Game Development Community

I know.......... torque script compiling.

by Thomas Salisbury · in Torque Game Engine Advanced · 08/01/2009 (10:30 am) · 14 replies

I know I will get hammer for this, but I did use the little white box at the top called search....

How do y'all distribute your game. I can not find ANY reference to actually compile the torque script so the end user can't just modify the game to do what ever they want it to.

This doesn't seem right to me... I dunno?

#1
08/01/2009 (10:47 am)
Most pro games ship with modifiable script. It's not that big of a deal, and it can add a lot of life to a game.

I guess you might want to specifically avoid being as popular as Fallout 3 (2.43 million sold) or GTA 4 (12 million sold, over 100 million for the whole GTA series). Or god forbid you ship a game that does well like Half Life 2 (over 4 million sold).

You can ship only your .dso files, but that won't prevent user modification (although it will make it a little harder). GTA only ships compiled binaries, so users reverse engineered the memory layout. Don't sweat it. :)
#2
08/01/2009 (10:52 am)
while I understand what your saying, but if your creating an online RPG, that IS a bad thing, and something to sweat. I mean the WHOLE thing can be completely rewritten with notepad.

Almost every scripting language has a compile as part of it(at least from what I have found).

#3
08/01/2009 (11:20 am)
If your game is multiplayer can be compromised by client-side hacks, you're screwed anyway. The server has to make sure everyone plays by the rules.
#4
08/01/2009 (12:41 pm)
Are we talking DSOs?

If so linky
#5
08/01/2009 (12:47 pm)
I think you'll need to able DSO generation in the torqueConfig.h file. Its in the "Source Files/source" folder in the Visual Studio project, along with the main.cpp file.

However, what Ben is saying is important to keep in mind. If there are vulnerabilities in your client-side scripts, and your making an online game, chances are they will be found. Scripts can be decompiled, for example.
#6
08/01/2009 (3:29 pm)
I understand EVERYTHING can be hacked. But why make it easy for everyone that plays your game? Thats just stupid.

I am kind of surprised this doesn't bother anyone.
#7
08/01/2009 (3:30 pm)
Like Steve and I have said, scripts can be compiled. ;) Just enabled DSO generation in source.
#8
08/01/2009 (3:43 pm)
I am doing that right now.
#9
08/02/2009 (7:05 am)
@Thomas: You shouldn't have any game logic on the client-side for an ORPG. If you distribute dso's that people reverse engineer so that they can change their GUI, then I say let them. You should be checking everything that their GUI tells your server to do server-side to ensure that they're not trying to get away with stuff anyway.
#10
08/02/2009 (9:13 pm)
I guess I don't completely understand how the DSO is created if you don't "compile" the Torque script...

Anyways, trying to get the file to compile with the change in the header file. no luck so far.
#11
08/03/2009 (5:52 am)
DSOs are generated automatically at runtime as long as DSO generation is enabled.
#12
08/03/2009 (7:48 am)
After you change the header file, recompile the Torque source code. From there, you should just have to run Torque.exe, as it'll generate the DSOs automatically.
#13
08/03/2009 (8:22 am)
roger. I got that to work. Its all good, I see now.

Thank you.
#14
08/08/2009 (2:03 pm)
Before deploying, I have a batch file which deletes all .cs files recursively, and takes out a ton of other files I don't want to distribute (including the editor). Also, it takes out all the old .ml files, which helps reduce file size dramatically.

You might want to invest sometime into making a tweaked batch file to do this, and run it as a last step before deploying.

The overall batch file:
1) Copies existing dev directory to a new deploy directory
2) Recursively deletes all unwanted files
3) Deletes itself from the new directory
4) Launches Visual Studio to make a .msi install file