How to package/compile a game made on Torque 3D?
by Daniel Garita Rojas · in Torque 3D Beginner · 10/21/2013 (11:43 pm) · 13 replies
I saw the documentation (http://docs.garagegames.com/torque-3d/official/content/documentation/Introduction/ToolBox.html#Package_Project) but can not find the button "Package Project" in the Project Manager. Someone could explain me how to package my game?
#2
To see what an install looks like - here's the demo of my game. www.yorkshirerifles.com/downloads/airship_dragoon_demo.exe
10/22/2013 (5:54 am)
As Duion says, do it anyway you like. I've used Inno Setup which is a free installer creator.To see what an install looks like - here's the demo of my game. www.yorkshirerifles.com/downloads/airship_dragoon_demo.exe
#3
10/22/2013 (9:24 am)
Before packaging remove all client created script files (config.cs, *prefs.cs, etc) and procedural shaders. Those are things that should be generated by the client machine when first running the game.
#4
But I have another question. How I can make the players can not so easily access the files as dds, cs or dae?
I mean, if they go to the game folder could very easily modify and hack.
I can use compiled files or something?
10/22/2013 (11:59 am)
Thanks for the help! It's that simple? I thought would have to compile the game files using visual studio, or something. But it's actually pretty simple.But I have another question. How I can make the players can not so easily access the files as dds, cs or dae?
I mean, if they go to the game folder could very easily modify and hack.
I can use compiled files or something?
#5
Don't bother. No matter how hard you make it, someone will still get in there and your time is better spent making a good game than in worrying about your art assets. Big time game studios have spent millions trying to figure this out and they have not succeeded yet.
And, your DAE files don't ship - the game generates .dts files, ship those instead.
The same with your scripts - (except the root main.cs file) strip out all .cs files and leave the .dso files.
In fact, go to Lesson 8 of the FPS Tutorial and read up on the process. Keep in mind that you don't have the same toolbox! However, the general preparation process is the same - clean up your working files, remove tools, etc.
10/22/2013 (12:22 pm)
Quote: How I can make the players can not so easily access the files as dds, cs or dae?
Don't bother. No matter how hard you make it, someone will still get in there and your time is better spent making a good game than in worrying about your art assets. Big time game studios have spent millions trying to figure this out and they have not succeeded yet.
And, your DAE files don't ship - the game generates .dts files, ship those instead.
The same with your scripts - (except the root main.cs file) strip out all .cs files and leave the .dso files.
In fact, go to Lesson 8 of the FPS Tutorial and read up on the process. Keep in mind that you don't have the same toolbox! However, the general preparation process is the same - clean up your working files, remove tools, etc.
#6
So that was the function of the toolbox? Remove editable files and package the game in a zip or exe? But that is not very complex. Why they have removed it?
10/22/2013 (12:54 pm)
So i can delete the .DAE and .CS files and use only .DTS and .DSO files? Sounds perfect!So that was the function of the toolbox? Remove editable files and package the game in a zip or exe? But that is not very complex. Why they have removed it?
#7
10/22/2013 (2:02 pm)
It was built on closed-source commercial code. When T3D was open-sourced, the Project Manager basically had to be rewritten from the ground up without closed-source code. It lost some features in the transition, unfortunately.
#8
I will throw up a video sometime this week on how to package up your finished game for distrubution :)
10/22/2013 (3:34 pm)
This is great news I was wondering what needed to be done with this stuff.I will throw up a video sometime this week on how to package up your finished game for distrubution :)
#9
Couldn't someone just use the DTS from someone elses project?
I have the Zombies off the GG store but wouldn't that mean people could now add that to their project using the DTS file? wouldn't that get me in trouble for not trying to protect the files?
10/22/2013 (10:51 pm)
Actually I am now curious....Couldn't someone just use the DTS from someone elses project?
I have the Zombies off the GG store but wouldn't that mean people could now add that to their project using the DTS file? wouldn't that get me in trouble for not trying to protect the files?
#10
10/23/2013 (4:03 am)
DTS is a protected form, since you cannot modify it. Sure people can steal it, but if they have no license, it is not legal to use them.
#11
On the other hand, I'm pretty sure most indie/hobbyist teams couldn't afford the legal expenses to sue someone for using their content illegally.
10/23/2013 (4:34 am)
Quote:DTS is a protected form, since you cannot modify it.Well, you could if it were popular enough for someone to write an importer. I believe there was one floating around out there for some obscure modelling app. But yes, I think the key issue is that it wouldn't be legal. You can probably rip assets out of most major games these days, but people don't use them because, you know... they'd be shut down.
On the other hand, I'm pretty sure most indie/hobbyist teams couldn't afford the legal expenses to sue someone for using their content illegally.
#12
And you could use the .dts files, but if they were a jerk and scattered the textures all over you might have issues....
10/23/2013 (6:35 am)
I modified BoomBot with a hex editor - fortunately, "blue" and "base" have the same number of bytes; now my BoomBot is skinnable!And you could use the .dts files, but if they were a jerk and scattered the textures all over you might have issues....
#13
Thank you all!
I must say you guys answered me very fast :)
10/23/2013 (1:42 pm)
Yeap, I was able to package the game as you explained me.Thank you all!
I must say you guys answered me very fast :)
Duion