 credits reward to anyone who can take him down. Security
has been unsucessful in capturing him. 4052 credits of damage was done to the hotel. If you are the owner, please pay up for the damages and keep your droid on a leash.
The Cheesy News Bulletins on Telos
Welcome to Intergalactic News for Today. On Telfus, Rogue droid
robs Spare parts store claiming to be all out of date with software. Store
owner is shaken up, but the droid has been apprehended by security
screaming, 'I have my rights, I have my machine rights.' before being taken away.
(Note if you invest in Thelisium) you lose 130000 credits....
which brings up random one line script replies from one of the game party members.
BAD NEWS ON YOUR STOCkS---------
Loana: All is good with Thelesium market You were saying?
Loana: Well look what happened to your precious stocks now. Its hit the bottom.
Loana: Looks like your precious stocks just went all down the toilet
Loana: Looks like the Commander's lip fell on the ground after hearing this
Loana: Didn't you know my world has volatile stocks?
Loana: You should'v listened to me and not brought theleslium stocks from that alien.
Laona: Your stocks just lost all their value
And If you are on Telos at the bar.............
In other news, thelisium stocks are doing well this year
but there is some concern as Rogue Factions are starting to
disrupt trading operations on the planet. The governor of Vinus
will soon release a news bulletin on the developing situation.
In other breaking news, this just came in, Disaster hits Vinus as the Rogue Factions continue to
shut down trade. The Vinus Stock Market has halted trade, causing
precious metals stocks like Thelisium to crash and burn. Folks, I
hope none of you brought any Thelisium stocks this year. Vinus say
they hope to resume normal trading at a later time. Someone should
really sort that planet out.
Storm: Ahahaha that's funny.
ana% EQU 1 echo. Loana: I don't see what's so funny about my planet
ana% EQU 1 echo. being in conflict with rogue factions. Now trade
ana% EQU 1 echo. has been halted I hope its only temporary.
Commander: I invested in Thelesium stocks. It' not funny. I just lost my money.
Storm: Well it looks like the Thelesium has crashed and burned on you Commander.
Commnader: Damm, all that money wasted.
Bar Owner: What's the matty sonny, it looks like you seen a ghost.
Storm: He just lost over 130,000 credits in the Vinus Stock market when
the thelisium trade market crashed.
Bar Owner: (Bursts out laughing), I wouldn't trade all the credits for one
metal stock of that planet, there's too much conflict all the time on that
world. They need to sort themselves out.
In Intergalactic News Today: A big group of Ionian Raiders was
seen in the Metroa System, destroying one of our Metal Refineries.
Telos reinforcements are being called right now to go to that system
to deal with these raiders. If you want to help with the fight,
please see Security Administration Recruitments in Telos Towers
Floor 10 for more information. Bounty reward is $6000 and under
Tell me if I interpreted this right. Do you mean to say that I can just Piggy back my code into any computer language by loading my code all into the ram so I can to bypass the limitations of Cmd.exe which is stopping me using batch code with other script languages?
So once its all loaded up in the ram, then the code is free to be accessed by any program or script whether its java, or python, or C++ can now call any of the goto label that I made and execute any section or function of my game. and have much faster execution speed because its in ram not reading one line at a time through cmd.exe and if I'm right, then that then will make it possible to run that code in a 3d game engine script and start customizing it. once you get Cmd.exe out of the picture. I think that's what you're saying to mem can piggy back it. And if that's true, that sounds really interesting but I don't know how to load my batch code all up into the computer's memory, I only know how to execute it within cmd.exe one lousy line at a time.
Now I know with these type of games they prefer to load the files it as small modules from the HDD into the memory, this may be necessary when working with a 3d engine to create all the 3d systems and stuff because you need a 3d space simulator engine for a game like this so you can beable to fly around in your spaceship through all the different systems....That's what I want it to be doing. So the text script gives me a starting foundation to work from.
I would need to know how to create the big large nebula clouds of mist so you can fly through them, and the planets in the systems.
But because this game is not yet hooked up into a 3d space engine, I can only move from room to room in my script or system to system I use either Goto :Label, or
B) A If "%hyoshi% EQU 1 1 A Flag label to determine a certain condition in the game before making a goto jump
C) A If %x1%== or use a set /p prompt choice.
D) Or I use the Call command to load the save file but I don't use the call statement much excep for two places in my game at the moment. 1. Halfway through the spacestation mission you can save the game then load it to continue where you left off, or when you zoom out to the galaxy you can save where you are up to in the game.
Do do that I simply put the Save routine halfway in the spacestation mission code. so i got a save checkpoint in it.
51273 lines have been written, that didn't take long, what took me long, was creating and wiring up all of the sound files of the text dialog of the game characters.
So now with each game character having around 200-400 speech audio files each for ll the different dialog in the storylines, throughout the various missions and systems I'm going to need to set my directories out like this
Sound/Streams/Storm
Sound/Streams/Leona
Sound/Streams/Axel
ect. So I don't get that LAGGING if I just chuck the audio dialog files all into one sound directory. the same also for all the systems of the game.
The good thing about batch script is that the filesize can be very big but the downside is that it will slow down eventually the exeution speed of the script the bigger the file gets as it starts slowing down when you reach about 400,000-500 lines, then it starts lagging.
becuse I think when you run the batch file the command.com, spools it one line at time into the memory, so it takes the hdd a little longer for the computer to run it as its not all being loaded into the ram.
Because windows has a problem with lag when you have alot of files in a single directory or when you run a big massive batch file
Pages