Game: Release Ready
by Toby W. Allen · in Torque Game Engine · 01/22/2005 (7:01 am) · 2 replies
Hi there,
I wanted to ask the question as I can't seem to find the information around the massive amounts of stuff here.
What do you need to do to prepare your game pack for release?
This is specifically looking at removing access to the editors and any other editing stuff - Essentially so we don't release the game with any SDK features.
- Is it just a question of removing the files? Deleting their init calls too.
- Removing all .gui and leaving the .dso files?
- Simpply unbind the keys?
Thanks,
Toby.
I wanted to ask the question as I can't seem to find the information around the massive amounts of stuff here.
What do you need to do to prepare your game pack for release?
This is specifically looking at removing access to the editors and any other editing stuff - Essentially so we don't release the game with any SDK features.
- Is it just a question of removing the files? Deleting their init calls too.
- Removing all .gui and leaving the .dso files?
- Simpply unbind the keys?
Thanks,
Toby.
#2
When working with the scripts, you'll most likely not be wanting to give out your script code, so you'll want to be removing the .cs files and leaving .dso files as a rule--the .dso's are the byte code compiled versions of your scripts, and not easily human-readible. Specifically for your question about the editors, as you mentioned, you'll want to remove the specific editor scripts, and not initialize them with exec() (so you don't get any log messages about them being missing).
Some will also go the extra step and actually remove the editor code from the source files themselves, which is the most successful option against the majority of casual hackers.
01/22/2005 (7:38 am)
Unbinding the keys is a good, simple solution. Many do it for beta releases and such.When working with the scripts, you'll most likely not be wanting to give out your script code, so you'll want to be removing the .cs files and leaving .dso files as a rule--the .dso's are the byte code compiled versions of your scripts, and not easily human-readible. Specifically for your question about the editors, as you mentioned, you'll want to remove the specific editor scripts, and not initialize them with exec() (so you don't get any log messages about them being missing).
Some will also go the extra step and actually remove the editor code from the source files themselves, which is the most successful option against the majority of casual hackers.
Torque Owner Josiah Wang
-the editor folder (i think it's either in /common or /data...)
-DONT remove the gui - those are for the players (unless you want them gui-less ;)
-you can remove the .dso files, but that really won't do you any good. When the engine compiles the .cs script files every time it is run, it creates the .dso files (sorta like something readable by the engine). Those are created everytime you run
-i guess you can unbind the keys, but to prevent someone from manually exploiting the functions, you'd want to remove the functions that are dev-specific manually
hope this helps!