Help
by Joseph Cohen · in Torque Game Engine · 06/13/2003 (3:55 pm) · 13 replies
Has anyone seen a document or even pdf book that teaches you how to use the torque engine to make a game? I realize most users of the sdk are tribes 2 scripters, and this is the way to use that skill to make a game w/o the name tribes on it, and some of you are tryin to bring ur game ideas to life, but I have no modding experience at all. And I don't want to make a standalone mod!
Does anyone know of a resource that will take me step by step, like a programming book, into how to make a game.
IE: make gui canvas, have init load it...heres how to put buttons, etc. here's how to make the game....how to load it, how to add a player, how to actually give the player a weapon...how to seperate between the game and mods...where a game starts and where it ends and a mod starts.
i have no clue whats goin on.
i have no clue whats different in the common directory of the torque demo and fps. is fps a mod? looks like it in code
so what does common have in it if fps have everything about the gui and the game?
im overwhelmed to say the least.
here's what im tryin to go, maybe someone can help me get started:
im making an army game w/ 2 teams, army and terrorist.
there will be single player but ill worry about that later.
now, id love to start w/ the torque demo since it has so much code already....but i want it to be moddable from within the game (so someone can turn it into wwii or whatever).
so far all i can figure out is how to play with the gui.
i know NOTHING about making mission rules (dont hurt civilians for army, making a capture and hold type scenario vs. a melee scenario)
i can't even get a gun on the standard bot. nor do i know how to change the bot to a 3d model i have of a soldier.
HELP!
Does anyone know of a resource that will take me step by step, like a programming book, into how to make a game.
IE: make gui canvas, have init load it...heres how to put buttons, etc. here's how to make the game....how to load it, how to add a player, how to actually give the player a weapon...how to seperate between the game and mods...where a game starts and where it ends and a mod starts.
i have no clue whats goin on.
i have no clue whats different in the common directory of the torque demo and fps. is fps a mod? looks like it in code
so what does common have in it if fps have everything about the gui and the game?
im overwhelmed to say the least.
here's what im tryin to go, maybe someone can help me get started:
im making an army game w/ 2 teams, army and terrorist.
there will be single player but ill worry about that later.
now, id love to start w/ the torque demo since it has so much code already....but i want it to be moddable from within the game (so someone can turn it into wwii or whatever).
so far all i can figure out is how to play with the gui.
i know NOTHING about making mission rules (dont hurt civilians for army, making a capture and hold type scenario vs. a melee scenario)
i can't even get a gun on the standard bot. nor do i know how to change the bot to a 3d model i have of a soldier.
HELP!
About the author
#2
Joseph: as far as I know there is no book, documentation is being worked on however. The gui canvas and all that fun stuff isn't really programming, they are torque defined things that are made and used through the scripting language. To understand torque don't bother with the source code at first I think. The best thing to do is to look at the scripts and play around a bit so you know what does what. Then if you know c++, go into the source and look at what each thing does. However to make a multiplayer game is easy without touching any source code.
--KallDrexx
06/13/2003 (6:31 pm)
Joseph, in real basic terms when you press the jump button the client sends a message to the server, then physics are applied both on the server and the client and then wehn the server is done calculating where the player should be, then the client syncs it up with what the server tells it. that's how the movement is still smooth. It's a lot more complicated then that tho.....Joseph: as far as I know there is no book, documentation is being worked on however. The gui canvas and all that fun stuff isn't really programming, they are torque defined things that are made and used through the scripting language. To understand torque don't bother with the source code at first I think. The best thing to do is to look at the scripts and play around a bit so you know what does what. Then if you know c++, go into the source and look at what each thing does. However to make a multiplayer game is easy without touching any source code.
--KallDrexx
#3
so im gonna look @ the code to give a guy a gun
by why does it take two days to figure out how to do something so basic?
there isnt a single post on "giving a weapon"
i know like 5 different ways to make an fps monitor though.
also, can anyone convince the guys who make this site to do body searches of forums.
most people aren't too descriptive in their titles, so even if the info is here it's a pain to find.
06/13/2003 (6:34 pm)
i finally found that one spot on water world w/ a gunso im gonna look @ the code to give a guy a gun
by why does it take two days to figure out how to do something so basic?
there isnt a single post on "giving a weapon"
i know like 5 different ways to make an fps monitor though.
also, can anyone convince the guys who make this site to do body searches of forums.
most people aren't too descriptive in their titles, so even if the info is here it's a pain to find.
