"World Domination through Collaboration" RTS mod is available
by Stephen Zepp · in RTS Starter Kit · 11/29/2004 (10:31 am) · 209 replies
The RTS-SK resource/building/villager Community Mod is now available!
To login to the page, use the following:
Login: GGRTS
P/W: ggrocks
PLEASE DO NOT RELEASE THIS LOGIN OUTSIDE THE FORUMS. Until GG is able to provide a more secure site to host large resources, it is our responsibility to maintain security of the kit, and it only hurts us all if non-RTS SK license holders get access to this resource.
Some excerpts from the readme:
This resource is designed to encapsulate and abstract resource management and
Building Actions, including:
--Client non-authoritative display and inventory tracking
(resources-client.cs)
--Server authoritative inventory tracking and modification
--functionality to:
---assign a resource "cost" to an action the player can perform
(see building.cs modifications for the example)
----validate the cost, and return either an ALLOW or DENY message to the action, including
information about why it was designed
(resources-server.cs)
----update the server's inventory, and inform the client of the updates
---allow server objects to add supplies to a player's resource store
---Easily define custom properties for new buildings, including:
----action type: Harvest, Hire (Shop, Research possibly on the horizon)
----Building Menu customization (modular, based on custom properties)
---place harvestable resources in your mission
---allow villagers to both harvest resources, and build buildings
NOTES:
--This resource would not have been possible without the work of many community members. All known contributers are listed in the readme at the web page above--if I missed anyone, PLEASE let me know!
--The resource as a whole does tend to point your game in a certain direction, specifically the genre "standard" resource, actions, and buildings style present in many "standard" RTS games. Please feel free to modify, enhance, or simply select techniques from the resource as is required for your project.
--Liability: All known scripts, artwork, icons, and ideas are in the public domain, and license free. If you are aware of any violations of Intellectual Property within this resource, please notify me immediately and I will remove any violations from the resource.
ADDITIONAL NOTE: Recently, someone asked about how to make peons march to the building location before the building is placed. That implementation is discussed here.
To login to the page, use the following:
Login: GGRTS
P/W: ggrocks
PLEASE DO NOT RELEASE THIS LOGIN OUTSIDE THE FORUMS. Until GG is able to provide a more secure site to host large resources, it is our responsibility to maintain security of the kit, and it only hurts us all if non-RTS SK license holders get access to this resource.
Some excerpts from the readme:
This resource is designed to encapsulate and abstract resource management and
Building Actions, including:
--Client non-authoritative display and inventory tracking
(resources-client.cs)
--Server authoritative inventory tracking and modification
--functionality to:
---assign a resource "cost" to an action the player can perform
(see building.cs modifications for the example)
----validate the cost, and return either an ALLOW or DENY message to the action, including
information about why it was designed
(resources-server.cs)
----update the server's inventory, and inform the client of the updates
---allow server objects to add supplies to a player's resource store
---Easily define custom properties for new buildings, including:
----action type: Harvest, Hire (Shop, Research possibly on the horizon)
----Building Menu customization (modular, based on custom properties)
---place harvestable resources in your mission
---allow villagers to both harvest resources, and build buildings
NOTES:
--This resource would not have been possible without the work of many community members. All known contributers are listed in the readme at the web page above--if I missed anyone, PLEASE let me know!
--The resource as a whole does tend to point your game in a certain direction, specifically the genre "standard" resource, actions, and buildings style present in many "standard" RTS games. Please feel free to modify, enhance, or simply select techniques from the resource as is required for your project.
--Liability: All known scripts, artwork, icons, and ideas are in the public domain, and license free. If you are aware of any violations of Intellectual Property within this resource, please notify me immediately and I will remove any violations from the resource.
ADDITIONAL NOTE: Recently, someone asked about how to make peons march to the building location before the building is placed. That implementation is discussed here.
#182
09/28/2006 (11:51 am)
The readme is in the place where you download it form somwhere
#183
There is no readme file in RM-BA-Villager-installer.zip
I unzipped it again to a seperate area, and then used Windows XP search feature. There were no results found for *.txt *.doc *.html or read*.
