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Re: War Cloud
[Re: 3run]
#327624
06/07/10 16:37
06/07/10 16:37
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Joined: Apr 2010
Posts: 265
Vinous_Beret
Member
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Member
Joined: Apr 2010
Posts: 265
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hey man,take it easy.. I'll ask my friend to compile to .EXE with resources, he owns PRO version. iam not sure if that LEGAL!!!
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Re: War Cloud
[Re: BastovBros]
#327629
06/07/10 16:59
06/07/10 16:59
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Joined: May 2009
Posts: 5,370 Caucasus
3run
OP
Senior Expert
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OP
Senior Expert
Joined: May 2009
Posts: 5,370
Caucasus
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You know dude, at the beginning, most of the user make they projects with the help of the other users(not hole game of course), thats the way to learn! And man, do not try to say that my project wasn't written by me (if there are just some misunderstanding between as, and you didn't really ever mean that, sorry, by bad). You didn't offend me, don't worry. Good luck too. Guys one more question, is it legal to ask some other user with higher version of GS (not Extra as mine) to compile my project to hide resources?
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Re: War Cloud
[Re: 3run]
#327636
06/07/10 17:40
06/07/10 17:40
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Joined: Oct 2007
Posts: 5,210 İstanbul, Turkey
Quad
Senior Expert
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Senior Expert
Joined: Oct 2007
Posts: 5,210
İstanbul, Turkey
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Well, 3run, that is the point, using warez is ILLEGAL in ANY way. If you want to hide your script, and can't find any other way than using warez software, buy a legal version i.e Extra, that can compile your scripts to .exe
Actually, that's the whole point of the paid EXTRA version, ability yo compile to exe.
Sorry, but i am not downloading that.
3333333333
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Re: War Cloud
[Re: Quad]
#327639
06/07/10 17:49
06/07/10 17:49
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Joined: Nov 2007
Posts: 2,568 Germany, BW, Stuttgart
MasterQ32
Expert
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Expert
Joined: Nov 2007
Posts: 2,568
Germany, BW, Stuttgart
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if you want to hide your code, theres a very simple way to make it unreadable: define your functions and panels and so randomly in code, delete all whitespaces (if possible) and new lines so no one can read your code, because its to heavy to recreate it. i will do this with my project, and if you know other languages, you can create a tool for that. its simple and very safe, becaus no program can recreate such a code readable look at this:
///////////////////////////////////////////////////////////////
// earthball.c - physics example for lite-C pure mode
///////////////////////////////////////////////////////////////
#include <acknex.h>
#include <default.c>
///////////////////////////////////////////////////////////////
// some global definitions
PANEL* pSplash = { bmap = "logo_800.jpg"; }
TEXT* tHelp = {
pos_x = 10; pos_y = 10;
font = "Arial#24bi";
flags = SHADOW;
string("Press [Space] to kick the ball!");
}
ENTITY* eBall;
SOUND* sPong = "tap.wav";
VECTOR vSpeed, vAngularSpeed, vForce, vMove;
///////////////////////////////////////////////////////////////
// This is our event function for the ball impact.
function Plop()
{
// Play a ball impact sound.
ent_playsound(eBall,sPong,100);
}
// Function for kicking the ball in camera direction.
function Kick()
{
// Create a local speed vector
VECTOR vKick;
// Use a horizontal and vertical speed to give the ball an upwards kick.
vKick.x = 150; vKick.y = 0; vKick.z = 75;
// Rotate it in camera direction.
vec_rotate(vKick,camera.pan);
// Now apply the speed to the ball, and play a hit sound.
phent_addvelcentral(eBall,vKick);
Plop();
}
///////////////////////////////////////////////////////////////
// If a function is named "main", it's automatically started
function main()
{
// Activate 800x600 screen resolution and stencil shadows,
// and set the sound at full volume.
// Video_mode is a 'redefine' variable that has to be set
// before initializig the video device during the first wait().
video_mode = 7;
shadow_stencil = 3;
d3d_antialias = 4;
sound_vol = 100;
// Make the splash screen visible.
set(pSplash,SHOW);
// After a panel is set to VISIBLE, we have to wait 3 frames
// until we can really see it on the screen.
// The first frame paints it into the background buffer,
// two more frames are needed until the background buffer
// is flipped to the front in a triple buffer system.
wait(3);
// Before we can create level entities, a level must be loaded.
// We'll use the small terrain from the techdemo for a level.
level_load("small.hmp");
// create a sky cube on layer 0
ENTITY* sky = ent_createlayer("skycube+6.dds", SKY | CUBE | SHOW, 0);
// lift the sky and the camera to get a better overview
sky.z = 30;
camera.z = 30;
// Let's now create a ball at position (0,0,100).
