MegaKerma / Silent Walk FPS Creator / Silent Walk: RENAISSANCE
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Silent Walk FPS Creator 1 Source Code Released
http://www.silentworks.hu/forum/viewtopic.php?f=20&t=3702
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Author:  Zoltan [ Sun Mar 15, 2009 6:26 pm ]
Post subject:  Silent Walk FPS Creator 1 Source Code Released

Silent Walk FPS Creator 1 GML Source Code Released

Dear Silent Walk Users,

I happily inform you, that the Game Maker source of the first Silent Walk FPS Creator is now available.

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This is the exact same version as the full commercial Silent Walk FPS Creator 1.
There are no missing features, except the registration process. It is now always registered.

I am releasing this, so you can make your own version of the Editor, you can extend it with new features, you can change the GUI or whatever you want, but please don't sell this in any way.
Or at least contact me if you have major changes which would be intresting to be a commercial version.

The source code of the runtime is also released, so you can change the gameplay as well.

I hope you'll have fun to play with the scripts and hopefully I'll see fancy new GUIs and new versions.

Have fun!

Kind regards,
Zoltan 8)

Author:  Fatmanpez [ Sun Mar 15, 2009 6:39 pm ]
Post subject: 

dose this mean sw1 can be released with no splash screen?I want to play around with this

Author:  Zoltan [ Sun Mar 15, 2009 6:42 pm ]
Post subject: 

There is no splash screen in this. 8)

Author:  Fatmanpez [ Sun Mar 15, 2009 6:43 pm ]
Post subject: 

thanks for releasing this :D

Author:  antenna666 [ Sun Mar 15, 2009 7:24 pm ]
Post subject: 

There are no words to describe how awesome this is. :D

Author:  Jonny [ Sun Mar 15, 2009 7:40 pm ]
Post subject: 

:O AWESOME. You've made my day. Time to play with this...

Actually just yesterday I was thinking how cool it would be to make a Silent Walk program, but sine I've had too little experience with 3D I thought it was out of question. But you've got this foundation, let's get a team together to start working on it. We'll call it Silent Walk CE (community edition).

Author:  Fatmanpez [ Sun Mar 15, 2009 8:23 pm ]
Post subject: 

thanks,I cant get the robust exe to change formats,when I rename it it just comes up as robust.dat but its still recolonized as exe

Author:  Zoltan [ Sun Mar 15, 2009 8:35 pm ]
Post subject: 

You don't have to copy or run robust.dat. Just place it where the editor is, and Silent Walk will copy this to your project folder as the final game.

Compiling and running Silent Walk 1:

- Run Game Maker
- Open robust.gm6 or gmk (according to your Game Maker version)
- Make your changes (change scripts, change sprites, etc)
- Make executable as robust.exe
- Close robust.gm6/gmk
- Rename robust.exe to robust.dat (rename it with Explorer or Total Commander, it doesn't matter)
- Open editor.gm6 or gmk (according to your Game Maker version)
- Make your changes (change scripts, change sprites, etc)
- Make executable (name it as you want)

Author:  Jonny [ Sun Mar 15, 2009 8:46 pm ]
Post subject: 

Windows Explorer is silly, Fatmanpez's problem is that explorer is renaming it to robust.dat.exe instead of just robust.dat. Fat, open up wordpad and save it as robust.dat and you should be fine.

Author:  Fatmanpez [ Sun Mar 15, 2009 9:33 pm ]
Post subject: 

um,ok.so just make a new notepad file and save as robust.dat then replace it?

Author:  Jonny [ Sun Mar 15, 2009 10:54 pm ]
Post subject: 

Fatmanpez wrote:
um,ok.so just make a new notepad file and save as robust.dat then replace it?


Correct. Open up notepad, file>open robust.exe. Now file>save as robust.dat.

Author:  thegreatgamecreator [ Sun Mar 15, 2009 11:01 pm ]
Post subject: 

You just made my year. Now I can find out what makes silent walk tick.

Author:  Fatmanpez [ Mon Mar 16, 2009 12:03 am ]
Post subject: 

we can build on this,we should start "silent source" and work on features.I allways thought sw needed a few things...

6th weapon

melee weapon

custom weapon animation

4 enemy animations
-stqand
-walk/run
-attack
-die


anyone want to do this?

Author:  Jonny [ Mon Mar 16, 2009 12:21 am ]
Post subject: 

@Fat: I've already started to work on a Silent Walk source editor. I'm calling it Silent Walk CE (CE stands for community edition). Once I get to a point where I'm ready for more than one team member I'll invite more members.

Author:  Fatmanpez [ Mon Mar 16, 2009 12:23 am ]
Post subject: 

ok,im willing to help with media(images,models,sounds)just tell when you need me

Author:  karawasa [ Mon Mar 16, 2009 2:20 am ]
Post subject: 

o.o <3

Author:  Reaper [ Mon Mar 16, 2009 3:01 am ]
Post subject: 

Fatmanpez wrote:
ok,im willing to help with media(images,models,sounds)just tell when you need me

For textures, you might want to check the Freedoom project, since it has around 300-500 textures... Maybe more. I can dump them all, and send them to you, if you want.

