Zips and dso's
by Duncan Gray · in Torque Game Engine · 07/23/2007 (11:54 pm) · 5 replies
I'm tired so this may be a stoopid question, but here goes.
My previous game had the entire game folder zipped up (TGE 1.4) and when the game ran, it created a folder with banlist.cs and prefs.cs etc. No dso's were extracted from the zip as far as I can recall
Currently with TGE 1.5, when you do the same, it creates the same folders as above but all the dso's get extracted as well.
Did I miss something. I really don't want to spend hours going through source to find a way to turn it off if a solution already exists. Yeah I know dso's are 'safe' but I'd rather not have the engine extract it if it's simple a matter of setting a bool somewhere.
My previous game had the entire game folder zipped up (TGE 1.4) and when the game ran, it created a folder with banlist.cs and prefs.cs etc. No dso's were extracted from the zip as far as I can recall
Currently with TGE 1.5, when you do the same, it creates the same folders as above but all the dso's get extracted as well.
Did I miss something. I really don't want to spend hours going through source to find a way to turn it off if a solution already exists. Yeah I know dso's are 'safe' but I'd rather not have the engine extract it if it's simple a matter of setting a bool somewhere.
About the author
#2
07/24/2007 (3:11 am)
Define the NO_DSO preprocessor switch and you won't be getting any DSO files. What you normally do is ship the DSO's inside the zips, not the CS files. But if you don't want that then that's your only option.
#3
See
If you don't want this, you need to change the code, what to export and what to do with that.
07/24/2007 (5:25 am)
The thing is, that Torque by default exporting prefs and banlist on exit, so this is why these files appears to be there. Later, when you start game, it compiles these files.See
function onExit()for exporting and head of "modName/main.cs" (starter.fps/main.cs) for executing.
If you don't want this, you need to change the code, what to export and what to do with that.
#4
Stefan's solution works really well. I recompiled the exe with that preprocessor set then made sure the zip did not contain any cs or gui files. When the game exits it creates the previous mentioned folders and stores only your prefs and banlist settings as would be expected.
No dso's get extracted with that setting.
Funny thing is I just searched GG forms for NO_DSO as well as all scripts and source, found nothing, yet it works.
07/24/2007 (2:23 pm)
Thanks for the help guys.Stefan's solution works really well. I recompiled the exe with that preprocessor set then made sure the zip did not contain any cs or gui files. When the game exits it creates the previous mentioned folders and stores only your prefs and banlist settings as would be expected.
No dso's get extracted with that setting.
Funny thing is I just searched GG forms for NO_DSO as well as all scripts and source, found nothing, yet it works.
#5
T.
07/24/2007 (4:46 pm)
I suspect that you had scripts in the zip. Torque does not extract anything from the zip, it loads directly from it on the fly.T.
Torque Owner Tim Heldna