Product Release
by Richard Van Stone · in Torque Game Engine · 01/15/2005 (7:03 pm) · 4 replies
Y'know...one thing I never asked here before...when you're ready to distribute your game. What files do you have to put together to send out? Keeping in mind, that the distribute version will only have client side functionality. I also don't want players to be able to see the source code so I'm assuming I'll have to do some sort of filepacking. Any ideas?
Richard
Richard
About the author
#2
Thanks for the help on the rest!
01/15/2005 (11:57 pm)
I don't know what you're talking about in regards to users making servers, didn't mention anything about that.Thanks for the help on the rest!
#3
01/16/2005 (8:56 am)
"Keeping in mind, that the distribute version will only have client side functionality."
#4
That means they can only function as a client. It wasn't a question, it was a statement letting people know that I only needed to distribute client side code.
01/16/2005 (10:56 am)
"Keeping in mind, that the distribute version will only have client side functionality."That means they can only function as a client. It wasn't a question, it was a statement letting people know that I only needed to distribute client side code.
Torque Owner Eric Lavigne
You can delete any file ending with .cs because the .dso files can do their job. Make sure you actually play your game once after the last time you edited a cs and before you start deleting so that the dso files will be generated. This will generally prevent users from messing with your scripts, though it is theoretically possible to use a .cs to create a .dso.
Your other issue, about users making servers... How would they do that? Is it a commandline option? Is it a button they press in your gui? Whatever it is, find it in script and remove it so they don't have that option anymore.
The things I mentioned will stop casual hacking of your game. Are you looking to put some effort into stopping more determined hacking as well?