Posting engine code changes as part of a resource?
by Jack Stone · in Torque Game Engine Advanced · 02/19/2008 (5:18 am) · 4 replies
I recently posted an update to a resource I made which involved slight (around 10 lines) additions to fxfoliagereplicator.cpp. I assumed that resources could only be accessed by members, similiar to the way you have to log in to view posts in the private forums.
However, today I discovered that non-members can also access my resource, meaning that they can see the code changes that I posted. I was wondering, does this constitute a violation of my Torque license?
I am almost certain that I have seen engine code posted in resources before, such as here:
http://www.garagegames.com/index.php?sec=mg&mod=resource&page=view&qid=10050
My resource is located here:
http://www.garagegames.com/index.php?sec=mg&mod=resource&page=view&qid=13408
and the code changes are:
Then, in fxfoliagereplicator.cpp, after the lines:
// Set Shape Scale.
fxStatic->setScale(ShapeScale);
// Lock it.
fxStatic->setLocked(true);
(around line 424), add these lines:
Con::printf("SHAPE = :%s" , mFieldData.mShapeFile );
// Store Shape in Replicated Shapes Vector.
mReplicatedShapes[mCurrentShapeCount++] = fxStatic;
int id = fxStatic->getId();
static char buf[32];
dSprintf(buf, sizeof(buf), "%d", id);
char* ch = buf;
const char* argv[] = {"addmissionlight", ch , mFieldData.mShapeFile};
Con::printf("Fx Shape Object ID: %s" , ch);
Con::execute(3, argv);
The rest is all script.
As I said, I am almost sure I have seen engine code posted in resources before. Is there some way of specifying that a particular resource should be accessible to members only?
Thanks,
Jack
However, today I discovered that non-members can also access my resource, meaning that they can see the code changes that I posted. I was wondering, does this constitute a violation of my Torque license?
I am almost certain that I have seen engine code posted in resources before, such as here:
http://www.garagegames.com/index.php?sec=mg&mod=resource&page=view&qid=10050
My resource is located here:
http://www.garagegames.com/index.php?sec=mg&mod=resource&page=view&qid=13408
and the code changes are:
Then, in fxfoliagereplicator.cpp, after the lines:
// Set Shape Scale.
fxStatic->setScale(ShapeScale);
// Lock it.
fxStatic->setLocked(true);
(around line 424), add these lines:
Con::printf("SHAPE = :%s" , mFieldData.mShapeFile );
// Store Shape in Replicated Shapes Vector.
mReplicatedShapes[mCurrentShapeCount++] = fxStatic;
int id = fxStatic->getId();
static char buf[32];
dSprintf(buf, sizeof(buf), "%d", id);
char* ch = buf;
const char* argv[] = {"addmissionlight", ch , mFieldData.mShapeFile};
Con::printf("Fx Shape Object ID: %s" , ch);
Con::execute(3, argv);
The rest is all script.
As I said, I am almost sure I have seen engine code posted in resources before. Is there some way of specifying that a particular resource should be accessible to members only?
Thanks,
Jack
#2
02/19/2008 (8:23 am)
Resources are normally restricted to owners of a particular product when they are approved. It sounds as if that step may have been skipped. I'll find out!
#3
I supppose I should have posted a new resource entirely, and deleted the old one?
Jack
02/19/2008 (8:41 am)
I think that may have been my fault stephen, I actually had a resource posted with just script, and I then updated it, adding the engine code in the update. It sounds like the update bypassed the approval process.I supppose I should have posted a new resource entirely, and deleted the old one?
Jack
#4
Hopefully David will catch this and take a quick look and make a final call on what he wants done.
02/19/2008 (9:23 am)
That would probably have made good sense, but assuming we're only talking a bit of code, and/or it's your own code (and doesn't expose a lot of information regarding Torque itself), then I wouldn't worry about it--thanks for checking though!Hopefully David will catch this and take a quick look and make a final call on what he wants done.
Torque Owner Kostiantyn Teterin