khces
Member
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chr speed
^^hi
Why is the speed of character 4.1? What's the measurement?
and
Pak update how use .....
void PakUpdate(Pak &src_pak, Memb<PakFileData> &update_files, Str pak_name, Secure *dest_secure=NULL); ?
how update Pak directly?
thanks
(This post was last modified: 08-10-2010 08:19 AM by khces.)
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08-10-2010 08:11 AM |
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Chris
Member
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08-10-2010 10:28 AM |
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Esenthel
Administrator
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RE: chr speed
Hi, speed is meters/second, however there are many other factors which can affect the speed, like Physics.gravity, ground/controller friction, actor material properties
for updating the pak ill make a tutorial about it, for the next SDK
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08-10-2010 12:16 PM |
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Esenthel
Administrator
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RE: chr speed
This will be included in the next SDK:
(however please avoid updating big file paks (>200MB) during patching the game when it's already released, it is suggested to have "original_data.pak", and also other "patch_1.pak", "patch_2.pak", etc.. and load all paks in the Init function using multiple calls to Paks.add())
Code:
/******************************************************************************/
#include "stdafx.h"
/******************************************************************************/
Str data1,data2,data3;
/******************************************************************************/
void InitPre()
{
App.name("Pak Update");
App.flag=APP_NO_FX;
Paks.add("../data/engine.pak");
}
/******************************************************************************/
Bool Init()
{
Text_ds.color =BLACK;
Text_ds.shadow=0;
// first create a Pak from files in memory
{
Memb<PakFileData> files; // set of file's which we'll create and write to them
// add "file1.dat"
{
PakFileData &pfd=files.New();
pfd.name="file1.dat"; // set the file location inside the pak
pfd.file.writeMem(); // open file data for writing
pfd.file.putStr("Old Data 1"); // write some text to the file
pfd.modify_time_utc.getUTC(); // set file modification time
}
// add "file2.dat"
{
PakFileData &pfd=files.New();
pfd.name="file2.dat"; // set the file location inside the pak
pfd.file.writeMem(); // open file data for writing
pfd.file.putStr("Old Data 2"); // write some text to the file
pfd.modify_time_utc.getUTC(); // set file modification time
}
// add "Folder/file3.dat"
{
PakFileData &pfd=files.New();
pfd.name="Folder/file3.dat"; // set the file location inside the pak
pfd.file.writeMem(); // open file data for writing
pfd.file.putStr("Old Data 3"); // write some text to the file
pfd.modify_time_utc.getUTC(); // set file modification time
}
PakCreate(files,"Pak from memory.pak"); // create the pak
}
// Update the Pak
{
Memb<PakFileData> files;
// remove "file2.dat"
{
PakFileData &pfd=files.New();
pfd.name="file2.dat"; // set the file location inside the pak
pfd.exists=false; // specify that the file shouldn't exist
}
// update "Folder/file3.dat"
{
PakFileData &pfd=files.New();
pfd.name="Folder/file3.dat"; // set the file location inside the pak
pfd.file.writeMem(); // open file data for writing
pfd.file.putStr("New Data 3"); // write some text to the file
pfd.modify_time_utc.getUTC(); // set file modification time
}
Pak pak; pak.load( "Pak from memory.pak"); // load the source pak
PakUpdate(pak,files,"Pak from memory.pak"); // update the pak
}
// load data from Pak
{
Paks.add("Pak from memory.pak");
File f;
if(f.readTry( "file1.dat"))f.getStr(data1);
if(f.readTry( "file2.dat"))f.getStr(data2);
if(f.readTry("Folder/file3.dat"))f.getStr(data3);
}
return true;
}
/******************************************************************************/
void Shut()
{
}
/******************************************************************************/
Bool Update()
{
if(Kb.bp(KB_ESC))return false;
return true;
}
/******************************************************************************/
void Draw()
{
D.clear(WHITE);
D.text (0, 0.1f,data1);
D.text (0, 0.0f,data2);
D.text (0,-0.1f,data3);
}
/******************************************************************************/
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08-10-2010 01:21 PM |
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Qbound
Member
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RE: chr speed
Great news for the pak file... you make me happy
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08-10-2010 04:39 PM |
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