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Building an installer: What to include; what not to include!

by K. Silver · in Torque 3D Professional · 07/26/2013 (4:45 pm) · 3 replies

Okay, so I am using NSIS 1.3 to build my package installer. The question is, what files should I include and which can I not? After all, I do not wish to include raw, swipable artwork. My artist would have my head and various, sundry other body parts I prefer to keep intact. So, what's the long and short of it all? If there is another, current thread about this, please-by all means-send me there!

~K

#1
07/26/2013 (4:59 pm)
I would recommend writing some batch files using the zip utility included with torque to generate your files you need and dump a zip or multiple zips out to a cache directory. Then you can just have the NSIS installer grab everything in that zip or alternatively use the zip mod I added and just keep your files in the zips. Thats how we do it. Then you can build text lists of files to not include (or use wildcards for like .cs files, .dae, etc.) If you use dae files you will need to either change your map files to use the cached.dts name or do what we did and make a small source change to load the cached.dts if dae is not found. The game will crash otherwise (assuming this hasn't been fixed in latest MIT)
#2
07/26/2013 (6:03 pm)
I believe that map files now automatically do for the *.cached.dts when they cannot find the *.dae model file. (I think it got fixed back in 1.2)

As for textures ... someone made a resource for encrypting them recently, and there are other commercial packages for encrypted zipping of files - like ye olde genEpak (search the site) but have no idea whether it is compatibility with the newer MIT Torque.

There is/was/might be password encryption for zips in a resource ... not sure if it is in MIT though.
#3
07/26/2013 (8:36 pm)
"There is/was/might be password encryption for zips in a resource "
there is password support with zip for t3d. but no encryption supported yet.
or i am missing a resource ?
can u post the link?