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Re: War Cloud [Re: Quad] #327622
06/07/10 16:32
06/07/10 16:32
Joined: May 2009
Posts: 5,370
Caucasus
3run Offline OP
Senior Expert
3run  Offline OP
Senior Expert

Joined: May 2009
Posts: 5,370
Caucasus
Hey, stop treating me as a completely NOOB! Redeemer I know how to publish projects! I packed already published .EXE! BastovBros, if you are not interested, do not push yourself to try it! And script wasn't partly written by Superku and jd_frost! I've done it myself! So if you do not know anything, just shut up. I'll ask my friend to compile to .EXE with resources, he owns PRO version. Sorry guys for this circus.


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Re: War Cloud [Re: 3run] #327624
06/07/10 16:37
06/07/10 16:37
Joined: Apr 2010
Posts: 265
V
Vinous_Beret Offline
Member
Vinous_Beret  Offline
Member
V

Joined: Apr 2010
Posts: 265
hey man,take it easy.. grin
Quote:
I'll ask my friend to compile to .EXE with resources, he owns PRO version.

iam not sure if that LEGAL!!!

Re: War Cloud [Re: Vinous_Beret] #327627
06/07/10 16:50
06/07/10 16:50
Joined: May 2009
Posts: 5,370
Caucasus
3run Offline OP
Senior Expert
3run  Offline OP
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Joined: May 2009
Posts: 5,370
Caucasus
-----------------------------------------------------------------


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Re: War Cloud [Re: Vinous_Beret] #327628
06/07/10 16:54
06/07/10 16:54
Joined: Jul 2008
Posts: 128
Ukraine
BastovBros Offline
Member
BastovBros  Offline
Member

Joined: Jul 2008
Posts: 128
Ukraine
I didn't say that I am not interested...maybe I sounded a bit too aggressive, but I didn't mean it...all I wanted to say is that you waste your time and effort trying to hide your code from others, even though noone might ever use it, instead of just simply uploading a working demo (working for everyone)...I didn't mean to offend you in any way.
And I don't dispute your authorship of the code, maybe I should rephrase: script written not partly by, but partly with the help of other users.
Good luck


a generator of dull questions smile
Re: War Cloud [Re: BastovBros] #327629
06/07/10 16:59
06/07/10 16:59
Joined: May 2009
Posts: 5,370
Caucasus
3run Offline OP
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3run  Offline OP
Senior Expert

Joined: May 2009
Posts: 5,370
Caucasus
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
Joined: Oct 2007
Posts: 5,210
İstanbul, Turkey
Quad Offline
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Quad  Offline
Senior Expert

Joined: Oct 2007
Posts: 5,210
İstanbul, Turkey
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
Re: War Cloud [Re: Quad] #327638
06/07/10 17:45
06/07/10 17:45
Joined: May 2009
Posts: 5,370
Caucasus
3run Offline OP
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3run  Offline OP
Senior Expert

Joined: May 2009
Posts: 5,370
Caucasus
EXTRA is free now, what are you talking about? And I'm using it now for my project. I can compile with it to the .EXE but all my script and models too will be unhidden. As I already asked, is it legal to ask some one who owns higher version of GS to compile my script for me?


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Re: War Cloud [Re: Quad] #327639
06/07/10 17:49
06/07/10 17:49
Joined: Nov 2007
Posts: 2,568
Germany, BW, Stuttgart
MasterQ32 Offline
Expert
MasterQ32  Offline
Expert

Joined: Nov 2007
Posts: 2,568
Germany, BW, Stuttgart
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:
Code:
///////////////////////////////////////////////////////////////
// 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.
}


==>
Code:
#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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Re: War Cloud [Re: MasterQ32] #327640
06/07/10 17:55
06/07/10 17:55
Joined: May 2009
Posts: 5,370
Caucasus
3run Offline OP
Senior Expert
3run  Offline OP
Senior Expert

Joined: May 2009
Posts: 5,370
Caucasus
Thank you bro, even I hide my script, what about models, sounds and bmaps? How can I hide them? I'm up to buy the commercial version, but only when A8 will be realized.


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Re: War Cloud [Re: MasterQ32] #327641
06/07/10 18:00
06/07/10 18:00
Joined: May 2009
Posts: 1,816
at my pc (duh)
darkinferno Offline
Serious User
darkinferno  Offline
Serious User

Joined: May 2009
Posts: 1,816
at my pc (duh)
using a warez version is illegal in any way, you cant use just a feature from it because thats the whole point of versions having different features, if thats the case, everyone would use free versions and use warez to compil, now am not attacking you tho but i thought extra versiom COMPILES the code to exe and removes the script files? unless they changed something, then again am not sure, u'll just have to find another way to compile and no, asking another member with higher version to compile for you isnt a problem

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