Welcome to the world of
DASM! For students who want to learn!
LINKS |
Save Game Tutorial Menu
UPDATED 2018 |
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*PLEASE NOTE*
Before starting this tutorial read below.
Games using the ultimatesavesystem have been
tested on windows 7 x64 and windows 8.1 x64
operating systems and have worked flawlessly
after being packed with Frontend then installed.
Unfortunately you will need to use a 32bit OS
with the UDK3 editor to use this type of save
system. (Read more below.)
The ultimate save system is a 32bit save system
and the UDK 3 editor will not operate on a 64 bit system
with this save system.
This will make it difficult to test your project
as you build it but once packed it works on all
systems. Yes, that's right, once the game is packed
with Frontend the ultimate save system will save on
x64 and x32 systems so don't panic. Therefore if you wish to use
this save system in your project with the UDK3
editor and want to test your project as you
build it use a computer that has windows
XP, Vista or 7 using a 32 bit system.
If your computer is a 64bit system and you do
not have a second personal computer then you can
try and use the windows XP emulator.
Your options:
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Virtual Box and install windows Xp
using your old windows XP disk:
http://www.pcworld.com/article/2139983/compatibility-with-security-how-to-run-windows-xp-in-a-virtual-machine.html
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Windows Xp mode:
https://www.microsoft.com/en-au/download/details.aspx?id=8002
(windows 7 OS that supports Windows XP)
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How to Run
Windows XP for Free in Windows 8:
http://lifehacker.com/5965889/how-to-run-windows-xp-for-free-in-windows-8
Please understand that UDK3 is now declared
"older software" and no longer is supported by
Epic Games.
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STEP ONE
Introduction
This save/load game tutorial is as basic as I can possibly
make it, step by step and it uses the
The ultimate save system.
Many tutorials expect you to have some basic knowledge of
coding and other technical stuff so 90% of this is going to
be done by me and 10% done by you. Don't panic though
because this will be really easy to do and understand and I
will do most of the work for you and if you set it up
correctly I will even have maps already setup for you ready
to go to edit for your project.
There are
far
better save systems than this one but I feel that this is
easiest to show you and have you modify your save/load file
through Kismet rather than coding which is difficult to
learn.
One thing I did
noticed with the Ultimate Save System is that it does not
save the players location. So in this tutorial we trick the
Ultimate Save System by attaching a trigger to the player
and have it save the triggers location and direction
instead.
This has been
tested with two versions of UDK.
(UDK 2013-07 & UDK 2012-05)
and it worked flawlessly.
Special
thanks to:
Crusha,[WuTz!] and
Wormbo. You guys have done a
great job and this is a real credit to you.
Thank you for
helping the UDK community also.
*CAUTION
ABOUT STRING VALUES!!*
A special thanks to our good friend Mr
Nikolov for letting us know that there is an issue with
string files that have the same name with the Ultimate
saves system.
If you don't understand what I am talking
about, the ultimate save system uses floats, strings and
other various variables to store data with. You must
keep in mind it is extremely important to give these
unique names and not name something identical, even if
it is under a different file name or "SeqVar _string".
If something does have the same name it
will instantly override the previous file loaded and may
or will give out the wrong information.
Below we have an example. We have one
save file called Statistics and another called Level. (Which
is covered by tick and marked as inventory in red
writing.) The red writing is a name that the variable
has been given. This must remain unique also so there
can be no mix up or confusion.
So basically what I am trying to explain
is try to have a unique File Name, description, float
name and string name. For example, in the image below,
we have two files named differently but they both have a
float called coin. This will definitely cause a conflict
and will not save or load your project correctly.
Though, if you purposely wanted these two
save files above to save the coin and its data, you
would have to have both files save simultaneously.
Confused?.. Well basically if they do not save together
it will only update the data on only one save file and
not the other.
So like I said, isn't it much easier just
to give all items a unique name?
Have fun!!
CLICK HERE TO START
THE SAVE/LOAD TUTORIAL
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Ultimatesavesystem.dll file wont package in
Frontend
I came across this problem
myself. After some research I found a few different reasons.
The main reason is that the .dll file needs to be certified
before it is accepted. If a a .dll file has been
certified it is sort of a guarantee that the .dll file won't
contain malicious software and stuff like that. Also it adds
information from where the .dll came from and who it is
signed/certified to. Plus it costs $$$.
How do I get around it
example 1
There are
two ways you can get around this issue.
- Use
another installer. For example,
Inno.(It
is free!)
- After
install copy and paste the .dll file manually to where it is supposed to be into your UDK project
"after it is
installed."
Unfortunately
using Inno will require you to understand some script code. I
have supplied some code for you below. Just observe the
text and you can actually understand that some parts of
the text just guide Inno what to package. Where I have
put "your details" or "your PC name" or "your game name"
in the script, this means you change this code with your
details and PC name etc.
