Gamestudio Links
Zorro Links
Newest Posts
Newbie Questions
by fairtrader. 12/05/23 14:22
Zorro Trader GPT
by TipmyPip. 12/04/23 11:34
Square root rule
by Smallz. 12/02/23 09:15
RTest not found error
by TipmyPip. 12/01/23 21:43
neural function for Python to [Train]
by TipmyPip. 12/01/23 14:47
Xor Memory Problem.
by TipmyPip. 11/28/23 14:23
Training with command line parameters
by TipmyPip. 11/26/23 08:42
Combine USD & BTC Pairs In Asset Loop
by TipmyPip. 11/26/23 08:30
AUM Magazine
Latest Screens
A psychological thriller game
SHADOW (2014)
DEAD TASTE
Tactics of World War I
Who's Online Now
2 registered members (steyr, alibaba), 534 guests, and 4 spiders.
Key: Admin, Global Mod, Mod
Newest Members
fairtrader, hus, Vurtis, Harry5, KelvinC
19019 Registered Users
Previous Thread
Next Thread
Print Thread
Rate Thread
New User Questions #287107
08/30/09 00:21
08/30/09 00:21
Joined: Aug 2009
Posts: 2
G
Gamer_Q Offline OP
Guest
Gamer_Q  Offline OP
Guest
G

Joined: Aug 2009
Posts: 2
Hi All,

I'm a recent "convert" to 3DGS and have some questions I haven't found an answer to in the forums/wiki:

1) I have the A7 Extra version, but when I Publish to .EXE and run the program it looks like it's compiling the code all over again before the program starts. Also, the original scripts can be viewed from Notepad. Is there something extra I need to do so the original scripts are packaged with the .EXE or just not be so easily viweable?

2) I played a commercial game created with 3DGS, and the bulk of the program folder contained 2 or 3 .DLLS, the program file, and a decent sized .DAT file. Is there a built in way to package all the data into a single file (for easier distribution) or is that only available with the Pro version?

3) Will my game's scripts, models, and levels be viewable/editable by anyone who also owns 3DGS?

...I think my other questions will be answered with these first few.

Thanks in advance for any help. Sorry if any of these were previously answered somewhere else.

- Q

Last edited by Gamer_Q; 08/30/09 00:50.
Re: New User Questions [Re: Gamer_Q] #287150
08/30/09 11:47
08/30/09 11:47
Joined: Aug 2008
Posts: 482
B
bart_the_13th Offline
Senior Member
bart_the_13th  Offline
Senior Member
B

Joined: Aug 2008
Posts: 482
Try to answer that:
1)Maybe you should check the Compile to EXE option when you publish the game.
2)There are some simple filepacker script in User Contribution section, try to look there...
3)If you used the filepacker, possibly not. But you could make some EULA in the game readme file that prohibit the end user to reuse the resource in your game... Just my opinion though...

Re: New User Questions [Re: bart_the_13th] #287159
08/30/09 12:17
08/30/09 12:17
Joined: Oct 2007
Posts: 5,209
İstanbul, Turkey
Quad Offline
Senior Expert
Quad  Offline
Senior Expert

Joined: Oct 2007
Posts: 5,209
İstanbul, Turkey
1)use lite-c instead of c-script.
2)you cant pack dlls, if you want one dll, combine your dlls together and compile a single dll. that leaves you with 2 dlls, one acknex.dll and one your own dll.
3)you can pack them into a encrypted file using lite-c, pro edition has built in packing feature.


3333333333
Re: New User Questions [Re: Quad] #287390
08/31/09 19:00
08/31/09 19:00
Joined: Aug 2009
Posts: 2
G
Gamer_Q Offline OP
Guest
Gamer_Q  Offline OP
Guest
G

Joined: Aug 2009
Posts: 2
Thanks for the quick responses. It turns out I was just very wrong on how GS handles a project's/game's resources. =) A quick search on some filepackers (and a closer look at the Wiki) cleared things up for me, though.

Thx again for the help,

- Q


Gamestudio download | chip programmers | 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