Compiling/distributing?
by Ryan Scott · in Torque Game Engine · 12/06/2005 (4:46 pm) · 9 replies
When i want to distribute a run-time to people, how do i go about doing that?
do i send torquedemo.exe and everything except the .cs files?
or what? i'm a little confused...
is there a packager, some program to put it all together for me properly?
do i send torquedemo.exe and everything except the .cs files?
or what? i'm a little confused...
is there a packager, some program to put it all together for me properly?
#2
don't i also need to release the data\ folder?
isn't there some kind of packager for this, or does everyone release their cs files too?
12/06/2005 (4:52 pm)
I don't think i need the splash because i paid $400 or whatever (or i will if i haven't :)don't i also need to release the data\ folder?
isn't there some kind of packager for this, or does everyone release their cs files too?
#3
12/06/2005 (4:54 pm)
CS files are compiled as DSO's, so you can just delete the CS files from your dist.
#4
PS: And just for the record, you are an Indie licensee at the moment, so you'll either need the splash screen, or pay for a commercial license...
12/06/2005 (7:06 pm)
And yes, you need to release your /data directory as well. Might want to do a search on this topic, it's been discussed in pretty good detail over the years ;)PS: And just for the record, you are an Indie licensee at the moment, so you'll either need the splash screen, or pay for a commercial license...
#5
it's v. difficult to find information in a forum. it seems like a wiki is in order. the wiki over at TDN seems really incomplete.
noob perspective. maybe i just don't know where to find it yet.
i really do not know what to look for stephen so if you could point me to the well discussed issue, i would appreciate it.
seems like it should at least be in the faq. there is no specific faq for this, although http://www.garagegames.com/index.php?sec=mg&mod=resource&page=view&qid=5073 has a partial answer.
12/06/2005 (10:40 pm)
Yes haven't got the non-indie license yet, want to see if it works for my needs first.it's v. difficult to find information in a forum. it seems like a wiki is in order. the wiki over at TDN seems really incomplete.
noob perspective. maybe i just don't know where to find it yet.
i really do not know what to look for stephen so if you could point me to the well discussed issue, i would appreciate it.
seems like it should at least be in the faq. there is no specific faq for this, although http://www.garagegames.com/index.php?sec=mg&mod=resource&page=view&qid=5073 has a partial answer.
#6
You must include at least the following:
1. The release version of the torquedemo.exe file, not the debug version. This can be renamed to anything you want (as long as it ends in .exe)
2. All of the .dll files (except the debug versions)
3. main.cs
4. the 'common' subfolder *
5. the 'starter.fps' or whatever you named it to in your game subfolder. *
*: The contents of these folders MUST INCLUDE all of the compiled .dso scripts. You may optionally include the .cs files, but only if you want people to be able to see the script internals (ie: for mod makers, hax0rs, cheats, etc).
As far as I know, that should be everything you absolutely 'need' to include, but, as I said, it depends on your game.
Please, if I left anything out, somebody correct me =)
12/06/2005 (11:09 pm)
I don't think there is any in-depth all-encompassing tutorial as this really depends on your specific game.You must include at least the following:
1. The release version of the torquedemo.exe file, not the debug version. This can be renamed to anything you want (as long as it ends in .exe)
2. All of the .dll files (except the debug versions)
3. main.cs
4. the 'common' subfolder *
5. the 'starter.fps' or whatever you named it to in your game subfolder. *
*: The contents of these folders MUST INCLUDE all of the compiled .dso scripts. You may optionally include the .cs files, but only if you want people to be able to see the script internals (ie: for mod makers, hax0rs, cheats, etc).
As far as I know, that should be everything you absolutely 'need' to include, but, as I said, it depends on your game.
Please, if I left anything out, somebody correct me =)
#7
12/07/2005 (12:57 am)
The wiki over at TDN IS really incomplete. We're still working on getting it out of beta. :)
#8
12/07/2005 (1:06 am)
Theres a package called MoleBox which is great to do what you're asking for. try the demo...must be www.molebox.com
#9
I think I would rather stick with a regular installer like NSIS and maintain a regular tree in the filesystem. Protecting the game data directories with password protected archives should suffice for some level of protection that molebox offers.
12/07/2005 (9:53 am)
Molebox looks pretty neat, but what if your game needs to read/write savegame files? I assume these will not be protected, which is probably one of the most important things that I wouldn't want to be hacked.I think I would rather stick with a regular installer like NSIS and maintain a regular tree in the filesystem. Protecting the game data directories with password protected archives should suffice for some level of protection that molebox offers.
Torque 3D Owner Chris "DiGi" Timberlake