Torque 3D Community Edition Discussion Thread
by Kory Imaginism · in Torque 3D Professional · 06/06/2012 (11:03 am) · 347 replies
This thread can be used to discuss everything Torque 3D Community Edition related.
#242
08/16/2012 (8:26 pm)
Inexperienced users will be grateful if you add the compiled files to the commit when change the code.
#243
08/17/2012 (12:22 pm)
Big thumbs up to Guy Allard for the additional GameTSCtrl mouse callbacks in r90. These will be useful for those interested in RTS or RPG games.- onMouseDragged()
- onMouseEnter()
- onMouseLeave()
- onMouseWheelUp()
- onMouseWheelDown()
- onRightMouseDragged()
- onMiddleMouseDragged()
#244
I would like to assist with the Mac and Linux ports -- testing, debugging, etc.
I have the necessary Intel hardware, and various OSes ... Plus a few more possibly available from friends for short term testing.
Also I have testing, programming and unix OS experience ... plus a strong desire to see a working port.
Just need to know who/how to contact to get access to that "private" copy of the Mac port --
Is it already part of the SVN for this project or separate ?
My email is jeff UNDERSCORE yaskus AT hotmail DOT com
08/20/2012 (10:32 am)
<<RE: Mac Port >>I would like to assist with the Mac and Linux ports -- testing, debugging, etc.
I have the necessary Intel hardware, and various OSes ... Plus a few more possibly available from friends for short term testing.
Also I have testing, programming and unix OS experience ... plus a strong desire to see a working port.
Just need to know who/how to contact to get access to that "private" copy of the Mac port --
Is it already part of the SVN for this project or separate ?
My email is jeff UNDERSCORE yaskus AT hotmail DOT com
#245
08/20/2012 (11:00 am)
I just sent the files to Alfio and Steven. I'll send them to you as well Jeff.
#246
08/20/2012 (11:04 am)
@Jeff: the last I heard was that Steven Saric requested the files a month ago and there has been no follow up since. Alfio has been requesting the files in IRC.... I guess it's just a waiting game.
#247
It became clear that the time required to bring this to a commercial level was way in excess of any potential profits, and so our work on it just kind of tailed off.
We were discussing this recently and decided that it would be good to make this stuff available to the community as-is, it would be a shame for this stuff to never see the light of day.
The codebase contains some elements of the original RTS Starter Kit, with most of it re-written and enhanced. Marcos contacted Derek about the potential license issues due to the existence of code from the original kit, and he gave us the go-ahead to release this to the community as long as it was not for profit.
I'm thinking that a great way to do this would be to make it part of the CE, it could become it's own CE-RTS template. I would be happy to put this together and maintain it.
What are your thoughts?
08/20/2012 (11:13 am)
Novack and myself spent a long time working with the RTS starter kit - we ported it to TGE 1.5 back in 2008, then to TGEA, and finally to an earlier version of T3D. During this time, we developed and enhanced the code with the intention of releasing it as a kit along with a simple game made with it. It became clear that the time required to bring this to a commercial level was way in excess of any potential profits, and so our work on it just kind of tailed off.
We were discussing this recently and decided that it would be good to make this stuff available to the community as-is, it would be a shame for this stuff to never see the light of day.
The codebase contains some elements of the original RTS Starter Kit, with most of it re-written and enhanced. Marcos contacted Derek about the potential license issues due to the existence of code from the original kit, and he gave us the go-ahead to release this to the community as long as it was not for profit.
I'm thinking that a great way to do this would be to make it part of the CE, it could become it's own CE-RTS template. I would be happy to put this together and maintain it.
What are your thoughts?
#248
08/20/2012 (11:15 am)
I think that would be a great branch of the CE project. The CE group, of course, has the say on what goes in, but I think it would be a valuable branch if it did not fit within the scope of the trunk.
#249
If all of the requisite code could be added as a module that could be enabled/disabled on a project level basis I would say add it and then have a RTS specific Template that would make use of it. If that is too complicated then making it branch may be more suitable.
08/20/2012 (11:23 am)
I think that would be a great addition, and is kind of the thing I was hoping to eventually see as part of the CE's long term goals. If all of the requisite code could be added as a module that could be enabled/disabled on a project level basis I would say add it and then have a RTS specific Template that would make use of it. If that is too complicated then making it branch may be more suitable.
