Torque Explorer Continued
by Lars Boldt · in Torque Game Engine · 09/11/2004 (11:51 pm) · 57 replies
Time for more updates!
Based on early beta feedback Torque Explorer just got even cooler!

Torque Explorer now supports filtering in the project files, don't care about anything but your .cs files? .cs in the filter box fixes exactly that! Also supports filtering on multiple files at the same time just by separting with a ;. Example: .cs;.gui;.mis;
Tired of going command prompt or making shortcuts for launching TGE with parameters? TE now supports parameters, simply select from a set of pre-defined parameters or type in your own then press the launch my game button. Don't get much easier than that.
GUI has gone through some minor changes to ease the workflow, now with a "quick jump" box to switch projects.
Define project! Well, you define it, your imagination is the limit really! If you want to map up your music folder to play music while working, go ahead. Media center now has a fully supported playlist with shuffle and repeat, easily create a playlist, start playing, and quick jump back to your project. No need to close any open files before switching either.
If you want to map up your graphics folder with 1000's of textures go ahead! Browse through the images and simply copy/paste files between projects using the file explorer and quick jump menu.
Over the next week or two special attention will be give the code editor to ensure it supports the standards you are used to.
I will be randomly selecting new beta testers from the last thread over the next few weeks to gradually expand the current beta team. I want to ensure I have the time to carefully read and evaluate all the feedback I get, therefore I must limit the number of testers to what I can handle. Many of the above features were suggested by beta testers, meaning your feedback DOES count, for alot!
Thanks to everyone for your support and feedback.
P.S, if you want to help write up some new newbie friendly TGE tutorials, send me an email!
Lars
Based on early beta feedback Torque Explorer just got even cooler!

Torque Explorer now supports filtering in the project files, don't care about anything but your .cs files? .cs in the filter box fixes exactly that! Also supports filtering on multiple files at the same time just by separting with a ;. Example: .cs;.gui;.mis;
Tired of going command prompt or making shortcuts for launching TGE with parameters? TE now supports parameters, simply select from a set of pre-defined parameters or type in your own then press the launch my game button. Don't get much easier than that.
GUI has gone through some minor changes to ease the workflow, now with a "quick jump" box to switch projects.
Define project! Well, you define it, your imagination is the limit really! If you want to map up your music folder to play music while working, go ahead. Media center now has a fully supported playlist with shuffle and repeat, easily create a playlist, start playing, and quick jump back to your project. No need to close any open files before switching either.
If you want to map up your graphics folder with 1000's of textures go ahead! Browse through the images and simply copy/paste files between projects using the file explorer and quick jump menu.
Over the next week or two special attention will be give the code editor to ensure it supports the standards you are used to.
I will be randomly selecting new beta testers from the last thread over the next few weeks to gradually expand the current beta team. I want to ensure I have the time to carefully read and evaluate all the feedback I get, therefore I must limit the number of testers to what I can handle. Many of the above features were suggested by beta testers, meaning your feedback DOES count, for alot!
Thanks to everyone for your support and feedback.
P.S, if you want to help write up some new newbie friendly TGE tutorials, send me an email!
Lars
About the author
#2
09/12/2004 (11:09 am)
I must say that it does look totally awesome, and it just keeps getting better. Of course, you had me sold at the first screenshot of the first thread ;)
#3
I gave up reading the last thread as even at 1024 by 768 horizontal scrolling is required, and as the number of posts increased, so did the amount of time it took for the screen to stop "jumping around" as each new image loaded.
Cropping each image so that only the new feature(s) are displayed would allow you to show the same level of detail.
09/12/2004 (11:28 am)
Whilst on the subject of screenshots, would it be possible to use smaller images in this thread?I gave up reading the last thread as even at 1024 by 768 horizontal scrolling is required, and as the number of posts increased, so did the amount of time it took for the screen to stop "jumping around" as each new image loaded.
Cropping each image so that only the new feature(s) are displayed would allow you to show the same level of detail.
#4
You are giving me new hope though. Looking for to the final product and Hope that I can give something back to the community in the future.
P.S. I would sure be nice if you built the Torque editor right into this.... :)
09/27/2004 (1:02 pm)
Well. All I can say is that this looks awesome. I've been fooling around with Torque for awhile now, off and on, artist trying to get a footing in coding. Currently I'm working with the Unreal Engine on Digital Extremes new Game. And I've often just thought to throw in the towel and make mods of Unreal versus making my own game with Torque.You are giving me new hope though. Looking for to the final product and Hope that I can give something back to the community in the future.
P.S. I would sure be nice if you built the Torque editor right into this.... :)
#5
I will post some new screenshots in a few days.
Lars
09/27/2004 (2:12 pm)
Thanks Todd, due to a sudden increased workload I have had to delay Torque Explorer a few weeks. It has progressed alot from the screenshot posted above, most recent the Code Editor got alot of attention and has improved by alot.I will post some new screenshots in a few days.
Lars
#6


