#Compiling a project with open access to folders.

13 messages · Page 1 of 1 (latest)

near echo
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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.

obtuse ferry
near echo
obtuse ferry
# near echo Simply magical. My vocabulary of obscenities is not rich enough to describe all ...

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.

near echo
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Thanks. I hope I'll find people who understand NET. Or just say goodbye to Godot and the 2 years I spent in it.

obtuse ferry
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or create a proposal/find others who want to do it.

near echo
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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.

obtuse ferry
near echo
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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?

obtuse ferry
# near echo Hmmm... Do you really think it makes things more accessible? From the outside it...

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.

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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.

near echo
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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.