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How to use commandlines in published product?
#84147
08/02/06 01:12
08/02/06 01:12
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Joined: Feb 2003
Posts: 6,818 Minot, North Dakota, USA
ulillillia
OP
Senior Expert
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OP
Senior Expert
Joined: Feb 2003
Posts: 6,818
Minot, North Dakota, USA
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I can't tell if the command lines set in WED and SED ever get passed on to the published version and in case they don't, how do I use commandlines? Molebox doesn't have any way of using commandlines that I can see so what other way can I use? I need to use -w3d and -os as the two commandlines. I'm just about to release the free edition but I don't want users without sound cards or low-grade video cards to be getting a bunch of warnings at startup each time.
"You level up the fastest and easiest if you do things at your own level and no higher or lower" - useful tip
My 2D game - release on Jun 13th; My tutorials
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Re: How to use commandlines in published product?
[Re: ulillillia]
#84148
08/02/06 09:54
08/02/06 09:54
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Joined: Mar 2002
Posts: 7,726
old_bill
Senior Expert
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Senior Expert
Joined: Mar 2002
Posts: 7,726
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Normaly, you can do this with the Windows shortcut. Just add the parameters after the path to the exe. I dont know if Molebox passes these parameters through, but maybe you can include a shortcut into molebox, as far as it does not requierer to call the exe directly.
old_bill
Success is walking from failure to failure with no loss of enthusiasm.
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Re: How to use commandlines in published product?
[Re: old_bill]
#84149
08/02/06 10:06
08/02/06 10:06
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Joined: Feb 2003
Posts: 6,818 Minot, North Dakota, USA
ulillillia
OP
Senior Expert
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OP
Senior Expert
Joined: Feb 2003
Posts: 6,818
Minot, North Dakota, USA
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Molebox doesn't even have a way to use commandlines. I checked it all over the place, but don't see anything for using commandlines. Of course, creating a shortcut could work to some extent, however, I'm unable to test if it works or not as I don't get these errors as I've seen others getting. No sound card gives a sound card error and since I don't have sound, I need to use the -os commandline to prevent this error from happening. Since my 2D game doesn't use a single 3D object (not even a WMB level, MDL, HMP, etc.), just 400+ panels, I need the -w3d commandline to help maximize compatibility with older systems. I'm unable to test these as I don't have a computer that the game could run on along with being without a sound card or with a very low-end video card.
"You level up the fastest and easiest if you do things at your own level and no higher or lower" - useful tip
My 2D game - release on Jun 13th; My tutorials
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Re: How to use commandlines in published product?
[Re: ulillillia]
#84150
08/02/06 10:16
08/02/06 10:16
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Joined: Mar 2002
Posts: 7,726
old_bill
Senior Expert
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Senior Expert
Joined: Mar 2002
Posts: 7,726
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So the best thing is, try all possible solutions and set up some demo builds, release them here in the forums to let others users try and report and decide then. But you will very unlikely find some other users, who play games without having sound, but it's worth to try it...
old_bill
Success is walking from failure to failure with no loss of enthusiasm.
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Re: How to use commandlines in published product?
[Re: HIAS]
#84152
08/02/06 10:22
08/02/06 10:22
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Joined: Feb 2003
Posts: 6,818 Minot, North Dakota, USA
ulillillia
OP
Senior Expert
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OP
Senior Expert
Joined: Feb 2003
Posts: 6,818
Minot, North Dakota, USA
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I don't know C or C++ programming - it looks too confusing. I'd otherwise use the SDK for much more than this.
"You level up the fastest and easiest if you do things at your own level and no higher or lower" - useful tip
My 2D game - release on Jun 13th; My tutorials
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