Re: I can't believe it...
I can't believe that I'm asking this, but... How do I compile my mod??
My demo is in a folder and I want to make it a mod file ( like the ones that we download here ), how can I do this??
I've looked a lot of tutorials and etc, but I can't find it!! Someone help me, please!
Right click on your folder, highlight SEND TO, and click compressed/zipped folder. Upload it, and Im pretty sure the staff members are the ones that make it a dmod file. Thats what i did, hope I could help.
DFArc can package:
Edit -> Options -> check the "Show developer buttons" box.
Now there should be an "Edit" button and a "Package" button. Select the D-Mod you want to package, and click the "Package" button. You'll need to write a dmod.diz file, but that's just a text file with an alternative suffix.
Edit -> Options -> check the "Show developer buttons" box.
Now there should be an "Edit" button and a "Package" button. Select the D-Mod you want to package, and click the "Package" button. You'll need to write a dmod.diz file, but that's just a text file with an alternative suffix.
Compile? You probably just mean making it a .dmod package. Magicman said how, pillbug mentioned the REALLY ANCIENT way to make a zip instead of a dmod file.
1)In the develop\ folder, there's a compile.exe and a compall.bat.
2)Preferably cut these two and paste them on a new folder,
3)then copy your .c scripts on the new folder,
4)Run the compall.bat,
5)get their .d compiled counterparts,
6)and you're done!
2)Preferably cut these two and paste them on a new folder,
3)then copy your .c scripts on the new folder,
4)Run the compall.bat,
5)get their .d compiled counterparts,
6)and you're done!
Yeah, that's how you compile .c files, but he meant packing the Dmod into a dmod file, not compiling your .c scripts.
Besides, they are not "compiled" anyway, they are just compressed, and if you know the algorithm used, you can easily turn them back into plain text files.
Well, since the app is called "compile.exe", you can expect from the others in the DN to call this 'compiling'.
Anyway, what you said is a good idea for a dev file.
Anyway, what you said is a good idea for a dev file.
The funny thing is, compile.exe makes the files slightly slower in the game, and they don't compress as well as the original .c file. (aka, .c-->.d-->.7z is bigger than .c-->.7z)
Well, since they already are compressed, this is obvious.
No, see, what he means is that if you don't compress your plain text files, the final 7z file will be smaller than if you did compress them. Not that scripts are that big anyway. And you know, until somebody (I think it was Gary Hertel) figured out the secret behind the Dink compilation, people thought their scripts were safe, so Seth succeeded with the "compilation" idea for long enough.

What secret?
The secret is to get the Dink Engine source code and look at how compile.c (or whatever it's called) works.
The "secret" of how the files are "compiled" and can thus "reverse engineer" it. You know, like knowing the workings of any file (like ogg, or png...) and thus being able to work with it, uncompress it or whatever the file format uses.
Started working on it.
Working on what? The specifications and differences between c and d files are already available...
Didn't DaVince mean that someboby posted them on the DN?