Blockland Forums > Modification Help
How to use DSOs
Chrono:
I believe Badspot changed how his DSOs are compiled.
On top of that your script wouldn't even work.
MegaScientifical:
--- Quote from: Chrono on December 01, 2011, 10:56:37 AM ---On top of that your script wouldn't even work.
--- End quote ---
Further explanation: Because you are calling the function before it exists.
Ipquarx:
--- Quote from: Headcrab Zombie ---1. DSO files are compiled scripts, you can't just take a script, shove it in a DSO file, and except it to work
--- End quote ---
I compiled it using a Real Compiler, there is nothing wrong with the compiled file.
--- Quote from: Headcrab Zombie ---2. Blockland's DSOs are further obfuscated so you can't read some things like function names. You can't use a DSO from another TGE game and expect it to work.
--- End quote ---
I'm not trying to read DSO's, im trying to exec one and use the functions inside it.
--- Quote from: Headcrab Zombie ---3. Why do you want to use DSOs anyways? Even if you could make it work, anything you release with them would be failed.
--- End quote ---
Why not?
--- Quote from: Headcrab Zombie ---4. The exec function only allows .cs, .mis, or .gui files. How are you getting around this?
--- End quote ---
Torque reads .dso files as .cs files.
Try to exec one of the default .cs.dso files, but dont type in .dso, just .cs. It will say
"Loading compiled script".
--- Quote from: MegaScientifical on December 01, 2011, 11:49:42 AM ---Further explanation: Because you are calling the function before it exists.
--- End quote ---
Answer:
I have tryed several different codes
Like:
--- Code: ---echo("Success!");
--- End code ---
and
--- Code: ---function bloo()
{
echo("Win!");
}
--- End code ---
And the list goes on.
They always give me that same error message.
--- Quote from: Superb on December 01, 2011, 12:12:06 AM ---That's not how .dso's work. DSO's are "used for compiled (uneditable, unreadable) script files."
--- End quote ---
That has nothing to do with this.
I'm Creating a DSO file using a Real, valid compiler, and Torque can read .dso files.
--- Quote from: Superb on December 01, 2011, 12:12:06 AM ---When you execute a .cs file, it creates a .dso file too.
--- End quote ---
Not for any non-default code.
If you dont belive me, put a .cs file (you can even name it the same as one of the default files) into one of the main script areas and start it up, then exec it. It won't create a .dso.
MegaScientifical:
Badspot has personalized Blockland's DSO encryption. You can not use any old compiler to make a file functional with the game. Besides that, he prevents the game from loading anything but the default DSO files to prevent any hidden, damaging code from being used without ease of assurance. Just because he mentions that Badspot obfuscated the code further to prevent reading doesn't mean he was saying "You're trying to read it." It's just an explanation of one up front and obvious display of how the game's DSO encryption has been changed. He explained why not in the same part you quoted - DSO files are not allowed, and if you're really that protective of your code, don't release it.
Ipquarx:
So basically, this:
--- Quote from: MegaScientifical on December 01, 2011, 02:14:03 PM ---You can't use your own DSO's,
--- End quote ---
Okay.
Locking topic.