Johnathan Moore, do you have a link to this file? Or does anyone? When you click the link all you can do is download the mentioned .zip, which has no documentation with it.
Does anyone have it, and if so, can you post it somewhere, or tell us where to download it at?
09/30/2006 (3:07 am)
When I run it I get 4 villagers also, who can't build, harvest, or anything other than move around. There are no numbers shown beneath the resources either. The listed features in the first post don't work right after download, so I assume you have to do some coding to get it up and running.There is no readme file in RM-BA-Villager-installer.zip
I unzipped it again to a seperate area, and then used Windows XP search feature. There were no results found for *.txt *.doc *.html or read*.
Johnathan Moore, do you have a link to this file? Or does anyone? When you click the link all you can do is download the mentioned .zip, which has no documentation with it.
Does anyone have it, and if so, can you post it somewhere, or tell us where to download it at?
#184
Downloaded the zip, but no readme included so have it only halfway working.
Can someone please help with this??
Thanks mucho!
10/03/2006 (8:49 pm)
I'm in the same boat as the other recent posters.Downloaded the zip, but no readme included so have it only halfway working.
Can someone please help with this??
Thanks mucho!
#185
10/16/2006 (7:21 pm)
I have the exact same problem I have deleted all the dso files and nothing works. does anyone have the documentation?
#186
10/17/2006 (5:12 am)
The problem appears to be with the "buildings.cs" file in the client/scripts dir. The console says "Unable to find function startPlaceBuilding" the code seems fine i cant understand why this is causing problems.
#187
10/19/2006 (1:47 pm)
I have this problem also, please patch it and fix it!!
#188
If so this would qualify as a bug, and thus we could email the staff about it, and post in the bug section, that the only way to get their attention usually.
10/19/2006 (2:28 pm)
Was their file back then later changed or eliminated in a newer version of RTS Starter Kit?If so this would qualify as a bug, and thus we could email the staff about it, and post in the bug section, that the only way to get their attention usually.
#189
10/20/2006 (8:51 am)
I found the following RM-BA-README.txt and todo.txt files on my hard disk which may be the missing documentation for this resource.
#190
RTS Starter Kit Resource Management System and Building Actions combined resource
written by Stephen Zepp, szepp@datastorm-studios.com for the GG RTS SK community
This resource builds upon the basic SupplyMan functionality provided by
Jared Barger. Thanks for the underlying work, it got me moving along nicely!
Anthony Rosenbaum contributed greatly to the Villager Actions, including basic AI,
movement to/from the resource site and the dropoff point, and also wrote the
resource Generation scripts to seed the mission with harvestable resources.
John McGlamory handled most of the art coordination, and is working on polishing
up some additional models that should be released at a later time.
Contributions:
Jared Barger for the initial functionality
Anthony Rosenbaum for testing, Villager/TC work, and resource generation
John McGlamory for icons, 3-d building models, and testing/feedback
Chris Jones-Gill for icons, barracks .dts
Greg McLean (Nemesis Vortex) for debugging/troubleshooting
Testers:
Addison Burns
DejaBlue
Chip Lambert
William Gooding
"Shawn"
Outside Artists:
Will Harrison--default peon .dts (free model from GG Art forums)
Summary:
This resource is designed to encapsulate and abstract resource management and
Building Actions, including:
--Client non-authoritative display and inventory tracking
(resources-client.cs)
--Server authoritative inventory tracking and modification
--functionality to:
---assign a resource "cost" to an action the player can perform
(see building.cs modifications for the example)
----validate the cost, and return either an ALLOW or DENY message to the action, including
information about why it was designed
(resources-server.cs)
----update the server's inventory, and inform the client of the updates
---allow server objects to add supplies to a player's resource store
---Easily define custom properties for new buildings, including:
----action type: Harvest, Hire (Shop, Research possibly on the horizon)
----Building Menu customization (modular, based on custom properties)
---place harvestable resources in your mission
---allow villagers to both harvest resources, and build buildings
Installation:
Installation of this add on is very straightforward against the stock RTS-SK.
However, integrating to an existing code base may be much more difficult, and no
support is available for this type of installation.
A. New File installation
--Run the latest RTS-SK installer program from Garage Games.