To prepare your
software for
Inno,
you will need to fully install your project first using
Frontend and tell
Inno
after where your program is that you want
to compress.
If there are quotes or even no
quotes in parts of the script you must make sure that
they are present when they need to be so don't
accidentally delete them. Just remember also you may have
installed UDK in another directory than mine so
make sure the paths match.
There are two
lines that I have added in the script from .txt files
that I had on my desktop. These files were my license
agreements and a thank you for installing my software.
This is not necessary but it makes your installation
look more professional. Example Below;
LicenseFile=C:\Documents and Settings\YOUR PC
NAME\Desktop\license.txt
InfoAfterFile=C:\Documents and Settings\YOUR
PC NAME\Desktop\Thank you.txt
You can create your own icons
for your project too so if you wish to do this click
HERE.
; Inno Script for UDK
created by YOUR DETAILS
#define MyAppName "YOUR GAME NAME"
#define MyAppVersion "1.0"
#define MyAppPublisher "YOUR DETAILS"
#define MyAppURL "http://www.YOUR DETAILS.com"
#define MyAppExeName "UDK.exe"
[Setup]
; NOTE: The value of AppId uniquely identifies
this application.
; Do not use the same AppId value in installers
for other applications.
; (To generate a new GUID, click Tools |
Generate GUID inside the IDE.)
AppId={{C49EAC95-A8E5-438B-AFFF-D322835A9871}
AppName={#MyAppName}
AppVersion={#MyAppVersion}
;AppVerName={#MyAppName} {#MyAppVersion}
AppPublisher={#MyAppPublisher}
AppPublisherURL={#MyAppURL}
AppSupportURL={#MyAppURL}
AppUpdatesURL={#MyAppURL}
DefaultDirName={pf}\{#MyAppName}
DefaultGroupName={#MyAppName}
LicenseFile=C:\Documents and Settings\YOUR PC
NAME\Desktop\license.txt
InfoAfterFile=C:\Documents and Settings\YOUR
PC NAME\Desktop\Thank you.txt
OutputDir=C:\Documents and Settings\YOUR PC
NAME\Desktop
OutputBaseFilename=YOUR GAME NAME
SetupIconFile=C:\UDK\YOUR GAME NAME\Binaries\InstallData\GameIcon.ico
UninstallDisplayIcon=C:\UDK\YOUR GAME NAME\Binaries\InstallData\Uninstall.ico
Compression=lzma
SolidCompression=yes
[Languages]
Name: "english"; MessagesFile: "compiler:Default.isl"
Name: "brazilianportuguese"; MessagesFile: "compiler:Languages\BrazilianPortuguese.isl"
[Tasks]
Name: "desktopicon"; Description: "{cm:CreateDesktopIcon}";
GroupDescription: "{cm:AdditionalIcons}"; Flags:
unchecked
Name: "quicklaunchicon"; Description: "{cm:CreateQuickLaunchIcon}";
GroupDescription: "{cm:AdditionalIcons}"; Flags:
unchecked; OnlyBelowVersion: 0,6.1
[Files]
Source: "C:\UDK\YOUR GAME NAME\*";
DestDir: "{app}"; Flags: ignoreversion
recursesubdirs createallsubdirs
; NOTE: Don't use "Flags: ignoreversion" on any
shared system files
[Icons]
Name: "{group}\{#MyAppName}"; Filename:
"{app}\Binaries\Win32\{#MyAppExeName}" ;
IconFilename: "{app}\Binaries\InstallData\Gameicon.ico"
Name: "{group}\{cm:UninstallProgram,{#MyAppName}}";
Filename: "{uninstallexe}" ; IconFilename:
"{app}\Binaries\InstallData\Uninstall.ico"
Name: "{group}\{cm:ProgramOnTheWeb,{#MyAppName}}";
Filename: "{#MyAppURL}"; IconFilename:
"{app}\Binaries\InstallData\Gameicon.ico"
Name: "{commondesktop}\{#MyAppName}"; Filename:
"{app}\Binaries\Win32\{#MyAppExeName}";
IconFilename: "{app}\Binaries\InstallData\Gameicon.ico"
; Tasks: desktopicon
Name: "{userappdata}\Microsoft\Internet
Explorer\Quick Launch\{#MyAppName}"; Filename:
"{app}\{#MyAppExeName}"; Tasks: quicklaunchicon
[Run]
Filename: "{app}\Binaries\Win32\{#MyAppExeName}";
Description: "{cm:LaunchProgram,{#StringChange(MyAppName,
'&', '&&')}}"; Flags: nowait postinstall
skipifsilent |
How do I get around it
example 2
The other option is not
what I would recommend but if you have created your own
software and want it to work on another PC, you can
simply copy the save files into the install.