First screenshot shows the improved code editor with bookmark, activeline highlight, active line indicator and much more. See configuratio screenshot below for an indication of which features you can control yourself.
As always, high focus on customizability. If you don't want the green active line arrow, turn it off, if you don't want numbers turn them off. All in all you should be able to configure the code editor to "mimic" any other code editor out there, so switching should prove to be less of a hassle for every update made.
Lars
09/28/2004 (4:07 pm)
As promised, new screenshots.

First screenshot shows the improved code editor with bookmark, activeline highlight, active line indicator and much more. See configuratio screenshot below for an indication of which features you can control yourself.
As always, high focus on customizability. If you don't want the green active line arrow, turn it off, if you don't want numbers turn them off. All in all you should be able to configure the code editor to "mimic" any other code editor out there, so switching should prove to be less of a hassle for every update made.
Lars
#7
The big thing that is missing for me is tab browsing. I could not find a way to go back to the last file I was editing. Other then that, it works great. Can't wait for the next release.
Ben
09/29/2004 (8:05 am)
Hello Lars, The big thing that is missing for me is tab browsing. I could not find a way to go back to the last file I was editing. Other then that, it works great. Can't wait for the next release.
Ben
#8
This is looking better and better. May I test your beta version? I am working on a project for the U.S. Army and I am currently using the Windows Wordpad, because I can't find a tool that I like to use. Your Torque Explorer looks awesome, and I would like to try it out. I really dislike using the wordpad, because I have to manually space everything out in the cs files, and of course it was not designed for this. I have been using torque for about 4 months, and there is not much I can't do at this point. My Email is: mcox@lsijax.com
Thanks for a great product and your contrabutions to the community.
Marrion Cox
09/29/2004 (8:22 am)
Hi Lars,This is looking better and better. May I test your beta version? I am working on a project for the U.S. Army and I am currently using the Windows Wordpad, because I can't find a tool that I like to use. Your Torque Explorer looks awesome, and I would like to try it out. I really dislike using the wordpad, because I have to manually space everything out in the cs files, and of course it was not designed for this. I have been using torque for about 4 months, and there is not much I can't do at this point. My Email is: mcox@lsijax.com
Thanks for a great product and your contrabutions to the community.
Marrion Cox
#9
09/29/2004 (9:41 am)
I second that on tab browsing. Many times a day's project involves only 3-4 files, and constant switching between them.
#10
However, with this major update to Torque Explorer, things changed!
During the last 3 days, I decided to implement some much needed features, and the result can be seen in the screenshot.

Torque Explorer now supports unlimited (limited by system resources) open code files at the same time, individual highlighting for each open file and much more.
New is also the Code List which you can see on the left side, it let's you easily add often used blocks of code, simply by dragging the block onto your open code file. You can easily manage the code blocks yourselfmyblock text here .
This will probably be the last update to go out to the current beta testers before release. And I hope to get it done by this weekend so I can get some feedback on it over the next week. Unfortunatly I won't expand the beta list so close to release but I thank you all for the interest.
Lars
09/30/2004 (10:03 am)
Torque Explorer didn't support multiple files open at the same time. That's why you couldn't tab between them.However, with this major update to Torque Explorer, things changed!
During the last 3 days, I decided to implement some much needed features, and the result can be seen in the screenshot.

