Game Development Community

Welcome to the Torque demo game app.

by Ken Davis · in Torque Game Engine · 11/20/2004 (7:01 pm) · 11 replies

I am modding the FPS game and would like the change the "Welcom to the Torque demo game app" message that appears when one enters the game. I cannot find it in the code. Does anyone know where it is?
Thanks,
-Ken

#1
11/20/2004 (7:41 pm)
Get textpad at www.textpad.com and do a search of the example folder for demo (textpad will save you alot of trouble)

you will have to add cs, gui, and mis to the search paramiters

Also since you dont have the ownership of torque yet download the sp_starter kit at home.comcast.net/~cleverace and mod that it has way mor then the default torque demo, including ai, melee, teleports, sp exits and clue popups. And abunch of placeholders
#2
11/20/2004 (7:48 pm)
Thats a good idea for the future. In the meantime:

// Inform the client we've joined up
   messageClient(%client,
      'MsgClientJoin', '\c2Welcome to the Torque demo app %1.',

in common/server/clientConnection.cs
#3
11/20/2004 (8:13 pm)
Heh ya i just got a new 160g hd so not evry thing is installed yet
#4
11/29/2004 (9:02 am)
Vernon Finch thanks for answering the question. I was also wondering about this and appreciate it. I am learning by trial and error so little posts like yours are GREAT.
#5
11/29/2004 (7:06 pm)
No problems, I'm still learning myself, so I know it takes a while to get familiar with how the scripts work.

Edit: I really like to plug Melv Mays Script Calling Resource as it was incredibly useful to me. Anyone whos at this stage should have a look at it as it shows in what order everything is called, and has notes on the functions.
#6
11/30/2004 (4:25 am)
Vernon i am going to have a look at that now. I think the best way im going to learn is through people like you who have been where i am.

Can you reccomend any good tutorials that show starting from the BASE tutorial to getting a semi-complete game? CodeSampler is a great source and i learned how to change the starting weapon.

I would love to see an accurate tutorial on adding a vehicle you can mount, and or how to have multiple weapons, ie switch through them. Problem is the tutorials I see on this site typically have tons of comments on how its "not right" "doesnt work" etc.

Thanks Vernon for replying :)
#7
12/01/2004 (12:24 am)
Well, I'm not sure about a step by step to a complete game. Maybe Ken Finneys book is the closest to that? (I have never seen it so don't know). Hall of Worlds is producing a step by step I think and has some useful stuff..

These Torque Tutorials I found handy. This site also has a decent summary of tutorials around.

Some other good scripting resources are here and here

I don't have the URL, but someone made two completely stripped down missions. One that only had a GUI, and one that only had a really simple mission without any frills (they are in the resources somewhere). I started with those and then added whatever I wanted by just simply searching the resources for whatever I was trying to add next.
#8
12/01/2004 (4:31 am)
Thanks Vernon. What I initially did was copy the base and make alterations to it, but then when i tried putting in environment effects, etc it never worked, it was like it was "missing files". IE rain wouldnt work. But as soon as i made the changes right in the FPS folder it did work.

A nice base that supports all the functions of 1.3.0 would be great. Me copying files from this demo to that demo, etc is just causing me havoc :) If somebody has a nice clean demo folder with all of the new environment fx, etc in it I would be forever in their debt.

I have managed to add new weapons, add in rain, etc, but I could do it alot better if i had a good base to look at. Vernon thanks for your posts, the help to a new person like me is greatly appreciated.
#9
12/01/2004 (4:33 am)
I should add I tried downloading ACES starter kit but it says the file can not be found.
#10
12/01/2004 (6:51 am)
Well rather than having all the things put in for me, I wanted to start from a minimal base so I could learn exactly how it all worked. I ended up breaking it a few times (especially when playing with sound) but it gave me a good understanding of the scripting side.

I downloaded ACE's kit a while back, but in terms of learning I found I'd rather do it myself.
#11
12/01/2004 (7:34 am)
Yeah that is what im doing right now to vernon. I find i am having a hell of a time with it so far. I think the exe I had was compiled from an older version of HEAD which is i think why i was having troubles. Just messing around now to see if i can make things work right.

I like seeing what people have done and ripping the code apart as part of my learning process.