#4
--KallDRexx
06/13/2003 (6:40 pm)
Actually there are quite a bit of tutorials on making guns and doing a lot of things in torque.. look around the resources, that's what they are there for. You'll find loads of stuff and helpful information, for both of you. It's just one huge How-to guide which you guys are looking for that doesn't exist, but a lot of info exists jsut in fragments.--KallDRexx
#6
Matthew: Actually.... there is a tutorial showing one to make a very simple FPS. How I know this is that I was the one who wrote it ;) I however I never finished it and am now re-vamping some old work. I do however plan to rewrite a brand new one some time in the future. However I would rather not release unfinished and unpolished work I have written. It just comes back to haunt me later on, however if you do want it email me and on a case by case basis, i will see if the tutorial will help you.
06/14/2003 (6:47 am)
Joseph: I know for fact there is some documentation being wirtten as of now to directly address issues such as the one you are having of being overwhelmed. As Jeff has already mentioned they are focusing heavily on documentation. It shouldn't be too long before you see something released.Matthew: Actually.... there is a tutorial showing one to make a very simple FPS. How I know this is that I was the one who wrote it ;) I however I never finished it and am now re-vamping some old work. I do however plan to rewrite a brand new one some time in the future. However I would rather not release unfinished and unpolished work I have written. It just comes back to haunt me later on, however if you do want it email me and on a case by case basis, i will see if the tutorial will help you.
#7
i mean, can't anyone make a script that sets their sites on the closest player so all they have to do is fire?
06/15/2003 (6:54 am)
how do you keep people from cheating?i mean, can't anyone make a script that sets their sites on the closest player so all they have to do is fire?
#8
When you release your game you're not going to be releasing the .cs file with the game, you're going to release the compiled version of the scripts, which are the .dso files.
So, cheating is much harder, as you cannot edit that .dso file to make changes. I plan on making my "onFire" functions and stuff different names so that the public should have NO clue what my functions are called unless I tell them.
06/15/2003 (8:09 am)
Joseph,When you release your game you're not going to be releasing the .cs file with the game, you're going to release the compiled version of the scripts, which are the .dso files.
So, cheating is much harder, as you cannot edit that .dso file to make changes. I plan on making my "onFire" functions and stuff different names so that the public should have NO clue what my functions are called unless I tell them.
#9
06/15/2003 (8:45 am)
Jared and Joseph: You can't do any kind of script-hacking which lets you get the closest player on the client side. There are server-only commands. As far as .cs vs .dso goes, anyone could decompile the .dso into a .cs, especially now that the engine source is out there. The bottom line is, though, as it stands now, this aim-bot stuff can't be done in existing script functions. You could add it if you wanted, I suppose.
#10
ur 2 confident
think for a moment
the server sends the client where people are right?
and their direction right?
the client can EASILY run a script to calculate, w/ accuracy depending on distance and lag, where that player will be, and therefore where to aim the gun for firing.
the client can't move the bullet once it's shot, but it can give near perfect accuracy.
so you can hack it, right pat?
06/15/2003 (10:13 am)
patur 2 confident
think for a moment
the server sends the client where people are right?
and their direction right?
the client can EASILY run a script to calculate, w/ accuracy depending on distance and lag, where that player will be, and therefore where to aim the gun for firing.
the client can't move the bullet once it's shot, but it can give near perfect accuracy.
so you can hack it, right pat?
#11
it's not just on fire
the thing can aim for him the whole time if he wants
or only when he presses a key he's bound
you need to change everything
btw, jared, are you any good @ this engine?
i need someone to teach me. i have a general idea of how it works, but im still having trouble doin anything useful. (i just yesterday figured out how guns work and ive had the thing 3 days)
im a fast learner but documentation is a **** and the forum search engine searches subjects only.
06/15/2003 (10:16 am)
jared,it's not just on fire
the thing can aim for him the whole time if he wants
or only when he presses a key he's bound
you need to change everything
btw, jared, are you any good @ this engine?
i need someone to teach me. i have a general idea of how it works, but im still having trouble doin anything useful. (i just yesterday figured out how guns work and ive had the thing 3 days)
im a fast learner but documentation is a **** and the forum search engine searches subjects only.
#12
06/15/2003 (11:30 am)
Joseph, this same engine was used for Tribes 2, and the scripts were available to all of the people who purchased the game. In the entire time the game has been out, there has never been an Auto-Aim script made, except for one that was a joke as it made you aim and fire in random directions.
#13
06/15/2003 (11:32 am)
One thing about cheating, i'm making a game, and i personally know the person who run COunter Hack "www.Counter-Hack.net" and they are talkign about moving anti-cheating to the torque engine, my game will be free, and i will release an sdk with the .cs files, and stuff needed to make a mod, i advise you find an anti cheat corp an doing as i am doing, i used to be a cheater, and there are ways around the dso files....
Torque Owner Joseph Cohen
like, does the client move the player or does the server decide?