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More MapEd3 Announcements Displaying 1-11 of 11 total.
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Tatzen
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I have setup a bug tracking site over on pi-r-squared.com. This will be the new and only valid portal for Maped bugs. If you have an outstanding issue, and it is not currently on that site, please create an account and open the issue.
This will streamline the bugfixing process and save everyone a lot of time. Also, I'm changing the maped versioning system. Previously, maped releases have followed the "MapEd3 BETA YYYY-MM-DD". To make it easier to identify bugs and future releases, I'm officially restarting the version counter, and the next release of MapEd3 will be 3.0.1.
The bug tracking site is located here:
Pi-r-Squared Bug Tracker
Thanks again for everyone's cooperation.
- Tat
Posted on 2007-02-28 01:42:01 (last edited on 2007-02-28 01:42:32)
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creek23
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wow! nice to hear that MapEd is being continued...
what happened to Verge3 I thought everybody was busy with the development? (I can't use MinGW to compile the source, isn't that supposed to be possible?)
wheres the V3-GNU/Linux release?
when will V3-PSP be released?
where's Overkill?
one more, I thought VPK files are secured? I agree, is some ways it is, but I could peak through the VC files in it...
(...whhhhaaaaaa!!!!!...)
Posted on 2007-02-28 19:32:04
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creek23
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wow! nice to hear that MapEd is being continued...
what happened to Verge3 I thought everybody was busy with the development? (I can't use MinGW to compile the source, isn't that supposed to be possible?)
wheres the V3-GNU/Linux release?
when will V3-PSP be released?
where's Overkill?
one more, I thought VPK files are secured? I agree, is some ways it is, but I could peak through the VC files in it...
(...whhhhaaaaaa!!!!!...)
Posted on 2007-02-28 19:32:05
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Overkill
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Quote:Originally posted by creek23
wow! nice to hear that MapEd is being continued...
what happened to Verge3 I thought everybody was busy with the development? (I can't use MinGW to compile the source, isn't that supposed to be possible?)
wheres the V3-GNU/Linux release?
when will V3-PSP be released?
where's Overkill?
one more, I thought VPK files are secured? I agree, is some ways it is, but I could peak through the VC files in it...
(...whhhhaaaaaa!!!!!...)
Don't cry. Overkill's right here, son. However, I'm busy sometimes with school.
There aren't a lot of new features that can be added if a lot of features would require rewrites of existing systems, and people don't suggest other ones. People aren't exactly nagging me enough to add useful features to the engine.
MinGW is NOT what you're supposed to use compile Verge. The windows build requires Visual C++ 2005. (You can get the Express edition from Microsoft's site for free.)
The GNU/Linux release is on the SVN. The Linux developer, AdderD, sort of disappeared, so you'll have to make due. (Maybe he'll come back if I mention his name...?)
I think only zeromus knows about the PSP build. I'm pretty sure its support is limited and more of a "HEY NEAT I COMPILED IT AND GOT SULLY WORKING ON IT ONE TIME" than an endeavour to have people making homebrew PSP games.
VPKs aren't really secure at all. They're just basically a way to compress and store multiple files as one file. The file format was made open-source, and on top of that, there's not exactly anything like encryption involved.
I don't really see the point in packfiles, for the most part. I'd rather just let the player screw around with the game resources if they chose to, because they're only ruining the experience for themselves or potentially improving my game. I have no problem with someone tearing apart something I don't plan on selling for money, especially if I end up helping them further their project. I might mind mildly if someone stole my code and said they wrote it, because I have a tiny smidgen of ego. Even then, I don't think I'd care all that much.
Posted on 2007-02-28 21:46:44
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creek23
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Quote:Originally posted by Overkill
MinGW is NOT what you're supposed to use compile Verge. The windows build requires Visual C++ 2005. (You can get the Express edition from Microsoft's site for free.) Does it mean that your Verge is dependent from dotNET?
The GNU/Linux release is on the SVN. The Linux developer, AdderD, sort of disappeared, so you'll have to make due. (Maybe he'll come back if I mention his name...?) How about checking out the GNU/Linux counterpart of dotNET (dotGNU)?
I think only zeromus knows about the PSP build. I'm pretty sure its support is limited and more of a "HEY NEAT I COMPILED IT AND GOT SULLY WORKING ON IT ONE TIME" than an endeavour to have people making homebrew PSP games. but what about the dreams of homebrews on creating a PSP game? I saw a verge release for GP2X how come no release on PSP.
VPKs aren't really secure at all. They're just basically a way to compress and store multiple files as one file. The file format was made open-source, and on top of that, there's not exactly anything like encryption involved. but why did they call it "VergePack" why not "VergeStore" :P. One more, the files are not even compressed. it's simply having the file concatenate with each other.
Posted on 2007-03-13 06:10:53
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Overkill
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Quote:Originally posted by creek23
Quote:Originally posted by Overkill
MinGW is NOT what you're supposed to use compile Verge. The windows build requires Visual C++ 2005. (You can get the Express edition from Microsoft's site for free.) Does it mean that your Verge is dependent from dotNET? Verge is not dependent on .NET. Its Windows build is dependent on a recent version of the Visual C++ compiler. Only the Windows build needs Visual C++. The others probably use gcc. I don't actually know.
However, MapEd and PackEd are made with C#, and use .NET. These are seperate projects though.
