Gamestudio Links
Zorro Links
Newest Posts
Zorro 2.70
by jcl. 09/29/25 09:24
optimize global parameters SOLVED
by dBc. 09/27/25 17:07
ZorroGPT
by TipmyPip. 09/27/25 10:05
assetHistory one candle shift
by jcl. 09/21/25 11:36
Plugins update
by Grant. 09/17/25 16:28
AUM Magazine
Latest Screens
Rocker`s Revenge
Stug 3 Stormartillery
Iljuschin 2
Galactic Strike X
Who's Online Now
3 registered members (Ayumi, NewbieZorro, TipmyPip), 13,888 guests, and 6 spiders.
Key: Admin, Global Mod, Mod
Newest Members
krishna, DrissB, James168, Ed_Love, xtns
19168 Registered Users
Previous Thread
Next Thread
Print Thread
Rate Thread
Page 2 of 2 1 2
Re: Distributal editor question [Re: Doug] #21105
12/18/03 01:03
12/18/03 01:03
Joined: Sep 2000
Posts: 300
Ohio, USA
V
vrkaya Offline OP
Senior Member
vrkaya  Offline OP
Senior Member
V

Joined: Sep 2000
Posts: 300
Ohio, USA
Doug, I have another question. When the user builds their own level, how does it get incorporated into my finished game? I want to distribute the game with all the details (C Script, panel bmps, etc.) hidden from the user. The majority of my CScript code will be the user interface, so I'm wondering how they get their own level into the game so they can still use my interface.

Regards, Ron

Re: Distributal editor question [Re: vrkaya] #21106
12/18/03 05:09
12/18/03 05:09
Joined: Mar 2003
Posts: 5,377
USofA
fastlane69 Offline
Senior Expert
fastlane69  Offline
Senior Expert

Joined: Mar 2003
Posts: 5,377
USofA
Personally, I could use a few links to the distributed editor and how it's used. Can't seem to find anything on the manuel or forums...

Re: Distributal editor question [Re: vrkaya] #21107
12/19/03 02:58
12/19/03 02:58
Joined: Jul 2000
Posts: 8,973
Bay Area
Doug Offline
Senior Expert
Doug  Offline
Senior Expert

Joined: Jul 2000
Posts: 8,973
Bay Area
I haven't used this feature for a long time, but I believe that you just allow the user to overwrite your original levels with their own (since you can't allow them to edit the scripts). One way to do this is to create a series of dummy levels ("userone.wmb", "usertwo.wmb", etc) and encourage the user to replace them with their own. These levels can be called from a menu screen in your script.



Conitec's Free Resources:
User Magazine || Docs and Tutorials || WIKI
Re: Distributal editor question [Re: Doug] #21108
12/19/03 12:34
12/19/03 12:34
Joined: Sep 2000
Posts: 300
Ohio, USA
V
vrkaya Offline OP
Senior Member
vrkaya  Offline OP
Senior Member
V

Joined: Sep 2000
Posts: 300
Ohio, USA
Thanks, Doug.

Re: Distributal editor question [Re: Doug] #21109
12/19/03 16:46
12/19/03 16:46
Joined: Mar 2003
Posts: 5,377
USofA
fastlane69 Offline
Senior Expert
fastlane69  Offline
Senior Expert

Joined: Mar 2003
Posts: 5,377
USofA
So is WED actually distrubuted, but not SED?
If I own pro, then what, I can give my endusers WED to use on my .wmp's or .wmb's? Or is there some stripped down WED that gets distributed? Or am I missing the point....

