The Dink Network

Windemere Encryption

April 19th 2004, 02:29 AM
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Kyle
Peasant He/Him Belgium
 
I was wondering if it will be possible to encrypt the Windemere script files in a GOOD way, like Dink's .d files (which are not GOOD).

I know not everyone likes the scipt files in their encrypted state, but I feel it's up to the author to decide.

So, will we have the option or not?
April 19th 2004, 04:43 AM
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redink1
King He/Him United States bloop
A mother ducking wizard 
From what I gather, they won't be 'encrypted', but they'll be compiled. And depending on what optimizations it performs and such, creating a decompiler might not be that feasible. I mean, decompilers for things like C++ executables don't work very well, as it is impossible to get the original code back.
April 19th 2004, 04:44 AM
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Kyle
Peasant He/Him Belgium
 
So you need to work with a real compiler before you can try out a script? That means no more on the fly editing, am I right?
April 19th 2004, 09:13 AM
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redink1
King He/Him United States bloop
A mother ducking wizard 
It isn't a 'real compiler' in that you'll be using a stand-alone C or C++ compiler, but it is a real DinkC compiler that really compiles the code (not to machine code, but more like Java byte-code I assume).

From what Desplesda has told me, its optional just as it is now for D-Modding. You can use unencrypted scripts and the engine will compile them on-the-fly when needed, or you can compile them for a small performance boost.
April 19th 2004, 10:54 AM
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wait, wait. I've been meaning to ask this. Is Windemere going to use DinkC anymore, or just C++/C?
April 19th 2004, 11:05 AM
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Simeon
Peasant He/Him Netherlands
Any fool can use a computer. Many do. 
To create the scriptfiles, it'll still use DinkC me assumes, it'll just be a bit more advanced than Seth's DinkC. The game still needs a scripting language to let the sprites move and such, they won't use a real language like C/C++ for that. The DinkC as we know it will just look a bit more like C/C++ as we know it
April 19th 2004, 12:46 PM
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Kyle
Peasant He/Him Belgium
 
It will look virtually the same, but support more stuff that's supported in C/C++ I think.

So you can start modding immediately if you know DinkC. It's just that using all its functions will take some more studying
April 19th 2004, 03:02 PM
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merlin
Peasant He/Him
 
Why do you need this now?
April 19th 2004, 04:18 PM
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Ric
Peasant They/Them Canada
 
And it will be stable (YAAAAAY!!)
April 19th 2004, 04:37 PM
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and also you can press a button and cookies and milk will pop out of your cd drive!
April 19th 2004, 04:41 PM
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merlin
Peasant He/Him
 
Hell yeah! Who's gonna make that now?
April 19th 2004, 09:50 PM
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give me 5 days and an unlimited supply of oreos...not that i'll do it for that, just give it to me
April 19th 2004, 11:34 PM
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Windemere will be using a more advanced scripting engine called Tablet. Tablet is syntactically identical to DinkC (and DinkC++), and also allows object-based programming.

&my_bonca = @bonca{color = CLR_RED, aggressiveness = ARG_TETCHY};
&my_bonca.target = 1; // die, dink

Merlin is also a developer on Tablet. We plan to have it integrated with Windemere.
April 20th 2004, 12:37 AM
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Dukie
Peasant He/Him
 
Interesting
April 20th 2004, 08:03 PM
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Drake
Peasant He/Him
 
sweet!
April 20th 2004, 08:23 PM
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redink1
King He/Him United States bloop
A mother ducking wizard 
/me is scared of the @ syntax, but likes the . syntax. Ack!
April 20th 2004, 08:41 PM
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merlin
Peasant He/Him
 
@ is just a predefined object, with various stats set at the default, i.e. speed, color, defense, etc. The stats can be changed, as seen above.
April 20th 2004, 08:47 PM
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yeah, just like dinkc. lol.
April 20th 2004, 11:00 PM
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merlin
Peasant He/Him
 
Yep. That was a sample of OOP. The stuff not done in OOP is like DinkC.
April 21st 2004, 09:06 AM
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Simeon
Peasant He/Him Netherlands
Any fool can use a computer. Many do. 
Sounds like a struct to me, should be handy
April 21st 2004, 09:39 AM
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glennglenn
Peasant He/Him Norway
GlennGlenn doesn't want a custom title. 
it will be cool