The GNU/Linux release is on the SVN. The Linux developer, AdderD, sort of disappeared, so you'll have to make due. (Maybe he'll come back if I mention his name...?) How about checking out the GNU/Linux counterpart of dotNET (dotGNU)? Not entirely sure what you're asking. Verge doesn't use .NET. MapEd and PackEd likely would need a lot of refactoring to be able to work with Mono or whatever, and effectively would make the Windows build less stable in the process.
Some people want to make it cross-platform, and I can definitely see why it'd be useful for the other OSes to have an editor. However, I think it'd probably be better if there was just a new editor designed from scratch, likely not using C# due that causing cross-platform headaches (despite being awesome).
I think only zeromus knows about the PSP build. I'm pretty sure its support is limited and more of a "HEY NEAT I COMPILED IT AND GOT SULLY WORKING ON IT ONE TIME" than an endeavour to have people making homebrew PSP games. but what about the dreams of homebrews on creating a PSP game? I saw a verge release for GP2X how come no release on PSP. As said before, talk to zeromus.
VPKs aren't really secure at all. They're just basically a way to compress and store multiple files as one file. The file format was made open-source, and on top of that, there's not exactly anything like encryption involved. but why did they call it "VergePack" why not "VergeStore" :P. One more, the files are not even compressed. it's simply having the file concatenate with each other. Packfile doesn't imply it's compressing things at all, just like when you pack oranges into boxes. In fact, compressing oranges usually turns out ugly if we'd want to get the oranges back out at some point. Not sayin' Verge couldn't do with some compression, but the term "packfile" doesn't really mean compressed storage file at all.
Posted on 2007-03-13 08:43:56 (last edited on 2007-03-13 08:56:50)
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CrazyAznGamer
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Quote:Originally posted by Overkill
Packfile doesn't imply it's compressing things at all, just like when you pack oranges into boxes. In fact, compressing oranges usually turns out ugly if we'd want to get the oranges back out at some point. Not sayin' Verge couldn't do with some compression, but the term "packfile" doesn't really mean compressed storage file at all.
Just thought I'd add on to that: Ovk is mostly right about these semantics, as compressed packfiles would be called, well, compressed packfiles.
Packfiles, however, *do* help compression to an extent, as all those resources are in one single file, and therefore, the compression program would compress it better.
But if that's the sole purpose of you having a packfile, then you might as well compress things twice. After all, it's only designed to keep people (ineffectively) from messing with the contents of the game, and really, chances are hackers are easily able to take the contents out, so there's not much point to them.
They do make your game folder neater though. :D
Posted on 2007-03-13 15:06:14
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Kildorf
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Actually, I'm pretty sure the whole point of .vpk files is to keep things neater, and to allow easy library distribution (see the opening v3 logo thing in Sully, for instance).
The reality of the situation is that if someone wants to mess with your game's resources they will. If you're trying to hide your code, then get someone with a Mac and someone with a Linux box to compile .xvc files for you, and distribute games in releasemode. That said though, a determined person could probably write a uh... "uncompiler", I guess, for .xvc files, and then do things to your source.
Really though, is it that big a deal?
Posted on 2007-03-13 17:39:07 (last edited on 2007-03-13 17:39:30)
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creek23
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Quote:Originally posted by Kildorf
Actually, I'm pretty sure the whole point of .vpk files is to keep things neater, and to allow easy library distribution (see the opening v3 logo thing in Sully, for instance). oh.
so that's it? that's the "only" use? the verge source code is packed with the zlib source code. for what is that if verge don't use it?
If you're trying to hide your code, then get someone with a Mac and someone with a Linux box to compile .xvc files for you... so does it mean that there's a gnu/linux release already?
That said though, a determined person could probably write a uh... "uncompiler", I guess, for .xvc files, and then do things to your source. more likely, a "decompiler"... (hmm... now I wonder, "hows the xvc is built?" :P )
Really though, is it that big a deal? I just thought that VPK does some compressing thing with files... making some file safe (in a way, tho). so there, I just knew the very and only reason for VPKs. *neatness* :-S
Posted on 2007-03-15 01:02:54
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Kildorf
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Quote:Originally posted by creek23
oh.
so that's it? that's the "only" use? the verge source code is packed with the zlib source code. for what is that if verge don't use it? A bunch of Verge's data types use zlib... I know at least VSPs and MAPs have their data packed as zlibbed chunks.
so does it mean that there's a gnu/linux release already? Errr... I'm not sure, but I thought Overkill said above that it's in the SVN?
more likely, a "decompiler"... (hmm... now I wonder, "hows the xvc is built?" :P ) Durr, yes. A decompiler, thank you. I don't know where my brain was there for a minute. As for the xvc, I believe it's basically a straight bytecode conversion of the vc. Possibly zlibbed, but I have no idea. I can't remember offhand where it's generated in the source, but if you wanted to take a look through I can't imagine it'd be too hard to find.
I just thought that VPK does some compressing thing with files... making some file safe (in a way, tho). so there, I just knew the very and only reason for VPKs. *neatness* :-S Okay, yeah, that's fair. It wouldn't be a terrible idea to have a compressed VPK format. Unfortunately, there's some sort of curse attached to the Verge source, I think. Everyone who touches it ends up insanely busy.
Posted on 2007-03-15 07:34:15
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Overkill
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Verge uses zlib for portions of CHRs, MAPs, and VSPs. Packfiles could actually be better with compression, but then there'd probably be sizable amount of overhead as packfiles got larger.
The bytecode isn't compressed (check vc_compiler.cpp for the compiler and vc_core.cpp for the interpretter). MAPs store their compiled VC code inside of themselves.
Posted on 2007-03-15 13:43:04
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Displaying 1-11 of 11 total.
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