#250
08/20/2012 (11:26 am)
Just saw Michael Perry's post. Steven and Jeff should coordinate with Alfio or he's liable to do the whole thing himself :D
#251
08/20/2012 (4:50 pm)
Finally today Mich gave me the files of the work of Eric for the MacOS side. I took a quick look at the changes, and i must say that's a lot changes. Will arrange these days to do the merge as i did for everything else, so i'll use the preprocessor and modules to enable or disable the changes.
#252
08/20/2012 (5:08 pm)
Just as a disclaimer, that OSX work (done by a consultant) is very rough and is far from production ready...but it is a start.
#253
In this way, from the script side, it is possible to perform, or not, the code added with the new changes. Unfortunately, it can not always be used this method. For example, i encountered problems when i try to use an "IF" when defining a gui.
So, the method is valid, but not always. To work around this problem, i think could use the Fyodor "bank" Osokin's resource TorqueScript Preprocessor
08/20/2012 (5:13 pm)
As someone will have noticed, in my last commit, i have added to the source (C++ side), a global variable that is set to TRUE if during the build of the engine is defined the preprocessor definition "USE_NEW_BLINN_PHONG".#ifdef USE_NEW_BLINN_PHONG
Con::setBoolVariable("$Use_New_Blinn_Phong", true);
#endifIn this way, from the script side, it is possible to perform, or not, the code added with the new changes. Unfortunately, it can not always be used this method. For example, i encountered problems when i try to use an "IF" when defining a gui.
new GuiContainer(){ // specular
singleton GuiContainer(){ // specular
profile="GuiTransparentProfile";
isContainer = "1";
position = "0 0";
Extent = "185 22";
// Blinn-Phong specular ->
//if ( $Use_New_Blinn_Phong ) {
Extend = "185 44";
//} else {
//Extent = "185 22";
//}
// <- Blinn-Phong specular
....So, the method is valid, but not always. To work around this problem, i think could use the Fyodor "bank" Osokin's resource TorqueScript Preprocessor
#254
08/20/2012 (10:24 pm)
Quote:Marcos contacted Derek about the potential license issues due to the existence of code from the original kit, and he gave us the go-ahead to release this to the community as long as it was not for profit.Does this mean the community can use it in a commercial product? Or was he just saying not to sell it to the community? I would have hate to use this and find I need to license it later.
#255
@Frank - here's the wording from Derek - "I've confirmed with Eric that you have GG's blessing in releasing your Torque 3D adaptation of the RTS kit to the community provided that it be made available for free to Torque 3D owners."
08/21/2012 (12:35 am)
@Alfio, I've used the script preprocessor resource often, and it seems solid. I would say it's a good addition anyway.@Frank - here's the wording from Derek - "I've confirmed with Eric that you have GG's blessing in releasing your Torque 3D adaptation of the RTS kit to the community provided that it be made available for free to Torque 3D owners."
#256
08/22/2012 (4:53 am)
@Frank, the intention was meant for making clear that our team would not search for profit with the kit itself. You're free to use it for any commercial games :)
#257
08/22/2012 (7:21 am)
Awesome! Thanks guys!
#258
How can I download the project?
09/06/2012 (4:40 pm)
Hey guys, I've been away from programming for awhile now, I'm trying to download the project and have downloaded VisualSVN and TortoiseSVN and can't even login, I have no experience in either program and I'm in completely over my head.How can I download the project?
#259
09/06/2012 (5:20 pm)
@CSMP: for instruction on checking out from the repo using TortoiseSVN check out Post #224 in this thread. The process is fairly similar for most SVN clients. If you cannot login, try logging into the CE trac site (using the same information). If that still does not work let me, or Alfio, know and we'll reset your password so you can try again.
#260
09/06/2012 (5:38 pm)
@Michael: I was selecting another shell option and it was giving me an error, I followed the instruction and it appears to be downloading now, Thank you for the quick response!
Associate Michael Hall
Distracted...
EDIT: disclaimer being that neither of us bother with the Empty, Empty PhysX, PhysX, or FPS Tutorial templates -- all of which are out of date in total.