// The vector function converts 3 floats to a temporary var vector
// for passing positions to engine functions.
eBall = ent_create("earth.mdl",vector(0,0,100),NULL);
// Set an entity flag to cast a dynamic shadow
set(eBall,SHADOW);
// Use one of the default materials for giving it a shiny look
eBall.material = mat_metal;
// Now let's set the ball's physical properties.
phent_settype(eBall,PH_RIGID,PH_SPHERE);
phent_setmass(eBall,1,PH_SPHERE);
phent_setfriction(eBall,90);
phent_setelasticity(eBall,75,100);
phent_setdamping(eBall,30,5);
// We add a small speed to give it a little sidewards kick.
phent_addvelcentral(eBall,vector(10,10,0));
// A ball game would be no fun without gravity.
ph_setgravity(vector(0,0,-500));
// Another event: if the ball hits something, a sound shall be played.
// We set the event function and the enable_friction mask for triggering
// the event at physics collisions. Note that the minimum speed -
// the third parameter of phent_setelasticity - determines the
// sensitivity of this event.
eBall.event = Plop;
eBall.emask |= ENABLE_FRICTION;
// Remove the splash screen and display the text.
pan_remove(pSplash);
set(tHelp,SHOW);
// We want to kick the ball by hitting the [Space] key.
// Assign the 'Kick' function to the on_space event.
on_space = Kick;
// play the sound as if someone had kicked the ball into play
Plop();
// During the main loop we're just moving the camera
while (1)
{
// For the camera movement we use the
// vec_accelerate() function. It accelerates a speed and
// is not dependent on the frame rate - so we don't need to
// limit the fps in this example. This code is equivalent
// to the built-in camera movement, but uses different keys.
vForce.x = -5*(key_force.x + mouse_force.x); // pan angle
vForce.y = 5*(key_force.y + mouse_force.y); // tilt angle
vForce.z = 0; // roll angle
vec_accelerate(vMove,vAngularSpeed,vForce,0.8);
vec_add(camera.pan,vMove);
vForce.x = 6 * (key_w - key_s); // forward
vForce.y = 6 * (key_a - key_d); // sideward
vForce.z = 6 * (key_home - key_end); // upward
vec_accelerate(vMove,vSpeed,vForce,0.5);
vec_rotate(vMove,camera.pan);
vec_add(camera.x,vMove);
wait(1);
}
// We don't need to free our created entities, bitmaps and sounds.
// The engine does this automatically when closing.
}
==>
#include <acknex.h>
#include <default.c>
PANEL* pSplash={bmap="logo_800.jpg";}TEXT* tHelp={pos_x=10;pos_y=10;font="Arial#24bi";flags=SHADOW;string("Press [Space] to kick the ball!");}ENTITY* eBall;SOUND* sPong = "tap.wav";VECTOR vSpeed,vAngularSpeed,vForce,vMove;function Plop(){ent_playsound(eBall,sPong,100);}function Kick(){VECTOR vKick;vKick.x=150;vKick.y=0;vKick.z=75;vec_rotate(vKick,camera.pan);phent_addvelcentral(eBall,vKick);Plop();}function main(){video_mode=7;shadow_stencil=3;d3d_antialias=4;sound_vol=100;set(pSplash,SHOW);wait(3);level_load("small.hmp");ENTITY* sky=ent_createlayer("skycube+6.dds",SKY|CUBE|SHOW,0);sky.z = 30;camera.z=30;eBall=ent_create("earth.mdl",vector(0,0,100),NULL);set(eBall,SHADOW);eBall.material = mat_metal;phent_settype(eBall,PH_RIGID,PH_SPHERE);phent_setmass(eBall,1,PH_SPHERE);phent_setfriction(eBall,90);phent_setelasticity(eBall,75,100);phent_setdamping(eBall,30,5);phent_addvelcentral(eBall,vector(10,10,0));ph_setgravity(vector(0,0,-500));eBall.event = Plop;eBall.emask|=ENABLE_FRICTION;pan_remove(pSplash);set(tHelp,SHOW);on_space = Kick;Plop();while (1){vForce.x=-5*(key_force.x+mouse_force.x);vForce.y=5*(key_force.y+mouse_force.y);vForce.z=0;vec_accelerate(vMove,vAngularSpeed,vForce,0.8);vec_add(camera.pan,vMove);vForce.x=6*(key_w-key_s);vForce.y = 6*(key_a-key_d);vForce.z=6*(key_home- key_end);vec_accelerate(vMove,vSpeed,vForce,0.5);vec_rotate(vMove,camera.pan);vec_add(camera.x,vMove);wait(1);}}
this code works well, but can you read it?
Last edited by Richi007; 06/07/10 17:58.
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