Game Development Community

noob warning.. how to build for deploy

by Jonathan Wood · in Torque 3D Professional · 06/10/2009 (9:55 pm) · 3 replies

How do I build the project for deployment so that it encrypts my files or what ever and disables the editor stuff?
Then how do I patch a deployed build if I have an update without a full re-deployment?
I want to publish a test web build but I obviously need to disable all of the editor functionality.
I just don't know how to do this.

#1
06/12/2009 (8:04 am)
I take it then, that no one else knows how to do this either..
#2
06/12/2009 (8:34 am)
I don't. Sometimes it takes a while to get an answer :(. Must have something to do with that button at the bottom of T3d that says "package as project", but more than that, I cannot say.
#3
06/12/2009 (11:22 am)
I am seriously hoping this isn't it. If you use that, it creates a few files and one of them is the binary installer like the normal installer then that is downloaded as a complete exe to the workstation, then they run it to install the game which is no different than the regular installer, then when they open the game in the browser it is no different than the game running outside the web security space.

The game is not runing under the same security credentials and in the web cache folder like any other activeX program with the restrictions of a web project and it leaves 2 open browser debug windows with firefox and one open command window, quitting out of the game is near to impossible and you have to close a total of 4 windows to get the game to shut down, so I have to be doing something wrong in the package option.

I thought the web piece would fully download into the web cache folder and just run without any installation at all other than allowing an AcitveX control permission. This thing runs as a normal application with the web browser window activex control as its target which is totally different.