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Xsnip3rX
19
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Joined: 20th Feb 2007
Location: Washington State
Posted: 4th Apr 2012 02:59 Edited at: 4th Apr 2012 03:00
So, if i'm making a Scene/World Editor for my game, i want it to spit out a new EXE every time i "Save" the EXE from the Editor, is there a way to do this with any of the 7.1 documented commands?
Xsnip3rX
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Posted: 4th Apr 2012 03:00 Edited at: 4th Apr 2012 03:01
DAMN! Mod delete this post please, i accidentally double posted...
Fallout
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Joined: 1st Sep 2002
Location: Basingstoke, England
Posted: 4th Apr 2012 09:20
No, you can't save a game EXE from within DBP. Well, not with native commands. But you shouldn't need to anyway. If you're making a level editor, you want to export your level in your own file format which a single game EXE can read and create your level with.

Level editors don't create EXEs; compilers do! Level editors just create data for a game EXE to read.

Xsnip3rX
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Posted: 5th Apr 2012 07:57
Yes i know but i was thinking about making something like X-Quad, where you can make your own game with DBP + my world/scene/game editor, and it spits out an EXE, just like if you were compiling with Unity or UDK or even CryEngine.
Mage
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Posted: 5th Apr 2012 08:22 Edited at: 5th Apr 2012 08:29

1. You would have to be able to create a live game environment inside your editor.
2. Making it completely configurable and open-ended would be tricky, but not impossible.
3. You would have to translate that environment into machine language. This is next to impossible.

The reason this is not a realistic project, is because you would have to reverse engineer everything. DirectX, some Windows API stuff, Dark Basic Professional.

When they made DBPRO, they had a ton of included libraries and DLL's etc. The compiler did all the work. You'd need to recreate this all manually in machine code.


Nevermind there's a way.

You can make a program that copies itself and tacks on a simple script on the end of the program after all the machine code.
Your program can be made to detect if this script exists and to launch with it rather than behave like an editor when it starts.

Kind of like how SFX executables are simply programs attached to the beginning of RAR or ZIP files.

This will work.

Edit:The script would be an array of strings. First line is a command followed by a fixed number of strings that are that commands parameters. Like [CREATE OBJECT] followed by "player.dbo" and 100 and 120 and 100, to create an object at coordinates or designate a player controlled object.

Brendy boy
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Joined: 17th Jul 2005
Location: Croatia
Posted: 5th Apr 2012 08:23
Quote: "Yes i know but i was thinking about making something like X-Quad,"

i'm quite sure X-Quad doesn't produce exes. It has one generic exe file which reads game data such as level, objectives, entities etc. from a file which is generated inside the editor. It works the same as FPSC does.

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