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NPC passwords
i was thinking maybe stefan could add a password system to opening NPCs.
liek you could assign a password so you can peacefully send your files without the threat of stealing, also if a password is enabled it will effect the debug window too |
I like that in some ways, but hate it in most.
What if you jsut got done making a great scipt and forgot the password? so, yeah... |
to bad for you, should just use one universal password such as
"mynpchaha" on all your scripts |
I still dont like the idea
//My opinion |
im not trying to sound persistant, but i said it was optional
you could click a button to enable a password, if not you dont need to put on on |
I was thinking of something similar, but instead, make it so you could make an NPC only editable (it can be read by others) by the account who created it.. but people who have the edit rights right can edit/delete/do whatever to it (if they have nc too of course :P)
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oh, if it i optional than i have no problem with it what so ever
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um what about a head admin can override the setting or something?
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hmm *another idea* instead of it being only that account being able to access it, make a box in the script editing window that says "Accounts:" where you can list who can access it (blank for none, and the above quote would still be in effect :x) |
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But you could always open the level in a hex-editor or you could use the MS-DOS Editor in binary mode ("edit /70 level.graal"). In the graal and nw files the scripts are always readable by humans. However, you could translate the scripts in an internal format and make a new file type (it could still use the extension .graal). In this filetype you couldn't edit the level (the level editor would just display it). The debugger would have to be disabled in this level, too. To create such a level we'd need the button "export level" in the editor. |
Compiled GScript.
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You just have to make sure you can't open the debugger in this levels. |
A compiled form of graalscript would be superior to encryption.
All the preprocessing done, everything's in a much lower-level format. Saves server sterss, probably, on large scripts. |
Re: NPC passwords
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If you dont want your script stoled..just dont post on forum. |
Re: Re: NPC passwords
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depends on how long it takes to compile :)
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Gscripts are RARELY large enough to make it take a lot of time to compile.. Unless ofcourse you are doing something intense that requires 50 npcs w/ 500 lines each or something.
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Compiled NPC's... hmm...
That would be cool. They would almost certainly run faster in a compiled form... |
I don't mean the actual compiling would be time consuming, I mean doing extra work :P
if there was like.. a "compile & send" somwhere, that would probably be cool :x |
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I meant that the NPC would be saved in the way it is used internally. |
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Basically make .code files playable. ;) |
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.code files.... only tiles? Nonesense. That is complete nonesense. The "only" thing .code files protect is the scripts. You can just go on a level and it alt+?5 not sure which number but you can copy all the tiles. I don't think you knew this but it used to be when you played on a server every level you played in was saved to the weblevels folder. Now they are saved as .code files... |
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Next time only post things you know or don't call something that other persons are writing based on facts "nonsense". Else you might apear both stupid and annoying to them. |
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