Sorry, still confused

Re: Distributal editor question [Re: fastlane69] #21110
12/21/03 07:54
12/21/03 07:54
Joined: Sep 2003
Posts: 5,900
Bielefeld, Germany
Pappenheimer Offline
Senior Expert
Pappenheimer  Offline
Senior Expert

Joined: Sep 2003
Posts: 5,900
Bielefeld, Germany
Quote:

WEDS.EXE - distributable level editor (professional edition)

A distributable level editor, WEDS.EXE, is now copied into the CD
folder upon RESOURCE creation. If distribution of a level editor
is not desired, the files WEDS.EXE, WWMP2WMB.EXE, and ACKWED.DAT in
the CD folder can be erased. Otherwise, the WMP and WAD files
belonging to the game must be provided on the end user CD-ROM.

WEDS is a restricted version of WED. It can only edit levels
belonging to the distributed game - it can't be used as a stand alone
game development system. It uses all entities and WDL actions found
in the game resource file. The level WDL file can't be changed - it's
always the main WDL file of the game. WAD files can be loaded
externally, but not edited. RESOURCE, PUBLISH, and starter are greyed
out. All other WED features are available. The WED Tutorial folder
may also be copied onto the end user CD-ROM. The content of the
prefabs folder, however, may not.




quoted from: Update1.txt. Chapter: New features implemented in A4 V4.18:



Re: Distributal editor question [Re: Pappenheimer] #21111
12/22/03 08:25
12/22/03 08:25
Joined: Mar 2003
Posts: 5,377
USofA
fastlane69 Offline
Senior Expert
fastlane69  Offline
Senior Expert

Joined: Mar 2003
Posts: 5,377
USofA
Thanks a ton! A4 huh? No wonder no one, not even conitec, knows where to find the info! LOL


Re: Distributal editor question [Re: Doug] #21112
12/27/03 14:14
12/27/03 14:14
Joined: Sep 2000
Posts: 300
Ohio, USA
V
vrkaya Offline OP
Senior Member
vrkaya  Offline OP
Senior Member
V

Joined: Sep 2000
Posts: 300
Ohio, USA
Doug,

Perhaps you might answer this. I have been thinking very hard about this and working on prototypes for my project. My stuff is based around buildings and here is a plan I hope you might confirm as doable.

I want to build 12 levels (buildings) for the end-user but also allow them 10 empty "slots" (.wmb's as you suggested) to build their own. I have thought of a much simpler way to allow the user to tailor the project to their own needs. I would provide all maps, models, textures, etc... and they would use this game content I provide to build their own. I would also have the .wdl attached to the levels and I would make alot of use of skills and flags that the user would set while they design their buildings and scenarios.

I understand they can't edit the wdl (which is good) and I'm confident I could allow customization on their part usely solely skills and flags. The Newton engine gave me the idea by looking at how they are using these same things themselves. I would edit the skill names so the end-user had something more descriptive to set their own values. For some general skills, I figured I could place "dummy" objects in the level and use those skills, too.

Does this seem like a good plan? Would I be able to keep my wdl protected, along with other resources? I want to provide them with the components to customize the project but yet I don't want them digging into content I want kept secure.

Thanks, Ron

Re: Distributal editor question [Re: vrkaya] #21113
12/30/03 05:15
12/30/03 05:15
Joined: Jul 2000
Posts: 8,973
Bay Area
Doug Offline
Senior Expert
Doug  Offline
Senior Expert

Joined: Jul 2000
Posts: 8,973
Bay Area
Yes, that sounds right.


Conitec's Free Resources:
User Magazine || Docs and Tutorials || WIKI
Re: Distributal editor question [Re: Doug] #21114
12/30/03 07:16
12/30/03 07:16
Joined: Sep 2000
Posts: 300
Ohio, USA
V
vrkaya Offline OP
Senior Member
vrkaya  Offline OP
Senior Member
V

Joined: Sep 2000
Posts: 300
Ohio, USA
Good. Thanks, Doug.

Page 2 of 2 1 2

Moderated by  HeelX, Spirit 

Gamestudio download | Zorro platform | shop | Data Protection Policy

oP group Germany GmbH | Birkenstr. 25-27 | 63549 Ronneburg / Germany | info (at) opgroup.de

Powered by UBB.threads™ PHP Forum Software 7.7.1