NOTE: This add on resource is designed to work specifically with the RTS-SK
installer that is available on November 29, 2004. It is currently labelled
"RTSStarterKit-1-0.exe", however, it is the second actual installer available.
PLEASE make sure that you have downloaded the latest 1-0.exe before trying this
modification.
--Place the "RM-BA-Villager-installer.zip" in your /RTSStarterKit directory.
Open up the .zip file, and extract all files to your /RTSStarterKit directory.
Now, you must make sure they get brought into the client and server during startup:
--for the resources-server.cs, open up /server/init.cs and add an exec at the bottom
of the rest of your exec's, BEFORE exec("./scripts/core/game.cs"):
exec("./scripts/resources/resources-server.cs");
--For the client dir, open up /client/init.cs, and add the following after exec("./scripts/demo.cs"):
exec("./scripts/resources-client.cs");
exec("./scripts/buildings.cs");
Closing: That should do it! If you have any questions, please ask on the RTS Starter Kit Private Forums
at the GG web site so that others may benefit from them. This resource could use much more extensive testing,
so if you spot any problems, errors, or better implementations, please let us know!
If you need to contact me, email szepp@datastorm-studios.com
10/20/2006 (8:52 am)
RM-BA-README.txt:RTS Starter Kit Resource Management System and Building Actions combined resource
written by Stephen Zepp, szepp@datastorm-studios.com for the GG RTS SK community
This resource builds upon the basic SupplyMan functionality provided by
Jared Barger. Thanks for the underlying work, it got me moving along nicely!
Anthony Rosenbaum contributed greatly to the Villager Actions, including basic AI,
movement to/from the resource site and the dropoff point, and also wrote the
resource Generation scripts to seed the mission with harvestable resources.
John McGlamory handled most of the art coordination, and is working on polishing
up some additional models that should be released at a later time.
Contributions:
Jared Barger for the initial functionality
Anthony Rosenbaum for testing, Villager/TC work, and resource generation
John McGlamory for icons, 3-d building models, and testing/feedback
Chris Jones-Gill for icons, barracks .dts
Greg McLean (Nemesis Vortex) for debugging/troubleshooting
Testers:
Addison Burns
DejaBlue
Chip Lambert
William Gooding
"Shawn"
Outside Artists:
Will Harrison--default peon .dts (free model from GG Art forums)
Summary:
This resource is designed to encapsulate and abstract resource management and
Building Actions, including:
--Client non-authoritative display and inventory tracking
(resources-client.cs)
--Server authoritative inventory tracking and modification
--functionality to:
---assign a resource "cost" to an action the player can perform
(see building.cs modifications for the example)
----validate the cost, and return either an ALLOW or DENY message to the action, including
information about why it was designed
(resources-server.cs)
----update the server's inventory, and inform the client of the updates
---allow server objects to add supplies to a player's resource store
---Easily define custom properties for new buildings, including:
----action type: Harvest, Hire (Shop, Research possibly on the horizon)
----Building Menu customization (modular, based on custom properties)
---place harvestable resources in your mission
---allow villagers to both harvest resources, and build buildings
Installation:
Installation of this add on is very straightforward against the stock RTS-SK.
However, integrating to an existing code base may be much more difficult, and no
support is available for this type of installation.
A. New File installation
--Run the latest RTS-SK installer program from Garage Games.
NOTE: This add on resource is designed to work specifically with the RTS-SK
installer that is available on November 29, 2004. It is currently labelled
"RTSStarterKit-1-0.exe", however, it is the second actual installer available.
PLEASE make sure that you have downloaded the latest 1-0.exe before trying this
modification.
--Place the "RM-BA-Villager-installer.zip" in your /RTSStarterKit directory.
Open up the .zip file, and extract all files to your /RTSStarterKit directory.
Now, you must make sure they get brought into the client and server during startup:
--for the resources-server.cs, open up /server/init.cs and add an exec at the bottom
of the rest of your exec's, BEFORE exec("./scripts/core/game.cs"):
exec("./scripts/resources/resources-server.cs");
--For the client dir, open up /client/init.cs, and add the following after exec("./scripts/demo.cs"):
exec("./scripts/resources-client.cs");
exec("./scripts/buildings.cs");
Closing: That should do it! If you have any questions, please ask on the RTS Starter Kit Private Forums
at the GG web site so that others may benefit from them. This resource could use much more extensive testing,
so if you spot any problems, errors, or better implementations, please let us know!
