associating .xvc to verge engine
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creek23

NOTE: im not a good C/C++ coder :( so, please stop replying with 'do it or ask somebody to do it for me'.

( pretty hostile intro ain't it? :D )

id like to suggest of associating .xvc to verge engine.
i think this is doable only in Windows (?)

this will be a nice way of avoiding too many verge.exe in our localdisks (especially mine ^^).

Posted on 2006-04-05 01:46:05

Overkill

I think there's a reason we don't do that. And that's probably because it would encourage people to not include a verge.exe with their games, and expect people to "install" associations. Also, having multiple xvcs in a folder could possibly cause problems.

Also, I bet I have as many or more verge.exe and fmod.dlls on my disk than you :D Really, I don't see what the big deal is. I had about 30 folders of personal projects on my old drive. That amount has increased somewhat since then, too.

(Also: I am no C/C++ coder, and I was able to edit the Verge codebase with ease.)

Posted on 2006-04-05 06:58:52

Omni

It also might erroneously encourage the association that an XVC file is all that is required to run a Verge game. [I am aware that XVC contains linked and 'compiled' VC code.]

Which, maybe it is, I haven't tried :) But I don't like the idea very much for some reason...

If you want to save disk space on multiple Verge's, Creek, you should use Textpad's tools.

You know how you can set any DOS command or Windows program as a tool?

1. Create a central folder to hold the latest version of Verge3.
2. Set up a Textpad Tool: 'Run Verge3' or somesuch. The tool should be a program, which runs Verge3, inside of the current directory.

Now, whenever you want to run a game...

1. Browse to the game folder
2. Open up the system.vc
3. Goto Tools -> Run Verge3



And Textpad will automatically execute Verge in that directory, running the program. This way you can have multiple folders, but only one copy of Verge.

And also keep in mind that people, including myself, are bound to include a version of Verge3 in their zips anyway, so it would probably only work for your personal projects -- and even then, it'd be wise to include a version of Verge3 in the folders once you publish them, because not everybody who downloads your stuff will know the Textpad trick :)

In the end it's a handy way to look at code quickly without having to copy all the Verge files to that project folder -- but it's not much good for anything else, like saving diskspace [since you'll inevitably have to put a copy of Verge3 there eventually anyway].

Posted on 2006-04-05 09:20:13

mcgrue

verge.exe is like under a meg, isn't it?

Posted on 2006-04-05 11:15:40

Kildorf

I'm also not sure, but I suspect that Verge uses its location, not the .xvc's, as the base directory for file access. This would mean that you would have to keep all your verge games in one directory (which wouldn't work since you can't have more than one system.xvc, obviously) or you'd have to use absolute paths whenever you accessed files (which is not very good for anyone else running it). In addition, remember that .xvc is not compatible across versions of verge (the .vc almost always is, but the bytecode is not)

It's possible that some of this could be changed, of course! I kind of like not having to make sure I have all the requisite .dlls and crap that don't come with it - this is one of the biggest reasons why I don't use ika or Sphere or almost any other game dev engine.

Posted on 2006-04-05 12:02:32

mcgrue

I'm fairly certain this is the case. And it's easily proven, too... ;)

Duplication of the engine is fine, really. It makes sure it runs easily and runs everywhere.

Posted on 2006-04-05 12:58:29

Interference22

VERGE.EXE is just 592kb and FMOD.DLL a mere 151kb. Of course, being a 56k'er (still.. *grumble*) I always want smaller files but that should be second in precedence to providing users with games that can be played "right out of the box," as it were. It just feels more professional.

Having to download a games engine seperately and all that crap is a hassle and something I vowed to leave behind me since I stopped using ASCII GCS MegaZeux. On top of that, it means that every game would have to use the same version of Verge. Now, in some cases that can cause some nasty incompatibility problems but the main reason I don't like it is it stops very smart people from modifying VERGE.EXE to their own ends. Which I encourage.

Posted on 2006-04-05 16:57:35

creek23

good suggestion Omni, thanks.

and, um, 2 verge.exe is 1MB. so if Overkill have 30 verge projects in his disk, he obviously have 15 MB of the same file (thought, technically, they could differ in version).

Quote:Originally posted by Interference22

it stops very smart people from modifying VERGE.EXE to their own ends. Which I encourage.
...looks like i see the bottom line here... :P
(now I'll really gonna try modifying the source)

so now, all I need to know is what file among all the source files should I be looking and modifying then if i want to add something in verge?

Posted on 2006-04-06 02:07:19

Overkill

Well, okay... Associating different files would probably actually require some skill with C++ or at least a gander at Google. And then in addition to file association code, you'd need to modify the main function the grabs command line arguments, so it's able to parse any xvc. I strongly recommend against this as well as other people, though, so I don't think your efforts would be well spent doing that.

However, adding builtin functions and builtin variables is an EASY thing to do (opcodes.h, vc_builtin.cpp, vc_core.cpp, vc_library.cpp) and people wouldn't disagree with that if they're useful additions.

EDIT: also! My WIP of verge.exe in release build is around 750kb.

