#3
10/28/2004 (4:51 pm)
Heh... why would you just un-implement the Terraformer...
#4
10/28/2004 (9:35 pm)
I never tried this but couldn't you remove the bind for F11 Key? This should produce same effect.
#5
10/29/2004 (4:55 am)
I guess this should be safe if you modify the C++ code to disable it. Rather than just letting people put the scripts back in to re-enable it.
#6
For James: If you don't include the directory into your project it won't compile so it is not in the exe anymore.
For Xavier: Terraformer is used by the editor sou you have to removed because you don't have a editor anymore.
For Denis: Just removing the F11 bind won't remove the editor. After you take your editor out from your engine you can press F11 but with no efect, because the editor isn't there anymore.
For Mike: That's exactly what I was trying to do.
10/29/2004 (10:57 am)
For Ace: Well I don't want people use the editor. If you want to edit some maps you use the normal tge.For James: If you don't include the directory into your project it won't compile so it is not in the exe anymore.
For Xavier: Terraformer is used by the editor sou you have to removed because you don't have a editor anymore.
For Denis: Just removing the F11 bind won't remove the editor. After you take your editor out from your engine you can press F11 but with no efect, because the editor isn't there anymore.
For Mike: That's exactly what I was trying to do.
#7
10/29/2004 (11:01 am)
O, and if you want to know the name of the 9 files, after removing editor directory from your project compile and you will see.
#8
10/29/2004 (6:35 pm)
This would be very productive for end-user distrabution, and have a special Modder's edition of your game. But isn't that what you've all just been saying in so many words :)
#9
It worked really good i didn't save the code but at least i know it works.
Only a hint .
10/30/2004 (2:03 am)
I made a test 1 year ago i made 2 exe files one for the game and one with only the editor , and made so i started direct on map.It worked really good i didn't save the code but at least i know it works.
Only a hint .
#10
10/31/2004 (11:27 am)
Yea I like to harden my game to prevent any modding. Would be nice someday to have some documentation on how to lock down your Torque game. If they want to mod let them buy the SDK. (IMO)
#11
Might do it with the game i'm making at the moment.
11/03/2004 (5:16 pm)
I like the idea of having an end-user version and a mod maker version (which you could sell for more)Might do it with the game i'm making at the moment.
#12
12/15/2004 (2:51 pm)
kinda like halo CE (custom edition) which is open to modding except thats free 
Torque Owner Ace