If you need to contact me, email szepp@datastorm-studios.com
#191
Current To Do List:
Art:
We need the following artwork completed to make the resource complete:
Farm: .dts with animations, a buildingPortrait (I think they are 138x70), and a buildIcon (32x32)
Shop: .dts with animations, a buildingPortrait, and a buildIcon
Barracks: we need a buildIcon
Town Center: .dts with animations, buildingPortrait, buildIcon (John McGlamory is working on this)
Factory: need buildIcon
Foundry: need buildIcon
Scripts:
There are no planned script enhancements at this time. Some areas of functionality are left for
project specific implementation!
Known Bugs/Issues:
--The current RTS-SK does not take into account the fact that getDataBlock().getName() does not work
for remote clients. Some of the functionality for icons, and possibly building/villager actions will
not work until either GG modifies the underlying RTS-SK code, or you implement a way to track the
dataBlock's assigned name from within the dataBlock itself. This is not a difficult implementation,
but we wanted the resource to be script only, so we used the current GG techniques. The issue, and
a suggested fix is posted in the Garage Games RTS Starter Kit Private Forums, in the Bugs section.
--peons, when ordered to create a new building, do not actually move to the building location
before placing the building. This was left for project specific implementation.
--peons currently move to the center of resource objects and the Town Center. This will need to be
adjusted for your project, especially if you implement RTSUnit collision.
--there is no sanity checking for building placement, either for collision, or "flat terrain". In
some cases, this may cause unusual visual effects, and if buildings are placed in exactly the same
location, this may cause loss of ability to select one or more of the "stacked" buildings.
--units, once hired, always appear at the same offset from the building that hired them. This can be fixed
easily (search for %spawnOffset in the file /server/scripts/item/building.cs), but was left for project
specific implementation.
Any more?
10/20/2006 (8:53 am)
Todo.txt:Current To Do List:
Art:
We need the following artwork completed to make the resource complete:
Farm: .dts with animations, a buildingPortrait (I think they are 138x70), and a buildIcon (32x32)
Shop: .dts with animations, a buildingPortrait, and a buildIcon
Barracks: we need a buildIcon
Town Center: .dts with animations, buildingPortrait, buildIcon (John McGlamory is working on this)
Factory: need buildIcon
Foundry: need buildIcon
Scripts:
There are no planned script enhancements at this time. Some areas of functionality are left for
project specific implementation!
Known Bugs/Issues:
--The current RTS-SK does not take into account the fact that getDataBlock().getName() does not work
for remote clients. Some of the functionality for icons, and possibly building/villager actions will
not work until either GG modifies the underlying RTS-SK code, or you implement a way to track the
dataBlock's assigned name from within the dataBlock itself. This is not a difficult implementation,
but we wanted the resource to be script only, so we used the current GG techniques. The issue, and
a suggested fix is posted in the Garage Games RTS Starter Kit Private Forums, in the Bugs section.
--peons, when ordered to create a new building, do not actually move to the building location
before placing the building. This was left for project specific implementation.
--peons currently move to the center of resource objects and the Town Center. This will need to be
adjusted for your project, especially if you implement RTSUnit collision.
--there is no sanity checking for building placement, either for collision, or "flat terrain". In
some cases, this may cause unusual visual effects, and if buildings are placed in exactly the same
location, this may cause loss of ability to select one or more of the "stacked" buildings.
--units, once hired, always appear at the same offset from the building that hired them. This can be fixed
easily (search for %spawnOffset in the file /server/scripts/item/building.cs), but was left for project
specific implementation.
Any more?
#192
Also, while the labels are confusing, and I think most of the RTS-SK community does realize, this resource/mod was written before I was an employee, and is not a GarageGames supported resource. I personally would love to see it continue and grow, but it was never intended as part of the purchase, simply a community developed reference implementation to demonstrate how to use the RTS-SK to accomplish one specific set of game play functionality.
