Game Development Community

Legality of shipping exposed torquescript? - Regarding saving to .cs files

by Jakob Berglund Rogert · in Torque Game Builder · 11/09/2009 (7:48 pm) · 7 replies

Hay hay!

It was a while since I was working with Torque, so I've been trying to find out if we're still strictly prohibited from leaving torquescript exposed with a shipped product? What I am thinking of is whether I can use the save() function of simobjects to dump game states to the user's disk or if I need to compile them. (The search function I found little use of as I could not find a way to sort out TGE content and answers to my questions.) I did find a discussion on how we could dump objects with .save() and then compile and delete, but that seems like an eventually (?) extremely sluggish process, since we'll be dealing with the need to save hundreds, perhaps thousands of objects. Any tips on better save methods would of course be greatly appreciated.

#1
11/09/2009 (7:56 pm)
Quote:I've been trying to find out if we're still strictly prohibited from leaving torquescript exposed with a shipped product?

What do you mean "still" prohibited? This is the first I've heard of any such prohibition.
#2
11/09/2009 (8:03 pm)
When T2D first came out, it was against the EULA to distribute the editors and ".cs" files. I seem to remember that the requirement to delete the ".cs" files was removed, but I cannot for the life of me find when that was said.
#3
11/09/2009 (8:05 pm)
I just looked over the EULA, and I could only find the ban against delivering the in-game editors.
#4
11/10/2009 (2:20 am)
William is right, the original wording was that you aren't allowed to make functionality directly accessable, especially from the t2d function branch.
This was in talk back then especially on talks about moddability.

But that was at a time where TGB didn't exist, only TGB Pro (or T2D early adopter).
With the regular TGB most of that vanished as a none source version of TGB is now beeing sold.
#5
11/10/2009 (6:13 am)
Yes, historically TGB was very locked down in that sense and garagegames had to go all over the net hunting people posting tutorials (as far as I heard, anyways), since only TGB owners were allowed to see Torquescript - it was required to hide it from the end user. I would be relieved if they rethought that rule.
Thank you guys - It seems to me the EULA is the place to go look
#6
11/10/2009 (7:30 am)
I would drop the support a mail, thats the fastest way.

Fact is that the scripts are useless to non owners of TGB as you won't do much without the docs which are accessable to TGB and TGB Pro licensees only.
#7
11/10/2009 (7:37 am)
Thanks for clearing that up guys. Now I'm wondering if I bought TGB Pro after the license change, or if I just didn't pay enough attention to the EULA when I bought it. :-)