Guppy Posted February 14, 2014 Share Posted February 14, 2014 Once the c++ version comes out would it be possible to use something like PhysicsFS in your game? Or rather is there currently a file system abstraction I can replace so I can make Leadwerks built in model/texture/sound loading use the virtual file system? Quote System: Linux Mint 17 ( = Ubuntu 14.04 with cinnamon desktop ) Ubuntu 14.04, AMD HD 6850, i5 2500k Link to comment Share on other sites More sharing options...
AggrorJorn Posted February 14, 2014 Share Posted February 14, 2014 Leadwerks 2 we had the possibility for using abstract commands. e.g. Model myModel = Abstract("Mymodel.mdl"); It would return the first find in the assets based on the given search parameter. I don't know if Josh has plans to bring this back in to the current version. Quote Link to comment Share on other sites More sharing options...
Guppy Posted February 14, 2014 Author Share Posted February 14, 2014 Leadwerks 2 we had the possibility for using abstract commands. e.g. Model myModel = Abstract("Mymodel.mdl"); It would return the first find in the assets based on the given search parameter. I don't know if Josh has plans to bring this back in to the current version. It's a bit more low level that that - I want to intercept the open/close/read file commands inside loadXXXX('.....'); as I'd rather not have to rewrite all the loading & importing functions Quote System: Linux Mint 17 ( = Ubuntu 14.04 with cinnamon desktop ) Ubuntu 14.04, AMD HD 6850, i5 2500k Link to comment Share on other sites More sharing options...
Guppy Posted March 20, 2014 Author Share Posted March 20, 2014 Bumping this hoping for an answer in time for the c++ release Bascially what I want is to create a class VirtualFileSystem:FileSystem http://www.leadwerks.com/werkspace/page/documentation/_/command-reference/filesystem/ And then force leadwerks to use that instead Quote System: Linux Mint 17 ( = Ubuntu 14.04 with cinnamon desktop ) Ubuntu 14.04, AMD HD 6850, i5 2500k Link to comment Share on other sites More sharing options...
Josh Posted March 20, 2014 Share Posted March 20, 2014 Our file system actually can read zip archives and treats them as a file system. This is how games are deployed. It's an unofficial feature, but you just call Package::Load( zipname ) and it automatically creates a virtual file system the file read commands work with, 1 Quote My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
Guppy Posted March 20, 2014 Author Share Posted March 20, 2014 While that is nifty I was aiming for encrypted containers, dont suppose I can teach package new tricks? Quote System: Linux Mint 17 ( = Ubuntu 14.04 with cinnamon desktop ) Ubuntu 14.04, AMD HD 6850, i5 2500k Link to comment Share on other sites More sharing options...
Josh Posted March 20, 2014 Share Posted March 20, 2014 Passwords are supported: Package* Package::Load(const std::string& path, const std::string& password, const bool regist=true) The last parameter registers it as a virtual file system the file commands automatically load files from. Quote My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
Guppy Posted March 20, 2014 Author Share Posted March 20, 2014 That is very cool! Quote System: Linux Mint 17 ( = Ubuntu 14.04 with cinnamon desktop ) Ubuntu 14.04, AMD HD 6850, i5 2500k Link to comment Share on other sites More sharing options...
Josh Posted March 20, 2014 Share Posted March 20, 2014 Basically, the zip file name creates an extra folder. So if you have a file in a zip called "Materials.zip" you would load Materials/filename.mat. Quote My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
Einlander Posted March 20, 2014 Share Posted March 20, 2014 Can this be used from lua? Quote Link to comment Share on other sites More sharing options...
Josh Posted March 20, 2014 Share Posted March 20, 2014 It's presently not exposed. It would also be kind of pointless to encrypt a zip file and store the password in script. Quote My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
Rick Posted March 20, 2014 Share Posted March 20, 2014 I still don't know where you are going to store the password. Even if it's in the exe you can still pull it. Quote Link to comment Share on other sites More sharing options...
Josh Posted March 20, 2014 Share Posted March 20, 2014 There are ways. Since I am planning to build this into the publishing step, I haven't bothered making this an officlal feature yet..it's just going to be replaced with something that's automatic. Quote My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
gamecreator Posted March 20, 2014 Share Posted March 20, 2014 One thought is using an EXE compressor and I think that might jumble the password. The other is pulling it from a server or website. But everything can be circumvented/figured out. It's always a balance of risk versus reward. Quote Link to comment Share on other sites More sharing options...
MilitaryG Posted March 20, 2014 Share Posted March 20, 2014 well IF you are only protecting the data you don't need to store the password. only thing you need to do is jumble the bit code and if wrong password is presentated you get jumbeled data. if you present right password you get data back in the correct order. but giving wrong passwords you could get anything from beautifull picture to beautifull song to just jumbeled data most of the times, ... would kinda be easyer to make stuff your self than doing it with force password breaker. Quote Learn to obey before you command when you see very good tactic sit back and think again. Basics prince Zuko. Basics are your greatest strength. Link to comment Share on other sites More sharing options...
Einlander Posted March 20, 2014 Share Posted March 20, 2014 You could always compile the lua code to byte code. Also you can have the password in a dll/lib and use luajit to load it. There are ways to obfuscate code in lua. It will stop the casual hacker. A determined hacker will get regardless. Plus it gives people a simple way to distribute dlc/download packs outside of steam, Ie:desura and distribute a key for the zip. Quote Link to comment Share on other sites More sharing options...
YouGroove Posted August 9, 2014 Share Posted August 9, 2014 Just wandering as a major missing feature in LE3 is project publishing with encryption, as actually in LE3 Steam edition the project code and all ressources are entirely visible when published. As LE3 already contains the commands , could not it be possible to include the Zip and encryption in the publish button action ? Quote Stop toying and make games Link to comment Share on other sites More sharing options...
NobbyVedania Posted August 10, 2014 Share Posted August 10, 2014 Just wandering as a major missing feature in LE3 is project publishing with encryption I am planning to build this into the publishing step I would highly appreciate it if this feature will be implemented in one of the next releases. BTW: It would be nice if we had a list of planned features were the community can vote for each planned feature. Something like that which epic offers their UE4 community on https://trello.com/b/gHooNW9I/ue4-roadmap . With this tool devolopers could share priority management with the community. It would be a win-win solution for everyone. Quote Link to comment Share on other sites More sharing options...
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