Is it possible to compile the project without creating a PCK in any form? I mean, so that the folders are available for editing. I would even agree to switch to the .NET version just not to see this huge piece of garbage.
Examples of games in which data is packed in the image that I want to compile my project. As you can see, there is quite open access to folders with data, music and other things.
#Compiling a project with open access to folders.
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Unfortunately as far as I know godot always exports either with executable and pck or embeds the pck into the executable. There exist however tools that allow you to read and edit pck files. But i understand that it isn't the same.
I must say that I'm kinda surprised that godot is aparently an outlier in this department.
Simply magical. My vocabulary of obscenities is not rich enough to describe all the hatred towards this decision of the developers.
How difficult is it really to rebuild a project from Godot to pure Net?
i'm unfortunatly not really experienced in .NET.
One thing I found is that despite my own experience it's apparently possible to run the exported project with an ZIP instead of PCK file. You have to put --main-pack <game_name>.zip inside the editor/run/main_run_args-Project Setting, and also export the ZIP individually. Also setting editor/export/convert_text_resources_to_binary to false would probably be necessary for the files to be editable. But that should allow free editing of the files, since zip editors are pretty much standard on every computer.
Thanks. I hope I'll find people who understand NET. Or just say goodbye to Godot and the 2 years I spent in it.
is it really such a deal-breaker? and hey, it's open source, you could also try to implement it yourself.
or create a proposal/find others who want to do it.
As they say, if I knew a miracle, I would be Jesus. But alas, my knowledge is too limited to understand what exactly I should do.
i am a bit concerned that such a detail makes you rethink your engine choice after 2 years of using it. especially that besides this godots design makes Game data probably more accessible as a whole compared to the games you've shown in the screenshots.
Hmmm... Do you really think it makes things more accessible? From the outside it creates a bulky mass that becomes more and more absurd as the project grows. I can still understand when the entire project weighs a gigabyte, but what next? Messing around with PCK sizes 10, 20, 40?
i mean for the game it doesn't really matter if it reads its data from a single file or thousands. And because of that it's also possible to read and edit individual parts of the PCK/ZIP file, although it's of course not ideal for that as you still have to resave the archive after edits.
I also said besides this. the fact that the content of the PCK/ZIP is pretty much identical to the files you have before exporting it. I've heard from multiple people who somehow lost their project files but were able to retrieve them from an exported version. It also uses PCK/ZIP files as an simple way to allow patching/modding of the game, without irreversibly changing any files.
sure Godot could still be better in this regard, with an option for un-archived resources being a possible improvement. but if accessibility of data is important to you in a broader sense, i don't think you would easily find a better alternative at the moment.
I'll think about this a little longer. Maybe I got too excited. Again. In any case, I'm grateful for your advice. Good health to you and less ERROR.