Feature request - make package project more flexible
by Guy Allard · in Torque 3D Professional · 09/12/2010 (8:16 am) · 4 replies
At the moment, I use the package project functionality of the torque toolbox to generate a client build and a server build of my project. To do this, I exclude certain server-only files when creating the client build, and vice-versa.
This requires me to manually edit the excluded and included files list in the packager each time I do this, and it's getting to be tiresome. What would be ideal, is to be able to load the included and excluded files from a text file, or to be able to create 'profiles' of included and excluded files that I can choose from the toolbox.
This requires me to manually edit the excluded and included files list in the packager each time I do this, and it's getting to be tiresome. What would be ideal, is to be able to load the included and excluded files from a text file, or to be able to create 'profiles' of included and excluded files that I can choose from the toolbox.
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#2
The more important aspect is the client builds, which contain no datablocks, mision files, server scripts, tools etc. It just contains models, textures, gui and client logic. This is mainly a security issue. As it's a multiplayer only game, there's no reason at all to be giving server stuff to the clients.
09/13/2010 (7:19 am)
On the server side, we're running multiple dedicated server instances on the same machine, so in order to save system resources, I'm mainly excluding gui directories and not initializing the sfx system or shaders.The more important aspect is the client builds, which contain no datablocks, mision files, server scripts, tools etc. It just contains models, textures, gui and client logic. This is mainly a security issue. As it's a multiplayer only game, there's no reason at all to be giving server stuff to the clients.
#3
It seems that moving forward we really want to allow for custom build configs for various needs including this one.
09/13/2010 (9:58 pm)
Thanks... thats really useful info. I didn't consider build configurations for server vs client like that. It seems that moving forward we really want to allow for custom build configs for various needs including this one.
#4
09/14/2010 (6:34 am)
I will be very interested by this also:D I'm in the same situation.
Associate Tom Spilman
Sickhead Games
Interesting.
We're doing some next gen work right now on the content pipeline and packaging.
What sort of files would you exclude in the client or the server? Is this art content or data files? How much do you save this way? Is it just installer size or is it also other factors like security?