Game Development Community

Removed world editor

by Puiu Marcel · in Torque Game Engine · 10/23/2004 (11:39 am) · 15 replies

I've just removed world editor from the engine.
It's very simple.
Maybe it is a resource out there on the forum about that but i didn't found it, to tell you the truth i didn't look to hard becouse i wanted to try it my self first.I have to figure out how to remove gui editor and console.
All you have to do is remove the editor directory from your project, set gEditingMission = false;(in about 9 files, they are somewhere at the begining of the files , where they arent just add them ) and delete IMPLEMENT_CONOBJECT(Terraformer); from main.cc. That's it.

#1
10/23/2004 (12:42 pm)
Nice, maybe put it up as a resource? Newcomers could really use it, I think.

Disabling the console on the other hand, is a very complicated task.
#2
10/23/2004 (12:52 pm)
Have you disabled the console?
#3
11/28/2004 (10:22 am)
Ok it is usefull but other question.
How can I make stand alone editors
I want to make 2 editors for my project. gui editor and leveleditor.
But i have no idea how.
i had not enough time to think about it much, but i saw this post and thought, perhaps some knows it.
#4
12/04/2004 (6:29 am)
Well, why not go one better and just make new build targets that default to gui editor mode and terraformer mode respectively - that way you can edit, flip to game and check, then return to editing. Of course, I think removing the editor functionality for a release product is a good idea, but to use in-house I don't see a purpose in creating a separate app for each editor mode.

Additionally, most modern games leave a console in the final release anyway. The easiest way to whack this might be to simply remove the activation from the game so the player can't open the console even though it's still there.

Just ramblin'.

Rich
#5
12/04/2004 (8:27 am)
I don't want to say a stand alone editor for each editor mode. But ONE editor would be good which includes some or all editor modes.
#6
03/08/2005 (1:13 pm)
Well, just don't forget that a key selling point for a game like Half-Life 2 or just about any other really high grossing FPS as of late is customization. Rather than throwing out the mission editor entirely, it might be nice just to slightly dumb it down for the players.
#7
03/23/2005 (7:51 am)
When a final game is released I understand that it would be a good idea to disable the tools so that people could not mod or change levels for cheating purposes. But... would we be allowed to compile and re-distribute the torque tools to the general public? Wouldn't you be giving them all the tools to make a new game... basically getting around purchasing a license? This is a grey area to me. If this is possible I think it would be more powerful to make sure that all the people on your project are using the same tool build and keeping the cost of DEV low.
#8
03/23/2005 (7:55 am)
Quote:But... would we be allowed to compile and re-distribute the torque tools to the general public? Wouldn't you be giving them all the tools to make a new game... basically getting around purchasing a license?

They can simply download the demo from the site, change the scripts, add their own art, and voila they have their own game. They wouldn't have the source code, which is quite limiting, but it can be done.
#9
03/23/2005 (8:00 am)
Perfect...

Thank you for the quick repsonse.
#10
03/24/2005 (7:23 am)
Yes we are allowed to do that because the example can be distributed too. We have all rights for it. Or don't we have?
#11
03/27/2005 (11:55 pm)
I would suggest this is the type of problem that should have an 'official' GG method for removing the editor. More and more developers will be brining games to market, or at least demo-ing them. I'd like a standard guide for deployment in a runtime only state.
#12
04/02/2005 (1:54 pm)
1.4 has a nice solution to this, if I recall correctly.
#13
09/29/2005 (8:15 am)
Can I make this into a vid tut people? this way it is all done on screen?
#14
09/29/2005 (8:28 am)
Plz just list the files that need to be done here and ill make a vid tut today and have it up today for everyone to use.
#15
10/02/2005 (11:12 pm)
Just delete the creator directory to make the editors go away. It's not hard.