RTS Pack Pruchased.
by Ian Roach · in RTS Starter Kit · 11/15/2004 (8:04 pm) · 7 replies
Ok guys i didnt wanna spam or anything i just wanted to popin and say hello :)
I havnt even been able to download it yet (stupid work) so ill have to wait a few more hours yet to see all the goodies.
Before i do that though. Is anyone here integrating the rts pack with an fps ? If so i would love to hear from you about how to do it.
Thanks to josh for answering some questions i had about the rts pack. i look forward to trying to implement your ideas.
I havnt even been able to download it yet (stupid work) so ill have to wait a few more hours yet to see all the goodies.
Before i do that though. Is anyone here integrating the rts pack with an fps ? If so i would love to hear from you about how to do it.
Thanks to josh for answering some questions i had about the rts pack. i look forward to trying to implement your ideas.
About the author
#2
The biggest issue for us was figuring out where the functionality lies in the pack's scripts, and how to merge that with our functionality. For example, we've setup a backchannel TCP/IP socket to our Account Manager within our dedicated server, which handles authentication and such, and passes information back via the GameConnection to tie up authentication on the server side when the user has been validated and authenticated. It took me a bit to screen out the lobby that came as part of the pack, and recognize the minimum functionality required from the pack. (Obviously I'm not quite done with this part yet, see the bug mentioned above!
Overall, I think the biggest design "conflict" (and it's not that big of an issue, just needs some sorting out) is managing the ControlObject based on the mode of play for a particular user. Since RTSConnection is "lean and mean", and GameConnection/regular players have more "fat", it will take a mechanism to handle swapping back and forth between the two.
As Josh mentioned, Ben briefly mentioned a few ideas in another thread on that topic.
11/16/2004 (4:08 am)
@Ian: Yes, we're working on integration into our existing persistent world. I didn't respond last night mostly because I'm working through a bug right now (self-generated) regarding datablocks not making it to client side.The biggest issue for us was figuring out where the functionality lies in the pack's scripts, and how to merge that with our functionality. For example, we've setup a backchannel TCP/IP socket to our Account Manager within our dedicated server, which handles authentication and such, and passes information back via the GameConnection to tie up authentication on the server side when the user has been validated and authenticated. It took me a bit to screen out the lobby that came as part of the pack, and recognize the minimum functionality required from the pack. (Obviously I'm not quite done with this part yet, see the bug mentioned above!
Overall, I think the biggest design "conflict" (and it's not that big of an issue, just needs some sorting out) is managing the ControlObject based on the mode of play for a particular user. Since RTSConnection is "lean and mean", and GameConnection/regular players have more "fat", it will take a mechanism to handle swapping back and forth between the two.
As Josh mentioned, Ben briefly mentioned a few ideas in another thread on that topic.
#3
Just decided to see how it would run with our current player model (bear in mind there a few thousand polies each :)
www.illumina-game.com/forum/download.php?id=371
www.illumina-game.com/forum/download.php?id=372
11/16/2004 (5:04 am)
I did a little modifying with some scripts last night.Just decided to see how it would run with our current player model (bear in mind there a few thousand polies each :)
www.illumina-game.com/forum/download.php?id=371
www.illumina-game.com/forum/download.php?id=372
#4
11/16/2004 (5:32 am)
@Ian: How was performance?
#5
It was just a test so im not worreid about bad performance with 100 2500 poly models going on at once :)
11/16/2004 (3:15 pm)
The first one was killer. 1 gig of ram p4 2.8 and it still got brought to its knees . The second pic though was fine.It was just a test so im not worreid about bad performance with 100 2500 poly models going on at once :)
#6
Looking fwd to developing a nice with RTS for the Mac and PC this year ...
02/14/2005 (12:59 am)
Greetings all I've just done the "pruchase" as well ;)Looking fwd to developing a nice with RTS for the Mac and PC this year ...
#7
02/14/2005 (11:40 pm)
Welcome aboard Sikosis. :)
Torque Owner Josh Williams
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