form2275
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| Joined: 09 Jul 2007 |
| Total Posts: 6041 |
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| 12 Oct 2013 10:16 PM |
(Make this as a new object by running function CompileScript() to a script object)
That way they can run faster, and can be sold for money. |
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| 12 Oct 2013 11:07 PM |
SUPPORT
Btw, your title is so boring to 85% of the roblox community. That's why they don't support. Try making the title more cooler and understandable to kids, such as "STOP PLACE COPYING/SELL FREEMODELS" or something like that. |
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Cav33
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| Joined: 04 Sep 2012 |
| Total Posts: 1375 |
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| 12 Oct 2013 11:19 PM |
| I am sorry but Roblox ditched bytecode. Compiling scripts is doing just that. |
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pugzy
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| Joined: 16 Aug 2007 |
| Total Posts: 11957 |
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| 12 Oct 2013 11:33 PM |
"I am sorry but Roblox ditched bytecode. Compiling scripts is doing just that."
No they didn't.
The creation of this thread obviously shows how little you guys know about programming. Scripts ARE compiled, but only at run time. |
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form2275
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| Joined: 09 Jul 2007 |
| Total Posts: 6041 |
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| 12 Oct 2013 11:37 PM |
>>pugzy They'd run faster if they were compiled ahead of time. (Or so I've been taught) |
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| 12 Oct 2013 11:40 PM |
Either way, this is to prevent copying, but what if you compiled something that you want to uncompile? That would be a problem, because if ROBLOX made a command for that, too, then the person taking the model could easily uncompile the script and steal it. *either way, how would this help stealing?*
"U BROKE THE TV U IDIOT!" - CeaselessSoul |
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pugzy
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| Joined: 16 Aug 2007 |
| Total Posts: 11957 |
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| 12 Oct 2013 11:42 PM |
"They'd run faster if they were compiled ahead of time. (Or so I've been taught)"
This totally depends on implementation, and hardware. Java is a compiled language and still is not as fast as C++ in certain cases. |
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form2275
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| Joined: 09 Jul 2007 |
| Total Posts: 6041 |
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| 12 Oct 2013 11:43 PM |
>>CeaselessSoul Well there's still the script you compiled. If there was something you wanted to edit, you'd just edit the script and recompile. |
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pugzy
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| Joined: 16 Aug 2007 |
| Total Posts: 11957 |
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| 12 Oct 2013 11:44 PM |
"Either way, this is to prevent copying, but what if you compiled something that you want to uncompile? That would be a problem, because if ROBLOX made a command for that, too, then the person taking the model could easily uncompile the script and steal it. *either way, how would this help stealing?*"
When you decompile a file, you get obfuscated code, you can't read and understand it with out taking a lot of time. It's not human readable by any standards.
This would slow the time of development, because you would have to recompile every time, which is defeating the purpose of scripting. |
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| 12 Oct 2013 11:46 PM |
By that logic the other person could do the same thing(@OP).
"U BROKE THE TV U IDIOT!" - CeaselessSoul |
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form2275
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| Joined: 09 Jul 2007 |
| Total Posts: 6041 |
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| 12 Oct 2013 11:48 PM |
| This wouldn't be like a required thing. Just a way to make it so other players can't steal code bits. |
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pugzy
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| Joined: 16 Aug 2007 |
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| 12 Oct 2013 11:51 PM |
| Which really isn't a problem. |
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| 13 Oct 2013 12:40 AM |
| No support. If you don't want your script stolen, don't put it up in the public domain. Selling scripts is a problem, because how do you know if it works the way it claims before buying? If they show you the code, you could just copy it. Not to mention many people learn to script from tearing apart and tinkering with scripts from the public domain. |
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form2275
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| Joined: 09 Jul 2007 |
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| 13 Oct 2013 12:43 AM |
>>pepsirune101112 Script testing? Opens a blank place.rbxm with only the CompiledScript to be tested? |
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| 13 Oct 2013 12:55 AM |
| That could work, but that is a completely new feature, and ROBLOX would probably charge for the use of it. |
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form2275
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| Joined: 09 Jul 2007 |
| Total Posts: 6041 |
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| 13 Oct 2013 12:56 AM |
>>pepsirune101112 Yeah, thinking this far into it, I don't see this happening any time soon. |
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Cav33
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| Joined: 04 Sep 2012 |
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| 13 Oct 2013 09:13 AM |
Guys I'm serious. They really ditched bytecode for script objects.
They said it here: http://blog.roblox.com/2012/08/bye-bye-bytecode/ |
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tery215
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pugzy
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| 13 Oct 2013 08:33 PM |
| Cav, they dropped the ability to use bytecode in loadstring(), they didn't drop bytecode. They simple cannot do that, because at one time or another it has to be put into bytecode, or else the computer will not understand it. |
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Cav33
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| Joined: 04 Sep 2012 |
| Total Posts: 1375 |
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| 15 Oct 2013 06:01 AM |
| I knew they couldn't drop bytecode for active scripts. I just worried about the fact of leaving the bytecode inside gameplay readable RAM though. Hackers can do more than just mess up a place's appearance since bytecode could really seriously be bad to mess up and then execute. |
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pugzy
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| Joined: 16 Aug 2007 |
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| 15 Oct 2013 06:12 PM |
| You can't remove Bytecode from RAM. |
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Cav33
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| Joined: 04 Sep 2012 |
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| 16 Oct 2013 06:01 AM |
Well it's more possible to do that now since the data is just sitting there in the scripts. It's not going to be deleted until the corresponding script object is deleted.
There have been hacks to a regular script's private source property. For bytecode scripts, it really could mess up bad if the binary was messed up.
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