Author:  Fatmanpez [ Mon Mar 16, 2009 3:33 am ]
Post subject: 

but a good amount of freedooms textures are original doom textures

Author:  Jonny [ Mon Mar 16, 2009 3:36 am ]
Post subject: 

Reaper Games wrote:
Fatmanpez wrote:
ok,im willing to help with media(images,models,sounds)just tell when you need me

For textures, you might want to check the Freedoom project, since it has around 300-500 textures... Maybe more. I can dump them all, and send them to you, if you want.


Ok cool, send them to me through pm. Weird, I was just thinking of using Freedoom's stuff because I want to make SW support 2d images for doom-like games. I'm working on the editor as I speak.

Author:  Fatmanpez [ Mon Mar 16, 2009 3:38 am ]
Post subject: 

start with basic things we wanted in the first place,melee weapons,more animations,ect.check some of the earlier suggestions for sw2 and fulfill those first

Author:  Reaper [ Tue Mar 17, 2009 1:12 am ]
Post subject: 

Jonny wrote:
Reaper Games wrote:
Fatmanpez wrote:
ok,im willing to help with media(images,models,sounds)just tell when you need me

For textures, you might want to check the Freedoom project, since it has around 300-500 textures... Maybe more. I can dump them all, and send them to you, if you want.


Ok cool, send them to me through pm. Weird, I was just thinking of using Freedoom's stuff because I want to make SW support 2d images for doom-like games. I'm working on the editor as I speak.

They have been sent

Author:  pixelscreen games [ Tue Mar 17, 2009 1:24 am ]
Post subject: 

brilliant, sw1 source code, thank you zoltan

Author:  Artex [ Tue Mar 17, 2009 8:16 am ]
Post subject: 

WOW awesome! No wonder so many people have posted before me haha!

Author:  UltimateAgent [ Tue Mar 17, 2009 8:57 am ]
Post subject: 

You do still care about SW don't you? I'm glad to see that. Just continue on P3D so people can get some serious stuff done.

It's just too bad I've forgotten most of my learned GML...

Author:  Artex [ Tue Mar 17, 2009 10:48 am ]
Post subject: 

I just wish those people didnt abuse the system and zoltan would of continued with sw.

Author:  Jonny [ Tue Mar 17, 2009 10:10 pm ]
Post subject: 

Just looking through the source code and I found this:

Code:
global.godmode=0;
if (parameter_count()==1) {
    if (parameter_string(1)=="IamChuckNorris") {
        global.godmode=1;
    }
}


That made me laugh

Author:  Zoltan [ Tue Mar 17, 2009 10:18 pm ]
Post subject: 

You found the one and only cheat code... :-)

If you start your game with this parameter, that's God Mode.

e.g.:
gamename.exe IamChuckNorris

:D

Author:  Jonny [ Wed Mar 18, 2009 12:11 am ]
Post subject: 

Can you explain how the saving and loading works? Such as scr_bin_write and scr_bin_read. I'm having trouble noticing any rhyme or reason to it.

Author:  thegreatgamecreator [ Wed Mar 18, 2009 12:15 am ]
Post subject: 

Well you see you bash your head against the screen until you have an imprint on your forehead. And that is how you save. Loading is more difficult.

Author:  Zoltan [ Wed Mar 18, 2009 12:41 am ]
Post subject: 

In "scr_save_resources" script there is "file_text_open_write". This only creates the file which holds the data, but this is empty.

The next line "file_bin_open" opens this empty file and the script starts writing the data into it. Sometimes it is a text, sometimes it is a numeric value, so you'll find "scr_bin_write_text" or "scr_bin_write" commands.

scr_bin_write_text
This script does the following:
- it gets a text value
- counts the letters in the text
- writes it into the file
- gets each character in the text and writes each into the file

It is needed to store the length of the string, so next time when you load it, you will know how long the text is, so you can re-create the original text by adding the characters together.


scr_bin_write
This script does the following:
- it gets a numeric value
- it converts the value in the following way:

For example your numeric value is "149"
Since this number is smaller than 255, you can store it with the "file_bin_write_byte" command. This command puts the value into the file.

Now, what if your numeric value is "3546"?
Well, you cannot store it with only one command (in Game Maker) because there is no command which stores this large number, so we have to split it to 2 numbers, and use the "file_bin_write_byte" twice.

Ok, but what is the first number then, and what is the second?
Well, let's create a rule (we can make rules, can't we :-))!

RULE 1:
Let the first number "ORIGINAL NUMBER DIVIDED BY 256"
3546 divided by 256 equals 13.85
Since we can store only integer values, we just see the "13". Ok, we have the first number.

RULE 2:
Let's create the second!
We already calculated a part of the original value, what else we need?
Well 13 * 256 equals 3328, so we still need 188.
So this is the second number!

Summary:
Original value: 3546
First number: 13
Second number: 188

So again "scr_bin_write" stores these two numbers using our the rules.

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