Porting Scripts from TGE to T3D
by Caleb Crawford · in Torque 3D Beginner · 02/10/2010 (3:11 pm) · 10 replies
Hello,
I have the task of porting a game from TGE to T3D, and after getting the easy part done (the C++ code), I am now starting on the Scripts. Since I'm coming into this project pretty fresh, with no real idea what was added and when, I was wondering if anyone could give me some protips on porting the scripts.
Basically, what I am trying to understand is the new hierarchy in T3D. If the port is as simple as moving files to the right places and updating paths in scripts, that would be ideal. However, I haven't been able to find a particularly helpful comparison between the two setups (TGE and T3D). Hopefully someone here can point me in the right direction? Thanks!
I have the task of porting a game from TGE to T3D, and after getting the easy part done (the C++ code), I am now starting on the Scripts. Since I'm coming into this project pretty fresh, with no real idea what was added and when, I was wondering if anyone could give me some protips on porting the scripts.
Basically, what I am trying to understand is the new hierarchy in T3D. If the port is as simple as moving files to the right places and updating paths in scripts, that would be ideal. However, I haven't been able to find a particularly helpful comparison between the two setups (TGE and T3D). Hopefully someone here can point me in the right direction? Thanks!
#2
02/10/2010 (3:25 pm)
I'm working as a contractor/consultant for a company in Huntsville. As far as I know, they have the licenses. I just got my own account to post for simple support questions.
#3
02/10/2010 (3:37 pm)
If they haven't, they need to purchase a Studio license to allow for transferable seats and then grant your account a license via the license management tools on their account.
#4
02/10/2010 (3:46 pm)
Made sure they are getting on that now. Thanks. When my account is verified, will you be able to help? Not sure when they'll get around to updating my stuff, but hopefully within 24 hours.
#5
02/10/2010 (4:33 pm)
Yes, once that's done you won't run into anymore problems like this getting help in the forums.
#6
02/22/2010 (1:43 pm)
Ok, so sorry about that. I got them to give me a Torque 3D bulk license. Hope that is enough. Took a little longer than 24 hours, but whatever. So, back to the original topic. Any tips or pointers?
#7
02/22/2010 (4:00 pm)
it really should be as simple as updating the directory structure, you may run into a few minor issues that shouldn't be too hard to sort out, just ask when you get a hang up and someone should be able to help, ive ported a few tge scripts now and most of the time it really is as simple as updating the directory structure to match, just be very diligent about updating EVERY path and it you should be fine.
#8
The best example of this would be the Player, Triggers, and Weapons. The datablocks each one uses now exist in their respective files in the art/datablocks directory, while their methods are implemented in their scripts/server counterparts. This way things are little cleaner and some of the .cs files aren't as long as they used to be.
02/22/2010 (4:21 pm)
Like Ken said, the majority of the port will involve updating file paths to the new directories. Something else to keep an eye out for, though I don't know if it will trip you up much, is that the old .cs files were broken up into multiple files and spread across the tree to help organize things a little better.The best example of this would be the Player, Triggers, and Weapons. The datablocks each one uses now exist in their respective files in the art/datablocks directory, while their methods are implemented in their scripts/server counterparts. This way things are little cleaner and some of the .cs files aren't as long as they used to be.
#9
02/22/2010 (4:32 pm)
ahh yes good point i forgot about that little tidbit, it can be a little bit tedious to separate scripts and figure out in which .cs what script should be executed in the new structure, but still it is very simple to port scripts across, plus its a good learning experience and the new structure makes soooo much more sense....good luck
#10
02/22/2010 (4:35 pm)
Ok, sounds manageable then. The fact that the .cs files were split up in different places like that was the main thing that confused me. It's really the first thing I noticed, so I was just wondering if there were other issues like that. If the rest of it is just a matter of reorganizing and fixing file paths, sounds like it'll be ok. Thanks so much for your help, guys! I'll be sure to come back if there are any other specific issues I run across.
Associate Scott Burns
GG Alumni