MMORPG Kit Full Release Day is Here!
by Dreamer · 05/12/2006 (11:15 pm) · 38 comments
Hello everyone,
The MMORPG Enhancement Kit for the Torque Game Engine is now complete and "released"*.
As promised the site MyDreamRPG.com will undergo a massive facelift today, and return with new and exciting content, more of which will be added daily. (MMORPG Tutorials will be the first thing to go up)
With this release we are also shifting focus, and once again making changes to be more about the community, of course with a big emphasis on MMORPG Development, but anyone developing any kind of game will be just as welcome there.
Also as an aside, I was glad to finally have a talk with some folks at GarageGames, and during the course of discussion it was determined that the way we were preparing to release would have violated the terms of the indie license. I was unaware of that fact previously, so in an effort to rectify that situation, I have taken a few steps.
The kit will be in 2 parts (don't worry you do get both) the first part is the code, which we were most concerned would violate the eula.
To this end we have decided to distribute the downloadable code as a diff against a clean pull from TGE CVS HEAD.
This patch file alone is 1.8MB and comprises 95,730 lines of code changes. I highly recommend you get friendly with your favorite patching program. Also included in the zip are quite a few files which do not come in a stock build of TGE, and as such are included in the codepack.
The second part of the kit is what we are lovingly calling the "artball", this bit is optional and will be updated regularly by various artists who wish to show case their up coming content packs, furthermore any source art included in the artball will be yours to use and modify however you wish but you may not repackage and/or resell the source art outside of the context of making a game.
In otherwords, no derivative content kits without the artists prior consent.
Finally I would like to announce that we will feature "Show Case" zones, which show case the skills of various artists in the community, more on this feature to come...
*You must be a licensed owner of the GarageGames Torque Game Engine (Indie or Commercial), prior to being allowed to purchase.
You may verify that by posting in this thead
The MMORPG Enhancement Kit for the Torque Game Engine is now complete and "released"*.
As promised the site MyDreamRPG.com will undergo a massive facelift today, and return with new and exciting content, more of which will be added daily. (MMORPG Tutorials will be the first thing to go up)
With this release we are also shifting focus, and once again making changes to be more about the community, of course with a big emphasis on MMORPG Development, but anyone developing any kind of game will be just as welcome there.
Also as an aside, I was glad to finally have a talk with some folks at GarageGames, and during the course of discussion it was determined that the way we were preparing to release would have violated the terms of the indie license. I was unaware of that fact previously, so in an effort to rectify that situation, I have taken a few steps.
The kit will be in 2 parts (don't worry you do get both) the first part is the code, which we were most concerned would violate the eula.
To this end we have decided to distribute the downloadable code as a diff against a clean pull from TGE CVS HEAD.
This patch file alone is 1.8MB and comprises 95,730 lines of code changes. I highly recommend you get friendly with your favorite patching program. Also included in the zip are quite a few files which do not come in a stock build of TGE, and as such are included in the codepack.
The second part of the kit is what we are lovingly calling the "artball", this bit is optional and will be updated regularly by various artists who wish to show case their up coming content packs, furthermore any source art included in the artball will be yours to use and modify however you wish but you may not repackage and/or resell the source art outside of the context of making a game.
In otherwords, no derivative content kits without the artists prior consent.
Finally I would like to announce that we will feature "Show Case" zones, which show case the skills of various artists in the community, more on this feature to come...
*You must be a licensed owner of the GarageGames Torque Game Engine (Indie or Commercial), prior to being allowed to purchase.
You may verify that by posting in this thead
#22
Regards,
Dreamer
05/14/2006 (11:30 am)
Hey Tom, my internet here is spotty (bad timing I know) anyways I can't get into IRC pls drop me a line smorrey@gmail.com I need to know what's going on with the site.Regards,
Dreamer
#23
/etc/init.d/dancerircd restart
Then contact me via Email.
This is just getting silly. Can't even login to my own servers (well at least I know it's properly secured)
05/14/2006 (11:34 am)
Someone edit the IRC conf file to not care about connection class please (Bad Ident Response), then do an /etc/init.d/dancerircd restart
Then contact me via Email.
This is just getting silly. Can't even login to my own servers (well at least I know it's properly secured)
#25
As far as the MMOKit being hosted by GarageGames. There was some discussion about it but nothing came of it for different reasions. As such we have decided to support the Kit ourselfs.
As far as the patch file goes there will be instructions on how to apply the file to your copy of TGE. We are also looking into other ways of offering a automated solution that will just require running a .exe file or your OS's version of a exe. There is also the possibility of a Walk through on all the changes that where made. But sitting at around 95k+ lines of source code change and all of the additional script files and such. It will take awhile before such a beast is documented.
05/14/2006 (12:31 pm)
Working on it right now Dreamer. Sorry for the delay..As far as the MMOKit being hosted by GarageGames. There was some discussion about it but nothing came of it for different reasions. As such we have decided to support the Kit ourselfs.
As far as the patch file goes there will be instructions on how to apply the file to your copy of TGE. We are also looking into other ways of offering a automated solution that will just require running a .exe file or your OS's version of a exe. There is also the possibility of a Walk through on all the changes that where made. But sitting at around 95k+ lines of source code change and all of the additional script files and such. It will take awhile before such a beast is documented.
