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I want let users to decide which version of anim files and textures they will use.

 

For example:

poor_version = GetModConfigData("poor_version") --economy on low resolution texturesno_ghost = GetModConfigData("no_ghost") --economy for wilderness modeif poor_version then	table.insert(assets,Asset("ANIM", "anim/gollum_poor.zip"))	if not no_ghost then		table.insert(assets,Asset("ANIM", "anim/ghost_gollum_build_poor.zip"))	endelse	table.insert(assets,Asset("ANIM", "anim/gollum.zip"))	if not no_ghost then		table.insert(assets,Asset("ANIM", "anim/ghost_gollum_build.zip"))	endend

Is it possible?

 

First problem that I already see is that the names of anim must be charactername.zip and ghost_charactername_build.zip. So there is no variants how to support different names of files.

Second question is:

will the game client ignore unused files? I hope yes, but I have to ask for sure.

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https://forums.kleientertainment.com/forums/topic/53453-control-memory-usage/
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@Maris, the first issue you're running into isn't actually an issue because you can rename them to anything you want so long as the build/bank are the same names the zip files don't have to be named the same. Your example is correct and would only load the specific one the client wants to load.

 

Second question: Yes it will if you programmed it to only load the assets which the client wants loaded. However, you must set up assets on the server to load a specific set of assets; it shouldn't matter which assets are loaded on the server or the client as long as they are using the same build and bank.

@Maris, If you overwrite the .zip files with your own in the anim folder I believe that it should not load the base assets. However, that you would need to test in order to find out simply by changing the bank or build in the .zip to something not related. This should throw an error stating that an asset wasn't loaded properly.

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