Welcome to the RTS Starter Kit forums!
by Kyle Carter · in RTS Starter Kit · 11/11/2004 (10:02 am) · 18 replies
Hi guys!
Congrats on buying the RTS Starter Kit. I hope it's useful to you. :)
Here's a summary of our immediate post-release plans. First, we are going to get the mac and linux installers finished and online. Then we're going to work part time over the next month or two to address any bugs that creep up and maybe add some new features, depending on how you all are using the pack and what kind of stuff you need.
If you have any questions, or run into any problems, please feel free to post a new thread in this forum. We'll do our best to get you sorted out (although we encourage you to answer one another's questions, in the spirit of the GG community :).
Thanks for buying the kit!
Ben Garney
Congrats on buying the RTS Starter Kit. I hope it's useful to you. :)
Here's a summary of our immediate post-release plans. First, we are going to get the mac and linux installers finished and online. Then we're going to work part time over the next month or two to address any bugs that creep up and maybe add some new features, depending on how you all are using the pack and what kind of stuff you need.
If you have any questions, or run into any problems, please feel free to post a new thread in this forum. We'll do our best to get you sorted out (although we encourage you to answer one another's questions, in the spirit of the GG community :).
Thanks for buying the kit!
Ben Garney
#2
11/11/2004 (11:52 am)
I just can't get over how amazingly well you guys put this package together. I hate to sound like a fanboi, but damn, it's just incredible :)
#4
11/11/2004 (12:50 pm)
Done! Damn, I've never been a fanboi before...I need to tone it done some!
#5
I just implemented formations in about 3 hours--and 2 hours of it was calculating the algorithm for offsets, and 45 minutes was trying to figure out what type of integer math TScript has.
I want to clean it up a bit, add another formation, and a console method of some sort to set the desired formation type, then I'll post it to the forum.
11/11/2004 (5:22 pm)
I simply cannot believe how intuitive this pack is.I just implemented formations in about 3 hours--and 2 hours of it was calculating the algorithm for offsets, and 45 minutes was trying to figure out what type of integer math TScript has.
I want to clean it up a bit, add another formation, and a console method of some sort to set the desired formation type, then I'll post it to the forum.
#6
11/11/2004 (5:44 pm)
Cool, our first resource. ;)
#7
11/12/2004 (5:48 am)
Awesome, thanks Stephen. Its good to see excitement, makes it feel like the time spent was really worthwhile.
#8
Based on that alone (the resource savings for my project), I plan on exposing a lot more of the functionality we have planned for our game to the RTS Pack community, simply as a way to pay back all the time (and money) saved by the pack.
I do hope that you are able to get enough volume so that the pack at least breaks even, because it is invaluable for those that are working on this type of genre. I know that in the Indy development community you don't find a lot of projects that actually recognize the costs associated with this kind of development, but you may want to point out to your marketing folks that there is a possible price point a lot higher than the current target for exceptional packs like this. The market target would obviously be -very- small, but it might be something to explore.
11/12/2004 (6:18 am)
@monki: You have no idea. It is honestly a shame the way the TGE pricing community has evolved for this particular pack: while you cannot obviously price the pack above the price of the engine itself, the pack will save my project at least an estimated 6-8 months of "Indy" development time (given our level of expertise with TGE). For example, it took me 3 days of 8+ hours a day simply to put in a very broken "right click to move" capability that didn't even work much of the time, and that was from a resource that was already provided. The functionality will allow (is allowing) us to move our schedule up by several months now that we have stable and reliable systems for our project instead of having to build them ourselves.Based on that alone (the resource savings for my project), I plan on exposing a lot more of the functionality we have planned for our game to the RTS Pack community, simply as a way to pay back all the time (and money) saved by the pack.
I do hope that you are able to get enough volume so that the pack at least breaks even, because it is invaluable for those that are working on this type of genre. I know that in the Indy development community you don't find a lot of projects that actually recognize the costs associated with this kind of development, but you may want to point out to your marketing folks that there is a possible price point a lot higher than the current target for exceptional packs like this. The market target would obviously be -very- small, but it might be something to explore.
#9
11/12/2004 (7:52 am)
Thanks for the feedback. You pretty much hit the nail on the head. I don't think that it would be impossible by any means for someone else to reproduce a lot of the pack on their own. They very well could, though implementation would certainly vary. Much of the value really is in time saving. You could do it, or you could throw us a couple bucks and save yourself some months by using the months we already spent. Mmm... man-months. Anyway, best of luck. Keep us informed on updates, we'd love to see this continue to expand and grow.
#10
11/14/2004 (11:44 pm)
Hi, just kind of realising that the particle system(F5) is gone... or is it" transfer" else where?
#11
11/15/2004 (10:43 am)
The bind might be missing, should be possible to bring it up with the right console command.
#12
11/15/2004 (4:21 pm)
Tried that. but the console return unknown command
#13
11/16/2004 (4:22 pm)
Hmm... No idea, then. Perhaps Chris or Wes have an idea?
#14
torque.exe -mod particleEd
or something like that, in the future. Throw it on the list :P
11/16/2004 (5:04 pm)
We did do a head merge of the engine code, but perhaps the particle editor is in the starter.FPS directory (which would not astound me). We'll investigate this, but I have a feeling that is the case. It should probably be moved to a different directory and used via a command line option, IE:torque.exe -mod particleEd
or something like that, in the future. Throw it on the list :P
#15
11/17/2004 (1:19 am)
Good thought, Pat. That could very well be the case.
#16
the other thing : what's
"Throw it on the list"
sorry still new with torque and garagegames
11/17/2004 (3:20 am)
Try the follow command too but fail again the other thing : what's
"Throw it on the list"
sorry still new with torque and garagegames
#17
11/18/2004 (2:00 am)
Mak, Pat just meant that we'll throw this on our "to do" list. :)
#18
11/18/2004 (4:06 am)
Ok... thought that i should place the question else where... sorry still pretty new in the forum
Torque 3D Owner Stephen Zepp
Edited question to be a bit more clear: Are there any internal RTSP issues with cross platform compatibility known and/or being worked on?