Content pack source code inclusion
by Andy Hawkins · in Torque Game Engine · 04/07/2006 (5:49 pm) · 4 replies
So I have the code from this forum and a bit from the books to make my character fly, but if I want to put the flying character in a content pack I can't include the source code can I?
I know I can include scripts, but how do I allow the customer to install the source code mods?
The only thing I can think of is giving them a list of links to resources and books I used to create the effect.
How can this be done without breeching copyright / licences et al.?
If I can include the code - how do I automate the code merge for them?
I know I can include scripts, but how do I allow the customer to install the source code mods?
The only thing I can think of is giving them a list of links to resources and books I used to create the effect.
How can this be done without breeching copyright / licences et al.?
If I can include the code - how do I automate the code merge for them?
#2
What about if I provide an .exe that has all the code changes in it, plus the links and code to mod their own code if they want?
04/07/2006 (6:24 pm)
Actually that's perfect because if you aren't an SDK user you can't physically use the code anyway. What about if I provide an .exe that has all the code changes in it, plus the links and code to mod their own code if they want?
#3
04/07/2006 (7:34 pm)
Andy, make it a How to resource for SDK owners and simplify the heck out of it so they can purchase the content pack and then follow a link to a resource/tutorial that walks them through it.
#4
to provide as much "drag and drop" capabilities as possible for content packs, but I guess when things get a bit technical this is the only way.
04/08/2006 (12:06 am)
Sounds good. As long as this is acceptable to content pack customers. I always thought it would be best to provide as much "drag and drop" capabilities as possible for content packs, but I guess when things get a bit technical this is the only way.
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