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TorqueDemo.exe vs a final game?

by Laurence Grant · in Torque Game Engine · 01/17/2007 (8:48 am) · 6 replies

I'm trying to understand how torqueDemo.exe is different from what would be a final/deployed title. Is the only difference disabling certain function keys that take you into the edit modes, or is there significant differences beyond that?

I'm evaluating/prototyping how much of my design will work with the legacy engine unchanged; only relying on the scripting. Is torqueDemo.exe the right baseline executable to be using for such an evaluation?

Thanks

#1
01/17/2007 (12:54 pm)
Basically, TorqueDemo.exe you rename to youre games exe.

The exe is the compiled version of the engine, you package the renamed EXE and complied DSO's and resources and you have your deployment package.

The Trusted One
#2
01/17/2007 (1:14 pm)
Ok, then even to disable certain keys, like F10/F12, Alt-C, Alt-Q, etc are all handled through scripts that get compiled, so gamers can't jump into the editor, right? No need to recompile?

Thanks
#3
01/17/2007 (1:22 pm)
Well, it would be recommended that you compile out the option to change. Otherwise users could just add them into a script. You could release just the DSO's, but if your config.cs doesn't vary that much, they could figure it out and recompile that one file to open the editors back up.
#4
01/17/2007 (2:52 pm)
Why would you want to not let your users use the editors? If they want to create a new map... what's wrong with that?
#5
01/17/2007 (2:56 pm)
A lot (if used as the mission editor is currently is set up); a server player can delete other players (lol), move around objects at will, locate all enemy players, adjust their own attributes and remove others' during gameplay...
#6
01/18/2007 (1:27 pm)
Some games that does not fit in, I edited the source to remove the editors call functions. Seems to work for me.

The Trusted One