Torque Explorer now supports unlimited (limited by system resources) open code files at the same time, individual highlighting for each open file and much more.
New is also the Code List which you can see on the left side, it let's you easily add often used blocks of code, simply by dragging the block onto your open code file. You can easily manage the code blocks yourself
This will probably be the last update to go out to the current beta testers before release. And I hope to get it done by this weekend so I can get some feedback on it over the next week. Unfortunatly I won't expand the beta list so close to release but I thank you all for the interest.
Lars
#11
09/30/2004 (10:11 am)
Where can you download the program?
#12
The program is not finished so you can't download it. Lars has a few testers now that are looking at the program but in his last comment he said that he will not be allowing any more testers at this point. So it seems that you will have to wait for now anyway.
Ben
09/30/2004 (11:18 am)
Hello Richard. The program is not finished so you can't download it. Lars has a few testers now that are looking at the program but in his last comment he said that he will not be allowing any more testers at this point. So it seems that you will have to wait for now anyway.
Ben
#13
In an effort to properly highlight the right words and get a working auto completion feature, help is needed.
First, which of these symbols are *NOT* used in Torque Script, AND, are there other symbols used that are not listed here?
,;:.()[]=-*/^%$&^<>|!~
The symbols are highlighted in the code editor.
Example:
Next, keywords (based on C#):
Again, remove those that are not used in Torque Script and add to the list if some are missing.
abstract
base
bool
break
case
catch
char
checked
class
const
continue
decimal
default
default
delegate
do
double
else
enum
event
explicit
extern
false
finally
fixed
float
for
foreach
function
get
goto
if
implementation
implicit
int
interface
internal
is
lock
long
namespace
not
null
object
operator
override
params
private
program
property
protected
public
published
readonly
ref
return
sbyte
sealed
set
short
static
string
struct
switch
this
throw
to
true
try
type
typeof
ubyte
uint
ulong
unchecked
unsafe
ushort
using
value
virtual
void
while
Example of how it will look in code editor:
This will get us started, the comes the larger task of getting the auto completion list 100%!
Thanks for any input!
Lars
09/30/2004 (6:04 pm)
A call for help!In an effort to properly highlight the right words and get a working auto completion feature, help is needed.
First, which of these symbols are *NOT* used in Torque Script, AND, are there other symbols used that are not listed here?
,;:.()[]=-*/^%$&^<>|!~
The symbols are highlighted in the code editor.
Example:
myArray[b][[/b][b]][/b]
Next, keywords (based on C#):
Again, remove those that are not used in Torque Script and add to the list if some are missing.
abstract
base
bool
break
case
catch
char
checked
class
const
continue
decimal
default
default
delegate
do
double
else
enum
event
explicit
extern
false
finally
fixed
float
for
foreach
function
get
goto
if
implementation
implicit
int
interface
internal
is
lock
long
namespace
not
null
object
operator
override
params
private
program
property
protected
public
published
readonly
ref
return
sbyte
sealed
set
short
static
string
struct
switch
this
throw
to
true
try
type
typeof
ubyte
uint
ulong
unchecked
unsafe
ushort
using
value
virtual
void
while
Example of how it will look in code editor:
[b]function[/b] myFunction()
{
//myCode here
}This will get us started, the comes the larger task of getting the auto completion list 100%!
Thanks for any input!
Lars
#14
TGE scripting language reference
It has stuff on symbols and reserved key words. It's a bit old, but that might not matter...
09/30/2004 (6:59 pm)
You might want to check this script reference:TGE scripting language reference
It has stuff on symbols and reserved key words. It's a bit old, but that might not matter...
#15
That reserved key word list is very short, is that all there is? :)
Lars
09/30/2004 (7:39 pm)
Thank you Drew, very handy!That reserved key word list is very short, is that all there is? :)
Lars
#16
10/04/2004 (7:25 am)
Waiting with anticipation. Is anyone else making important tools like this? But to streamline other areas?
#17
Also, check out this resource for a large list of "stuff" to be syntax highlighted. You can find it, and more, by search under "Resources" for Ultraedit. The link shows a file used by Ultraedit to handle syntax highlighting, not sure how easy it will be to suck out the keywords, but it's a start.
-ner
10/04/2004 (7:48 am)
@Lars: Looks fantastic! Can't wait to see it in action. Looks to be much more useful than my Word doc listing out locations of all the important bits and pieces :)Also, check out this resource for a large list of "stuff" to be syntax highlighted. You can find it, and more, by search under "Resources" for Ultraedit. The link shows a file used by Ultraedit to handle syntax highlighting, not sure how easy it will be to suck out the keywords, but it's a start.
-ner
#18
I'm swamped in work as of right now.
I have done *alot* though on Torque Explorer, but I have not been able to get the new beta out yet.
I hope to have more to show soon.
Lars
10/20/2004 (3:06 am)
Sorry about the lack of updates lately.I'm swamped in work as of right now.
I have done *alot* though on Torque Explorer, but I have not been able to get the new beta out yet.
I hope to have more to show soon.
Lars
#19
10/20/2004 (4:44 am)
Rrrrrrrr..... Quit your day job! :)
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