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Re: Distributal editor question
[Re: Doug]
#21108
12/19/03 12:34
12/19/03 12:34
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Joined: Sep 2000
Posts: 300 Ohio, USA
vrkaya
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Re: Distributal editor question
[Re: Doug]
#21109
12/19/03 16:46
12/19/03 16:46
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Joined: Mar 2003
Posts: 5,377 USofA
fastlane69
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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
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Re: Distributal editor question
[Re: fastlane69]
#21110
12/21/03 07:54
12/21/03 07:54
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Joined: Sep 2003
Posts: 5,900 Bielefeld, Germany
Pappenheimer
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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:
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Re: Distributal editor question
[Re: Doug]
#21112
12/27/03 14:14
12/27/03 14:14
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Joined: Sep 2000
Posts: 300 Ohio, USA
vrkaya
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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
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Re: Distributal editor question
[Re: vrkaya]
#21113
12/30/03 05:15
12/30/03 05:15
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Joined: Jul 2000
Posts: 8,973 Bay Area
Doug
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Re: Distributal editor question
[Re: Doug]
#21114
12/30/03 07:16
12/30/03 07:16
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Joined: Sep 2000
Posts: 300 Ohio, USA
vrkaya
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