You need to go into
your UDK directory:
C:\UDK\UDK-2012-05\Binaries\Win32\UserCode
COPY THIS
FILENAME:
UltimateSaveSystem.dll
You now need to go into
this directory:
C:\PROJECTS_NAME\Binaries\Win32\UserCode
PASTE THIS
FILENAME:
UltimateSaveSystem.dll
(The directory above are default
directories. Yours may differ depending on where you did
your UDK install. Also, where is says "Projects_Name, this
is supposed to represent the name of your game.)
Then copy any shortcuts to
your project on your desktop or programs list and paste them
inside your project folder so you can run the game from that
icon. (Don't forget to do this because it saves a lot of
problems.)
Now from here, if you want
to transfer your project especially if it is just for
testing, I would just winzip or zip the project folder and
copy the zipped file to a disk or external drive. Then
"unzip" or extract the project on another Pc or whatever and
it will or should work.
From memory I
don't think it needs registry files for it to run but
you will need to locate the icon you pasted in the
project folder to run your project or you will have
problems locating the exe to run it.
_______________________________________________________________
Packing
External Files within UDK that you added.
You have finished your
project and now it's time to pack it. The problem is that
you added some files but they won't pack in
Frontend.
Here's how.....
In your folder
C:\UDK\UDK-2013-07\Binaries\InstallData (Example only your
install may differ..) is a file called: Manifest. (XML
file.) This is the file that needs to be modified so locate
it now but don't open it yet. Now, in your
UDK\UDK-2013-07\Binaries folder create a text document of
some type, notepads fine, and call it "test" and type in "This is
a test" and save it. Add any text you like but make sure it
is something or this tutorial won't look so cool.
Open the Manifest.xml file
in your UDK\UDK-2013-07\Binaries\InstallData folder. Type in
"UserCode" in the search engine of the text editor. This
will locate the "UserCode" installation folder (Examples
below.)
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Make sure that the file size is the same, no dots
or comma's, just 4096 that's it. If your text file
is larger than mine type in it's actual size. This
is an example only. |
This is what I
currently have in my Manifest list
install above for the folder "Usercode". Yours may vary so don't panic.
Add the text line
highlighted left. Make sure the file size matches
the file size of your document. |
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Save and exit the text editor. To test
this you will need to pack a game using Frontend. Once you
have done this install the file you packed on your PC or
whatever device your using and open the folder called "UserCode"
Your text document called "test" should be in there
along with the text you added.
So basically this is how you add
external files which modify UDK in some way. When you add
meshes and sounds you don't have to do this because UDK does
this for you already. So don't go into your manifest list
and add stuff that really does not have to be there. If you
type in the wrong file size in the list it won't install
your file either so be sure everything matches.
Also, when modifying your Icons for
your project you will have to modify the size of the files
here too if they change.
Just type in the name of the folder
that has the icons in it while editing the file with a text
editor(UDK\UDK-2013-07\Binaries\InstallData), and change the
file size. What I normally do is never rename something that
I have modified but rather just change the file size and
save over the top of the old file.
REMEMBER TO BACKUP ANY FILES BEFORE
MODIFYING THEM......ok?
Good Luck!!
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Windows 10
Ultimatesavesystem fix!
NEW
Hello
people! I have received an e-mail from a good friend called Mr
Nikolov and he has provided me with a fix for anyone who installs
DASM Spell Quest and the save files won't or don't work.
Here is how it goes:
Windows 10 users by default have on the system Microsoft .NET
Framework 4 or 4.5 and up. But for the save system to work, windows
10 users will have to install, Microsoft .NET Framework 3.5 and
possibly after that install the Microsoft .NET Framework 3.5 service
pack 1 and the save system will work once more!!
If you are still having some issues after installing these programs
please provide us with any information possible to help resolve any
issues you may be having. Below we have provided some links that may
help you resolve any issues.
Microsoft.NET 3.5 Windows 10 help files.
https://answers.microsoft.com/en-us/insider/forum/insider_wintp-insider_install-insiderplat_pc/how-to-instal-net-framework-35-on-windows-10/450b3ba6-4d19-45ae-840e-78519f36d7a4
https://docs.microsoft.com/en-us/dotnet/framework/install/dotnet-35-windows-10
https://support.na.sage.com/selfservice/viewContent.do?externalId=63629&sliceId=1
http://www.tomshardware.com/forum/id-2927688/net-framework-install-windows.html
YouTube.
Installing Microsoft.NET 3.5 on Windows 10
https://www.youtube.com/watch?v=PXOQML94Gvc
https://www.youtube.com/watch?v=ZHzulOODC2w
Microsoft.NET 3.5 official download links:
https://www.microsoft.com/en-au/download/details.aspx?id=21
https://www.microsoft.com/en-us/Download/confirmation.aspx?id=25150
Thanks!
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All software packages
created was used by the power of the
Unreal Development Kit. |
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In game loading screens
created by using BINK VIDEO. |
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