And before anyone even asks, no I can't discuss timelines for 1.5 port of the RTS-SK, I can simply repeat what Jeff T. said in that it will be ported to 1.5 as development resources permit.
10/20/2006 (10:00 am)
Thanks for finding this, as I've mentioned a few times in the past I lost the hard drive that had all my personal copies of the code, and I'm glad that someone was able to find the readme.Also, while the labels are confusing, and I think most of the RTS-SK community does realize, this resource/mod was written before I was an employee, and is not a GarageGames supported resource. I personally would love to see it continue and grow, but it was never intended as part of the purchase, simply a community developed reference implementation to demonstrate how to use the RTS-SK to accomplish one specific set of game play functionality.
And before anyone even asks, no I can't discuss timelines for 1.5 port of the RTS-SK, I can simply repeat what Jeff T. said in that it will be ported to 1.5 as development resources permit.
#193
--
--
I am glad to see the World Domination through Collaboration Mod finally working though. I'm going to read other threads now, and find out how to implement other features, and then do some work on it myself now.
10/20/2006 (12:07 pm)
Can anyone hear anything? There is no sound at all for me. Since I see sound files in the folders, I was just wondering if that was a bug, or if we are suppose to add sound ourselves.--
Quote:As Jacobin pointed out in the other thread, the same thing was said about porting it to 1.4, and after two years, it still hasn't happened. "As development resources permit" means you won't bother, it not a very profitable product, and therefor no sense wasting manpower on it.
And before anyone even asks, no I can't discuss timelines for 1.5 port of the RTS-SK, I can simply repeat what Jeff T. said in that it will be ported to 1.5 as development resources permit.
--
I am glad to see the World Domination through Collaboration Mod finally working though. I'm going to read other threads now, and find out how to implement other features, and then do some work on it myself now.
#194
The mod is fantastic.
thanks.
10/21/2006 (8:35 am)
Great guys thanks for doing this > I just realised I had made a typo where i executed buildings.cs The mod is fantastic.
thanks.
#195
It was quite fun putting it all together, and eventually lead to me coming on board with GG, so I'm glad people are still enjoying it, and more importantly learning from it as a reference implementation instead of having an expectation that it will do everything for them.
10/21/2006 (2:07 pm)
Many (if not all) of the original mod developers are no longer active, but on their behalf, thanks for the compliment!It was quite fun putting it all together, and eventually lead to me coming on board with GG, so I'm glad people are still enjoying it, and more importantly learning from it as a reference implementation instead of having an expectation that it will do everything for them.
#196
10/31/2006 (12:45 pm)
Where can I change how much resources the units bring back! I have found out where to change how fast the units mine but I can't find out how much they bring back they always bring back 30!
#197
01/17/2007 (1:34 pm)
I was wondering if someone could point me in the right direction of where to apply different animations for things for instance when the peons are collecting resources they should play a collecting animation. also when you build a structure the peons should go over to that structure and "build it" with a building animation. otherwise there is no need to buy the building through the menu on the peon. can anyone offer any help with this?
#198
In selection.cs, replace:
// CommandMenu.visible = "1";
// add from Anthony for village worker menu. probably not quite right state check here
if(%this.getSelectionSize() == 1)
WorkingOrders.visible = "1";
else
CommandMenu.visible = "1";
with this:
if(%this.getSelectionSize() == 1 && %this.getSelectedObject(0).getDatablock().getName() $= "villagerBlock"){
CommandMenu.visible = "0";
WorkingOrders.visible = "1";
}
else {
WorkingOrders.visible = "0";
CommandMenu.visible = "1";
}
Edited to place a missing bracket.
01/25/2007 (9:59 pm)
Bugfix for build commands showing on produced units:In selection.cs, replace:
// CommandMenu.visible = "1";
// add from Anthony for village worker menu. probably not quite right state check here
if(%this.getSelectionSize() == 1)
WorkingOrders.visible = "1";
else
CommandMenu.visible = "1";
with this:
if(%this.getSelectionSize() == 1 && %this.getSelectedObject(0).getDatablock().getName() $= "villagerBlock"){
CommandMenu.visible = "0";
WorkingOrders.visible = "1";
}
else {
WorkingOrders.visible = "0";
CommandMenu.visible = "1";
}
Edited to place a missing bracket.