#26
05/14/2006 (12:40 pm)
I've restarted IRCd. I hope the changes I made were correct. ;)
#27
The rules that are in the kit are transitional stage between no rules and a full implementation of Gina's rule system. She did such a fantastically thorough job and yet came in to the project so late in the game, that I haven't been able to fully implement them yet. However I will push a patch as soon as they are complete, that will patch the relevant files to use Gina's rules.
Regards,
Dreamer
p.s. Sorry about the difficulties with the site, but things should be mostly resolved now.
05/14/2006 (10:15 pm)
Also I want to clarify a quick point.The rules that are in the kit are transitional stage between no rules and a full implementation of Gina's rule system. She did such a fantastically thorough job and yet came in to the project so late in the game, that I haven't been able to fully implement them yet. However I will push a patch as soon as they are complete, that will patch the relevant files to use Gina's rules.
Regards,
Dreamer
p.s. Sorry about the difficulties with the site, but things should be mostly resolved now.
#28
05/14/2006 (11:26 pm)
Wow Dreamer, I knew you've been working on this stuff for a while but I had no idea just how ENORMOUS it was going to be =) Props man. I gotta go, it takes a long time to panhandle $99.
#29
I'm looking forward to loading the finalized code in the next day or so.
This stuff is top notch.
I'm glad to hear the art will be packaged as seperate and optional. I have no desire to use the art and was not looking forward to purging it. KUDOS to the Dream Team!
05/15/2006 (7:00 am)
Good job on the site! It looks ssssooooooooo much better!I'm looking forward to loading the finalized code in the next day or so.
This stuff is top notch.
I'm glad to hear the art will be packaged as seperate and optional. I have no desire to use the art and was not looking forward to purging it. KUDOS to the Dream Team!
#30
Good work guys.
05/15/2006 (2:08 pm)
I've been following the SVN code for some time now and I've got high hopes for the kit. One question though - I've paid today - when can I expect the download code for the kit? If it's a couple of days, then I'll stop frantically pressing my send/receive button :)Good work guys.
#31
And you shouldn't be congratulating me on this. All I did was string a bunch of stuff together and put together the best team I could have ever hoped for.
Ash, Dave, Dark profit, Gina, Tom and the other guy named Tom the list here is endless.
Everyone deserves the praise.
Regards,
Dreamer
05/15/2006 (3:13 pm)
Howdy, the download should be there, however there is a second quicky patch due in a couple of days that fully implements Gina's rules system which I believe will more fully show the power of this kit.And you shouldn't be congratulating me on this. All I did was string a bunch of stuff together and put together the best team I could have ever hoped for.
Ash, Dave, Dark profit, Gina, Tom and the other guy named Tom the list here is endless.
Everyone deserves the praise.
Regards,
Dreamer
#32
One further question: Which patch utility would you guys suggest to apply the .patch file? There are many different ones from command line to full gui. But I'd rather use the tools you use to ensure complete compatability.
Thanks again,
05/15/2006 (4:33 pm)
Downloaded fine now - thanks, and looking forward to the full rules implementation.One further question: Which patch utility would you guys suggest to apply the .patch file? There are many different ones from command line to full gui. But I'd rather use the tools you use to ensure complete compatability.
Thanks again,
#33
i have bought the kit i think as the 7th customer and beside some other questions i have i want to know how much traffic i.e. 100 24/7 players per month have with your kit?
How can i work with the 35 patch file, i am a 3d modeler and animator?
And where can i find the docfiles so that i can read how it work and how i can change something.
Mathias
05/16/2006 (3:12 am)
Hi,i have bought the kit i think as the 7th customer and beside some other questions i have i want to know how much traffic i.e. 100 24/7 players per month have with your kit?
How can i work with the 35 patch file, i am a 3d modeler and animator?
And where can i find the docfiles so that i can read how it work and how i can change something.
Mathias
#34
05/16/2006 (4:26 am)
Scott, hang tight, there is a nice easy to use .exe patch coming out within the next day that is applied to TGE HEAD. Grab a CVS Head and get ready!
#35
I think I'll just give you guys a week or so to get things sorted before I check back to the site again ;)
05/16/2006 (1:17 pm)
Got the HEAD revision, got the .exe patch and all installed ok. Problem compiling with the guicontrol and the test server appears down. Also, no docs of any kind :)I think I'll just give you guys a week or so to get things sorted before I check back to the site again ;)
#36
We are still in the process of getting a webdesign, and installing our new billing software, with easy downloads (no transaction ID or download ID needed - it should be all under your account. )
www.mydreamrpg.com/community
Thanks,
- Tom.
05/17/2006 (8:04 am)
For those who don't know, we have recently invested in vBulletin, and now have community forums which can be used for support, discussion and downloads.We are still in the process of getting a webdesign, and installing our new billing software, with easy downloads (no transaction ID or download ID needed - it should be all under your account. )
www.mydreamrpg.com/community
Thanks,
- Tom.
#37
I'm glad to see people take torque to the max...
05/26/2006 (11:00 am)
Can't wait to get some new ideas from the demo... The screens were great... I personally like the brite & shiny stuff... nice art workI'm glad to see people take torque to the max...

Torque Owner Thomas Oliver
Ageain sorry about the delays. This was defently unforseen but I wont rest untill the problem is resolved and working.