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How should I distribute my game?
Posted: October 15th, 2011, 9:55 am
by wildflower
I trying to decide if I should make a complete new game with all the sandbox files, or just pack my /data/*, /packages/* ?
I have approximately 200 data-files, several maps, textures and models.
I have made changes to some of the default files like menu.cfg, so if I just distribute as a package, it'll overwrite those files and possible mess things up for other games.
Re: How should I distribute my game?
Posted: October 15th, 2011, 9:59 am
by jSoftApps
I would look here:
viewtopic.php?f=24&t=2110
Hope it helps

Re: How should I distribute my game?
Posted: October 15th, 2011, 11:47 am
by wildflower
Thanks, but what I'm really fishing for is a way to distribute my game without having to include tons of files that most people already have.
I know how to do it in Linux (I would make a py-gtk launcher that made backups and reverted things when the game exits), but I have no idea how things work in Win and Mac.
DaGeek247's guide have some interesting points thou, unfortunately it's fps-mode only and my game is rpg.
Re: How should I distribute my game?
Posted: October 15th, 2011, 12:03 pm
by arcones
The basic idea of those points should apply to RPG mode as well (aka, removing editmode). While it's not E in RPG, you can still find the keybind and block it.
Re: How should I distribute my game?
Posted: October 15th, 2011, 12:46 pm
by wildflower
arcones wrote:The basic idea of those points should apply to RPG mode as well (aka, removing editmode). While it's not E in RPG, you can still find the keybind and block it.
There are some major differences in the rpg-mode, but still... I know how to make a large package with all the stuff i need in my game, what I need is a way to implement the game in an existing PAS in a non-destructive way. As I mentioned, it would be fairly easy do this in Linux, but then I'll end up with a Linux-only game.
Guess I'll have to drop the idea

or get better at explaining what I want

Re: How should I distribute my game?
Posted: October 15th, 2011, 4:36 pm
by java.x.beast
What you could do is have the player manually place everything where it's supposed to be. It might seem that people might not want to do that, but judging from the screenies you've put up, I would happily do it. All I would suggest is that you put a directions/how-to file inside the main package. Hope this helped!
-Java
Re: How should I distribute my game?
Posted: October 19th, 2011, 8:40 am
by Leo_V117
Speaking of removing editmode... You could retain it, allowing yourself (and players) to use it PROVIDING they insert an activation code first... Example in Source Games on PC:
This enables noclip, impulse 101 (all weapons), npc_create ***, etc. So, You could use this code: (I'm unsure if it would actually work, but it might.)
Code: Select all
sv_editmode = [sv_editmode 0]
sv_editmode_off = [
if (= $sv_editmode 1) [
sv_editmode = 0;
echo "Developer tools disabled";
] [
echo "Developer tools already disabled";
]
]
sv_editmode_on = [
if (= $sv_editmode 0) [
sv_editmode = 1;
echo "Developer tools active";
] [
echo "Developer tools already active"
]
]
bind F1 [if (= $sv_editmode 1) [edittoggle] [echo "I dont think so, no cheating!"]]
I wouldnt trust this code YET... But, a little tweaking here and there and I might be able to set it up for you. You can hide the code if you wish, thats what "autoexec.cfg" is for.

Re: How should I distribute my game?
Posted: October 19th, 2011, 10:21 am
by wildflower
I went with a full separate game, and are trying to build a multi-platform game install/update system in Python, I assume win and mac both have access to Python?
btw. I have no way of testing on Mac (I think I have an old SE/20 somewhere, but I doubt it'll run the game

), so any mac-support will undoubtedly be highly experimental.
@Leo_V117
This would be SO cool to have
I'll look into this with the next alpha release.
Re: How should I distribute my game?
Posted: October 19th, 2011, 10:26 am
by Leo_V117
wildflower wrote:@Leo_V117
This would be SO cool to have
I'll look into this with the next alpha release.
I'll have a look now to see if it actually works, then I'll let you know.
--- EDIT
I did take a sneak peek into it, and I came accross something pretty sweet.
Do this to Retain Editmode, AND protect it.
Place this at the bottom of "data/rpg/menus.cfg":
Code: Select all
// Editmode
edit_protect = 0 // This means that editmode protection is OFF; however, you can override this with your gamefile.
edit_protect_on = [
if (= $edit_protect 1) [
echo "Editmode protection is already enabled.";
echo "Disable it with 'edit_protect_off'.";
] [
edit_protect = 1;
echo "Editmode protection is now enabled.";
echo "Disable it with 'edit_protect_off'.";
]
]
edit_protect_off = [
if (= $edit_protect 1) [
edit_protect = 0;
echo "Editmode protection is now disabled.";
echo "Enable it with 'edit_protect_on'";
sv_editmode;
] [
echo "Editmode protection is already disabled.";
echo "Enable it with 'edit_protect_on'";
]
]
sv_editmode = [
if (= $edit_protect 1) [
echo "^f3Unable to enter editmode as this requires a specific modifier."; // change this if you want.
] [
edittoggle
]
]
Place this next part in your "data/rpg/defaults.cfg":
Then, just to make sure YOU yourself can still enter editmode whilst you edit your game, simply add this to your "data/rpg/games/^moonvalley^.cfg" (Note: replace ^moonvalley^ with the name of your game):
Code: Select all
// Execute general configuration
edit_protect = 0 // OFF, edit_protect 1 is ON
That, should be all you need. Oh, make sure you reset your defaults, or, simply locate your config and replace:
with:
With that in your code, you'll stop people from being able to enter editmode, until they disable edit_protect. Better than having to re-build the source, or commenting out the bind.
Hope this is helpful.
- Leo
Re: How should I distribute my game?
Posted: October 19th, 2011, 6:04 pm
by wildflower
@Leo_V117
Nice one, thank you