#199
I have done all the things, that written in the forum but I am getting some error messages like:
starter.RTS/client/scripts/buildings.cs (177): Unable to find object: '' attempting to call function 'getDataBlock'
starter.RTS/client/scripts/buildings.cs (177): Unable to find object: '' attempting to call function 'getName'
and
starter.RTS/server/scripts/core/gameConnection.cs (84): Unable to find object: '1778' attempting to call function 'getCount'
starter.RTS/server/scripts/core/gameConnection.cs (86): Unable to find object: '1778' attempting to call function 'getObject'
starter.RTS/server/scripts/avatars/player.cs (202): Unknown command setImageTrigger.
Object LocalClientConnection(1606) RTSConnection -> GameConnection -> NetConnection -> SimGroup -> SimSet -> SimObject
starter.RTS/server/scripts/core/gameConnection.cs (88): Unable to find object: '1778' attempting to call function 'getCount'
starter.RTS/server/scripts/core/gameConnection.cs (94): Unable to find object: '1792' attempting to call function 'getCount'
starter.RTS/server/scripts/core/gameConnection.cs (103): Unable to find object: '1792' attempting to call function 'delete'
I could not find the reason for these, also I am using torque since two weeks.
Moreover it has written that there is a readme.txt in the source code of RM-BA-Villager-installer, but in the source code I could not find it. If anybody can send it maybe I am missing something that told in the readme.txt.
02/15/2007 (1:15 am)
Hi,I have done all the things, that written in the forum but I am getting some error messages like:
starter.RTS/client/scripts/buildings.cs (177): Unable to find object: '' attempting to call function 'getDataBlock'
starter.RTS/client/scripts/buildings.cs (177): Unable to find object: '' attempting to call function 'getName'
and
starter.RTS/server/scripts/core/gameConnection.cs (84): Unable to find object: '1778' attempting to call function 'getCount'
starter.RTS/server/scripts/core/gameConnection.cs (86): Unable to find object: '1778' attempting to call function 'getObject'
starter.RTS/server/scripts/avatars/player.cs (202): Unknown command setImageTrigger.
Object LocalClientConnection(1606) RTSConnection -> GameConnection -> NetConnection -> SimGroup -> SimSet -> SimObject
starter.RTS/server/scripts/core/gameConnection.cs (88): Unable to find object: '1778' attempting to call function 'getCount'
starter.RTS/server/scripts/core/gameConnection.cs (94): Unable to find object: '1792' attempting to call function 'getCount'
starter.RTS/server/scripts/core/gameConnection.cs (103): Unable to find object: '1792' attempting to call function 'delete'
I could not find the reason for these, also I am using torque since two weeks.
Moreover it has written that there is a readme.txt in the source code of RM-BA-Villager-installer, but in the source code I could not find it. If anybody can send it maybe I am missing something that told in the readme.txt.
#200
We discused that in other threads somewhere around here. Someone posted what it says somewhere around here... that gets it working fine with the RTS Starter Kit that works with the Torque Game Engine 1.3.
You are suppose to update it to 1.5, by following these instructions listed here:
http://www.garagegames.com/mg/forums/result.thread.php?qt=52939
I'm not sure if that'll mess up anything that was working before then.
02/15/2007 (8:59 am)
Hello Middle East Technical Uni. (#000. The readme.txt file wasn't included in the original... it tells you what lines of code you have to change to get everything to work properly.We discused that in other threads somewhere around here. Someone posted what it says somewhere around here... that gets it working fine with the RTS Starter Kit that works with the Torque Game Engine 1.3.
You are suppose to update it to 1.5, by following these instructions listed here:
http://www.garagegames.com/mg/forums/result.thread.php?qt=52939
I'm not sure if that'll mess up anything that was working before then.
Torque Owner Guy Allard
Default Studio Name
I keep seeing reference made to a readme file that suggests some changes, so I'm guessing I need to do this, but there is no readme file in RM-BA-Villager-installer.zip
Suggestions?