Goddamnit! How do so many rips of games get sent around?
I'm not going on about rips right now, I'm just expressing my thoughts on why so many people are going on about how someone had someone else's source code.
I mean, c'mon. My source code is on my harddrive. How, against my will, could that ever get on to someone else's harddrive?
Are these people uploading the host files with their source code included, or something?
Either way, how you lose your source code to the 'community' is byond me.
(geddit? byond me? hahahahahaha...)
Either way, answers on a postcard to this post's comments section.
ID:3427
Aug 27 2005, 12:55 pm
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Aug 27 2005, 1:33 pm
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Actully if your not careful its very easy to access any thing from your PC, anything from the folders and files on your HD, to the CD-Rom drive funtions to even shutting down the PC or frying out the modem.
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Old versions of the game, basically. Like an old mapper who was fired, or little peices of code that others have others try and fix, there's quite a bit of careless possibilities.
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Actully if your not careful its very easy to access any thing from your PC, anything from the folders and files on your HD, to the CD-Rom drive funtions to even shutting down the PC or frying out the modem. Psh there are people who have to be careful to shut down their PC? |
One point worth making is that losing source code to a mapper should never be a risk. At most a mapper should only have access to a stripped-down version of your code, if you've approached the project correctly. Problem is, the people who have this happen (i.e. DBZers) never think about proper design practice, so they just hand over their entire source code willy-nilly.
If you're going to be using a mapper for your project, you should have the source code split up into two parts (via multiple files). Anything containing the physical appearance of the atom that will appear on the map should go into one set of files, while the code which governs the atom's behavior should go in a different set of files. With this approach there's zero danger of a mapper ripping a game, because all he can rip are the icons and the atom definitions. |
Yeah, my friend James tried explaining how he sent the 'source' to his friend Levi, so he could map the game out. Kinda forgot how, but yeah, that refreshed my memory.
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Wow, that's nice thinking, Lummox.
Thanks, I'll bear that in mind (if I ever need people to make maps, which I might, if I find the task boring) |
With this approach there's zero danger of a mapper ripping a game, because all he can rip are the icons and the atom definitions. Losing icons doesn't really matter in the long run. Any new popular game will have all their icons ripped within the first day. Which actually makes me sick... Nothing worse then people stealing other peoples hard work. |
Lummox speaks the "tooth". :)
I kinda did it in reverse, but it's easy to go about making a mostly functional map maker with nothing more than a Dmp file. As long as you have the basic type of... turf world (or whatever the turf list would really be) ...you can easily send the map back and it can be imported into the game by the source code holder. |