Posted on 2006-04-06 06:53:08 (last edited on 2006-04-06 06:55:02)

mcgrue

Int!

56k?!

1997 called. They want their modem back.

Posted on 2006-04-06 08:23:14

mcgrue

Anyways, the point that associating all .xvc's with a single verge.exe is foolish on the grounds that there is already a splintering of verge.exe's made all custom-like is exceptionally valid.

We gave the source out, now people can make their own custom verge3 executables. But since they are custom, there's no way to promise compatibility between them all.

It's really in everyone's best interest to keep the whole "one game, one exe" overhead. frankly, less than a meg of "redundancy" per game is way, way less bloated than you'll find... pretty much anywhere else.

Just stop thinking of each of these multiple copies as "verge games" and just as "games".

Posted on 2006-04-06 08:27:20

Interference22

The way VERGE is right now is elegant in it's simplicity. You download a game, double-click VERGE.EXE and *bam*, you're playing. Anything more complicated than that diminishes the directness between the player and the game.

And yes: 56k. I don't have a steady job right now and hence no money to pay for broadband. I am not a happy bunny.

Posted on 2006-04-06 18:07:07

creek23

Quote:Originally posted by mcgrue

Just stop thinking of each of these multiple copies as "verge games" and just as "games".
...well yup. i'll try...

i tried to check on the repos to check for changes in the verge source. i saw Win_keyboard and whole lot more win_... then another mac_keyboard, and other mac_...s

so if in case associations will happen there'll be like win_assoc and mac_assoc. pretty time consuming.

just wondering, where's the linux_...?

Posted on 2006-04-06 21:03:06

creek23

and yeah, is Mac OS really a derivative from Linux ancestor, UNIX?

Posted on 2006-04-06 21:04:25

Kildorf

The Linux stuff hasn't been put into the official repository yet. Someone is working on getting that done (I think).

And Mac OS is built on Darwin, which is a version of BSD, which is a derivative of Unix on about the same "generational" level as Linux.

Also, correct me if I'm wrong guys, but aren't file associations all handled by Windows? Can't you just right click a .xvc, choose "Open with..." and choose a verge.exe somewhere? Yeah I just realized that this would need some command-line parameter hackery as well. Durr.

As I said earlier though, the whole problem with this is that the current directory, as far as verge.exe is concerned, is where it resides, not where the .xvc lives. It might be possible to put something in that changes that current directory to the .xvc's, but that would just leave us with yet another custom verge.exe.

And what if you get a game packaged into a .vpk, where there is no .xvc?


All around, I guess I just want to strengthen Grue's point: Try to think of them as seperate games, not as "verge games".

Posted on 2006-04-06 21:18:05 (last edited on 2006-04-06 21:19:57)

creek23

one thing more, isn't association made by reading from registry (windows)...

does Linux have registry too? forgive my ignorance, i'v only used Linux for less than 3 months, with the flavor from Ubuntu, i dont know if youve heard about that flavor.

Posted on 2006-04-06 21:46:11

mcgrue

All throughout verge's life, verge has sought to not touch the registry.

Why? Because registry-touching is bad! You want verge to disappear from your system? You delete it, end of story. Doesn't contribute to computer entropy at all.

Anyways, yeah, Ubuntu is cool. Based on Debian, right? Friendly, I hear.

Posted on 2006-04-07 08:46:58

Omni

No, Linux doesn't have a registry. Thank goodness. Every configuration for a program is handled in...oh my gosh...configuration files.

Just like Verge!

Posted on 2006-04-07 10:50:51

Interference22

I guess that's the difference between a games creation engine and a games creation system right there: a GCS is a platform for making and playing games, while a GCE is inherantly part of a game. I prefer the GCE approach solely because it's that bit more flexible.

Posted on 2006-04-07 17:47:49

adderd

Quote:Originally posted by Kildorf

The Linux stuff hasn't been put into the official repository yet. Someone is working on getting that done (I think).


Yeah, that'd be me. I've been too busy to get around to it just yet. The problem is that i've made a bunch of tweaks to a ton of the verge files and I need to only commit the changes that relate to linux. So now i've got to get a fresh copy of verge from SVN and put just the linux mods into it and commit it. That will take a little time and I just haven't gotten to it yet. However, it should happen some time in the next week or two.


Also, correct me if I'm wrong guys, but aren't file associations all handled by Windows? Can't you just right click a .xvc, choose "Open with..." and choose a verge.exe somewhere? Yeah I just realized that this would need some command-line parameter hackery as well. Durr.


Yeah, file associations are part of windows explorer and so the only change to verge would be the ability to pass the XVC file on the command line.

I don't totally like the idea of having so many fragmented versions of verge, and I've said as much on more than one occasion in the past. But, I see why others feel differently. Once I commit the linux code to SVN people will be able to make multiple versions of their verge runtime just by recompiling their custom runtime in linux or mac. Then at least it will be easy to create a verge runtime for your game on every platform just with a simple recompile.

Posted on 2006-04-07 21:14:30


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