Game Development Community

Console Refferences

by Dreamer · in Torque Game Engine · 04/26/2005 (4:42 pm) · 30 replies

With a little work, I've managed to create a refference of each and every ConsoleMethod and ConsoleFunction, for every single file in the 1.3 SDK.

The reference contains the following
Function Name, Function Parameters, exact file path, exact line #

The file is pretty big, and of course contains alot of things I don't think GG wants non license holders to have. So I'm curious to know if I should post it as a resource, or if there is someone I can zip it up and email it too, on the GG staff who might like to make something like this a part of the general documentation effort for Torque.

Thanx!
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#1
04/27/2005 (2:59 am)
I'd like to see it if you don't mind. I'm obviously an SDK owner.

:-)
#2
04/27/2005 (3:05 am)
Me too :)
#3
04/27/2005 (3:35 am)
Resources are normally the way to go with this.

What I personally do is to host the file on my domain, with an .htaccess (in some web management/hosting tools, it's called "Web Protect") file and a generic username/password that I include with the resource. The purpose of this is to keep people that happen to do a search on something within your resource via google finding your hosted resource and downloading it.
#4
04/27/2005 (5:14 am)
.
#5
04/27/2005 (5:26 am)
I would be very interested in checking this out as well. Could be useful.
#6
04/27/2005 (5:28 am)
This DEFINATELY needs to be a resource. I'd love to have it.
#7
04/27/2005 (7:25 am)
I would be very interested in it too!
#8
04/27/2005 (7:56 am)
Umm just curious I can probably make this a resource if I trim a bunch of the white space and formating, but HOW would I keep non SDK owners from getting thier little paws on it?
#9
04/27/2005 (8:06 am)
I think console methods should be exposed to public, other wise we shouldn't be releaseing ANY information about the console methods. For instance the math function vectoradd() it highly needed for the modder. By telling the modders how to use the exposed script methods would not be revealing anything new but rather give the community a better resource to draw more people to use this engine.
#10
04/27/2005 (8:07 am)
Any console method or function is something that you can see from script (basically) anyways... Besides, GG approves all resources, so if they dont want the public to see it it wont get approved.
#11
04/27/2005 (8:48 am)
I get both of your points but what I'm saying is that this refference contains not only each console method and function (you can get all of that by uncommenting a single line if you know where to look), but also which file and at what line they appear in, I'm pretty sure giving it to the public would be a huge violation of my EULA.
#12
04/27/2005 (8:51 am)
The resources are filtered. GG has to approve each and every one of them. Submit it and see if they want it to be public info or not. It's not against the EULA to submit it. If they dont want it to be let out to the public then it wont be released.
#13
04/27/2005 (8:52 am)
What you need to be careful of is if you host the file yourself, and then simply submit a link to it. That is where people can get "backdoor access" to your resource, unless you at least make an attempt at securing it (and simply not talking about the link doesn't work with all the search engines out there).
#14
04/27/2005 (8:57 am)
@Chris ahh I see, I had completely blanked on the part about GG actually filtering the resources. Ok kewl I'll submit it now. Thanks for the info.
#15
04/27/2005 (9:00 am)
No worries. I just pray they let it through!!
#16
04/27/2005 (9:32 am)
Dreamer, we could host this for you and make sure it's secure. :) We also have the ability now to make resources private, so that only owners of certain products can see them (eg Torque).

I'd love to check this out, it sounds very cool. I don't see it in the submitted resources yet. You can email me at joshw at garagegames if you want us to take a look at this real quick.
#17
04/27/2005 (9:39 am)
Ok, sorry I realized I had to trim the fat a little on this, I'll get it to ya ASAP.
#18
04/27/2005 (10:56 am)
I've removed all the refferences to binary files (this started as a grep), and cleaned out files that TGE wouldn't have (i.e. Any mods).

If anyone needs to regenerate this on thier own machine, here is the command I used.
find Projects/Torque -print -follow | xargs egrep -H -n -e 'ConsoleFunction' >> "consolefunctions.txt"

And then this one as well

find Projects/Torque -print -follow | xargs egrep -H -n -e 'ConsoleMethods' >> "consolemethods.txt"

Anyways Josh I have emailed a copy of this, if you wish to add it to the Torque Documentation collection.
#19
04/27/2005 (11:14 am)
You could also use the built-in dumpFunctions() and dumpClasses() calls to get a full dump of all script exposed methods, functions, and classes, complete with grouping information and nicely formatted docs (parsable by Doxygen so you can generate a handy dandy reference!).
#20
04/27/2005 (12:02 pm)
True, but this isn't really meant for scripting so much as for when you need to lookup the place where a Method or Function is defined (i.e. You need to edit that function, or use it as a template to do something else).
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