Questions Regarding Cleaning Up Unused Files...[SOLVED]

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Questions Regarding Cleaning Up Unused Files...[SOLVED]

Postby 3dgamer » Fri Mar 13, 2009 3:33 am

Hi All,

I have two questions here:

1) Is there an easy way to clean up unused files that you are no longer using, but are still found in the Resource Folders?

2) Will the lack of cleaning up these unused files affect the compilation process?

Thanks. :)
Last edited by 3dgamer on Fri Apr 17, 2009 7:59 am, edited 1 time in total.
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Postby mercedes » Fri Mar 13, 2009 5:30 am

I assume u are talking about cleaning up frames or hotspot pictures in Manage Resources..pictures u don't want anymore..in AM

If so..u can simply open up Manage Resources--Areas folder..and Right-click any file and choose Delete :)

Cleaning them up will definitely make the file smaller..:) If u aren't using them..then they don't need to be there..including cursors..Just make sure u are cleaning or deleting the right ones..It will cause an error if u don't..

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Postby 3dgamer » Fri Mar 13, 2009 6:15 am

Hi Mercedes,

mercedes wrote:..Just make sure u are cleaning or deleting the right ones..It will cause an error if u don't..


That's the million dollar question! :) I've been going at full tilt with trying to finish the nanodemo that I didn't do any real maintenance along the way. So now I am left with the task of trying to decipher which resource files belong or don't belong in the game. :( I was hoping that during compilation, that AM would only include those active resource files found in active frames. But from what it seems you are saying is that this is not the case?

Well, if that is, is there an easy method or approach people have used to check if certain files are used or not used in the game? I wish I could have focused on this as I went along but I guess I was also approaching it like certain other software programs that have cleanup features that purge unused files, that I didn't really get a chance to think about cleanup until now.

Well, any help with getting the file clean up done in a simpler, faster way, would be most appreciated. :)

TIA

----------------[EDIT]-------------------------

The big challenge I am finding is that AM does not allow you to see the full audio file name in the Audio tab properties pull-down field. if you use descriptive names and use numbers to denote what version you are using of a particular file, you won't be able to tell by just looking at it. And when you do go into the Audio resource folder, AM does not highlight the current file you are using, so it really does become somewhat of a guessing game <sigh>

But it seems for now the only way to make sure I am deleting all the correct files is to look at every framedata file in a Text editor to see if I can find them in it. :( If someone knows of a faster way, I'd love to know it!

TIA
Last edited by 3dgamer on Fri Mar 13, 2009 6:34 am, edited 1 time in total.
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Postby mercedes » Fri Mar 13, 2009 6:25 am

Well, if that is, is there an easy method or approach people have used to check if certain files are used or not used in the game? I wish I could have focused on this as I went along but I guess I was also approaching it like certain other software programs that have cleanup features that purge unused files, that I didn't really get a chance to think about cleanup until now.

Well, any help with getting the file clean up done in a simpler, faster way, would be most appreciated.


You can simply compile it with all files..and they won't show or anything..just the file will be the size it is now..When i said error, i meant if u delete a file, say a cursor..but u actually used this cursor in one of ur frames..--then an error will occur..saying the file is missing.

Unfortunately i know of no easier way to do the cleaning then to go through my frames..and see which cursors i used or whatever pictures..Frames are the easiest to delete..I'ts the hotspot pictures u run into where u have to look through ur frames to see if u are using it--or remember.. I wish there was a way where u can see if it's being used or not..It would be nice if it did say [used or not used] beside the picture when u are looking through resources..lol..Or under the picture when u click it and u see it at the left..Would be a cool feature to add to AM!~ ..

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Postby 3dgamer » Fri Mar 13, 2009 6:38 am

Okay, thanks, Mercedes. You confirmed what I presumed to be the case. Well, here goes a good chunk of the day deleting and testing. I'll know better next time, though.

But I agree; a resource file clean-up tool or even plugin would be a great feature for AM to have. It would save lots of time in the long run.

Cya!
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Postby mercedes » Fri Mar 13, 2009 6:45 am

The big challenge I am finding is that AM does not allow you to see the full audio file name in the Audio tab properties pull-down field. if you use descriptive names and use numbers to denote what version you are using of a particular file, you won't be able to tell by just looking at it.


If u want to see the full name of the file..U can view it in "List View" if u right click the file..:) u can only do this with manage resources though..

Other than that..yes ur right..I guess that's why i end up keeping most of my sound files in my game..not knowing which i've used either..especially sound files..
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Postby 3dgamer » Sat Mar 14, 2009 7:45 am

Hi Mercedes,

Actually, I do use the "details" view when I work in the Resource Manager, so seeing the file name there is not really a problem.

The problem I am having is that when you go to check the sound you were using in the Audio tab, when you select, "Play Sound" to go to the Sound Files folder in the Resource Manager, it doesn't keep the current selection highlighted. :( For instance, there doesn't seems to be a problem with changing images for the Frame Hyperlink, Frame Background, Icons for the cursor, etc.; for these items it seems that AM keeps the current selection highlighted when you return back to the Resource Management window. It is only for the audio selection that it seems to lose the highlight of the file selection being currently used. This makes it difficult to remember which sound you are changing from when selecting a sound file with a similar prefix name.

You would think this functionality would be consistent across the entire program, but the Audio tab seems to be the one exception. So it makes managing the audio files a bit more difficult.

But what I have been able to do is open up the "fm*" files in a text editor and do a search on AVI, WAV, and JPG files to see what I was using in a particular frame. The ones I couldn't find were deleted. This seems to be working so far because I was able to reduce my folder size by about 100MB! Hopefully I will be able to trim it some more before I start compiling.

Well, thanks for the help and type at you later. :)
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Postby mercedes » Sat Mar 14, 2009 11:43 am

This seems to be working so far because I was able to reduce my folder size by about 100MB! Hopefully I will be able to trim it some more before I start compiling.


Wow that's fantastic..!~

the Audio tab seems to be the one exception. So it makes managing the audio files a bit more difficult.


Yes, I'm not sure why the selection doesn't appear under the audio tab..but does for all else..I'm pretty fortunate, I use alot of the same sound files..across projects..other than bigger ones..so I know what's what..Even then though, I have to search which one's I'm using if i imported a few more than I wanted..and can't remember if I used them or not..But the approach u are taking sounds promising..I look forward to your game..:D

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Postby 3dgamer » Sat Mar 14, 2009 11:24 pm

mercedes wrote:
the Audio tab seems to be the one exception. So it makes managing the audio files a bit more difficult.


Yes, I'm not sure why the selection doesn't appear under the audio tab..but does for all else..I'm pretty fortunate, I use alot of the same sound files..across projects..other than bigger ones..so I know what's what..Even then though, I have to search which one's I'm using if i imported a few more than I wanted..and can't remember if I used them or not..But the approach u are taking sounds promising..I look forward to your game..:D

Peace


The challenge with this particular nanodemo is that I was editing sounds sometimes as quickly as I was finding them to make them fit. Hence, the plethora of leftover sounds. :shock: Doing this demo has taught me that when working with AM, immediately delete what you don't use! :)

It's getting close to the wire, now, with getting the nanodemo (at least the first phase) released. And don't you worry, you'll be the first to hear about it! :)

Take care and thanks again for all the help.
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