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TGEA Alpha starter.kits

by Alienforce · 02/05/2007 (4:20 pm) · 98 comments

www.gizmoteket.se/gizmoteket/post/m4ska.jpg
Hi All,

I have done a "alpha" port of Starter.Fps and Starter.Racing from TGE 1.4.2 to TGEA ms4.2
This is plain port without any TGEA eyecandy features but i think it can be a good starting template
anyways i thought i should share it and please post any issues you might find in the download thread and
i will look into it.

www.gizmoteket.se/gizmoteket/post/kitsnaps.jpg
Download
#21
02/19/2007 (1:41 pm)
these gonna happen today?
#22
02/20/2007 (7:00 am)
likely later on today, my schedule are very tight right now.
#23
02/20/2007 (7:16 am)
cool looking forward to it
#24
02/20/2007 (6:32 pm)
Nice I was trying to get this to work and walla here's an excellent resource thanks.

Also I think I noticed somewhere that TGEA had 1.5 integrated with it, I'm just not sure where I read that. Ah right it wasn't 1.5 but it was the lighting kit on the front page of TSE ehm, TGEA here's the link http://tdn.garagegames.com/wiki/Torque/LightingSystem The lighting kit is what the major diffrence is between 1.4 to 1.5. So it kind of looks like you can because TGEA and TGE 1.5 have the same thing, but until I hear different sharing 1.5 contents to TGEA would be against the license agreements. But I have both so thats not too much of a problem for me. :)
#25
02/21/2007 (7:34 am)
Well those are given for you to use in your projects royalty free so.. I don't see how it does.
#26
02/21/2007 (8:09 am)
Just to talk while waiting for starter kit

James, I agree with you: as the content is licensed royalty free I don't see the problem.

There is just a rescrition: TGE 1.4 owners can't use the content pack shipped with alienforce tgea starter to develop your game. The restriction belongs to 1.4 owners and no to alienforce (by my point of view).
alienforce is entitled (i think) to make the starter kit with all the content for 1.4 e 1.5 owners. But only 1.5 owners are entitled to devolop on this starter (unless 1.4's strip down all not licensed content).
This is like to use content of quake o half-life the same issue.

This homever point me to a second licensing issue related to first:

In Eula there is clearly explained you can't use torque to make game makers, so I think this mean you can't make your game moddable (allow customers of your game to make their own mission). Am I right ?

Follow me:
I make a game with modding features (but without source code and *.cs as license told me)
customer of my game can make his own mission, with his buildings and characters
Customer can sell his mod
If I release the game for free (license allow me to do that), the customers can use my game to make their game (that's as a game maker tool).

OK without sourcecode and *.cs is no easy to do that, if the game is and fps shooter you can't mod to rts, but homever is no a big effort to make another fps shooter.

What do you think about ?
#27
02/21/2007 (8:37 am)
you have to put it is youe eula when you release your game that noone can charge for things they create with it.
#28
02/21/2007 (8:49 am)
@James

Ah yes, thank for explanation.
#29
02/23/2007 (12:28 pm)
Small update:
Since the port of RTS kit seems to take little more time then i have counted for :/
I will release the updated Starter.Fps and Starter.Racing this weekend and hopefully the
RTS starter kit will be out sometime next week.

Stay tuned.
#30
02/24/2007 (12:10 pm)
Hello all,

I am new to TGE(A) and am doing a bunch of research on possible RTS engines. So far judging from the screenshots and videos, I am highly impressed with what TGEA has to offer for the cost. I was looking at purchasing TGE 1.4.2 with the RTS starter kit; however, obviously TGEA is the superior engine, but it is lacking the RTS starter kit at this time.

So being a noob to the TGEA scene, is the starter kit that Alienforce plans on releasing going to be free so long as I purchase TGEA?

Also, seeing as how graphics aren't all important in RTS games (my opinion), do you think I would be better off going with 1.4.2 in terms of system resources (think RTS people :) )? It has been my experience that newer engines just eat up system resources. I would value smooth game play over pretty shaders.

Alienforce, will the port you release include all the features of the 1.4.2SK?

Thanks,

Mark
#31
02/26/2007 (12:43 pm)
UPDATE:
New versions of Starter.Fps and Starter.Racing available.
Download
Starter.RTS - Will take some more time. 60% done.
Starter.FPS 1.5 - Done, Just dont know how to give users of 1.5 and TGEA access to the files.
Demo 1.5 - 80% done.

No TGEA "eyecandy" included, these are straight ports from TGE 1.4.2 to TGEA
I have decided to port the "Kits" just as they are in their current version on TGE
but i will do "expansion" packs to add if wanted.

More updates in the next couple of days.
#32
02/27/2007 (2:21 pm)
can you email me calmasacow@yahoo.com I would like to work out a way to get that 1.5 kit from you. and I can host a download for ya or something if you need.
#33
02/28/2007 (10:03 am)
sorry for being a novice, but how do you get this kit to work, I copied it to the same directory that the demo is in (that is the example dir), then edited the main.cs file with $defaultGame = "starter.racing"
in place of the existing water demo and this should work, but instead it does not even load up. The water demo works fine.

I am using TGEA 1.0
#34
02/28/2007 (10:44 am)
Copy the format of the line you replaced carefully:
$defaultGame = "starter.racing";

You may have forgotten the semi-colon at the end of the line.
#35
02/28/2007 (11:30 am)
many thanks
#36
03/03/2007 (1:40 pm)
I own 1.5 and I would like your 1.5 kit.

Please email it. vamman@gmail.com
#37
03/15/2007 (4:40 am)
Thankyou, I just got TGEA and I found loading that demo to access the world builder etc annoying as hell! This has everything I wanted, fantastic :)
#38
03/31/2007 (2:47 pm)
Just wonderning do you think that you could do the Flying Starter Kit too?


http://www.garagegames.com/index.php?sec=mg&mod=resource&page=view&qid=12287
#39
04/01/2007 (10:42 am)
James, The Space starterkit shouldn't take u more than 30min to do even with the old code. It's mostly the same.
#40
04/01/2007 (12:44 pm)
ehh I know squat about programming I'm an artist. I took C++ in school but that was a loooong time ago.
Unless one of you chaps wanna help me I have a pretty good game Idea worked out. I think it could be completed farley quickly as it dances around all of the weak points in the art pipeline.

anyone interested email me.

calmasacow@yahoo.com