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My suggestions


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- compressing maps when sending them to players at connect..

now my maps are 1.05MB, and with compression it will be around 200KB i think..

- compiling client-side scripts before sending them to players

(im protecting my scripts, and its boring to re-compile them every update, and having another meta.xml for server, and another for local server (so i can easly open script editor, but then i have to copy it, compile, change name, and send to the server)

[this should have something like compile="false" available in meta.xml (and "true" should be default (i think)), so i can send my readme.lua (just comment) to players.]

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- compiling client-side scripts before sending them to players

Unfortunately, there are lifeless decompilers for lifeless people.

The only way to actually stop script theft is preventing scripts from being written on the harddisk in the first place. I have an experimental resource lying around somewhere on my hard disk, planning on releasing it soon, although I'd prefer MTA doing this. The resource is not ideal, but it would at least make stealing scripts a bit harder than simply looking in your client resources folder.

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