Game Development Community

Player Matching ... and Unique Games

by Jeremy Alessi · in Torque Game Engine · 02/12/2005 (8:12 pm) · 11 replies

Exactly what player matching scheme is used for the Torque Demo?

I was mainly wondering if php is used for player matching and if we are able to utilize that script so that dedicated beta testers can test their games in private without listing them as starter.fps games?

Do you have to build your own Torque.exe from the source code to create a game that functions properly? I've noticed that just by changing the folder starter.fps name to anything else results in some textures not working properly.

#1
02/12/2005 (11:06 pm)
Player matching? No player matching occurs in the demo app. The master server will list any game type, starter.fps or otherwise.

The texture issues are due to hardcoded texture paths in a few places; fairly easily fixed with a search and replace.

I would definitely suggest rebuilding Torque to suit your needs.
#2
02/12/2005 (11:31 pm)
So what is the master server program created with?

A better question would be how are those games listed. I use a php based method usually which works right off of my webspace with little overhead and I was wondering if most of the Torque games work the same or if they must have some master server actually running an application.

A good conceptual explanation would help a lot. I didn't see much on this in the resources.
#3
02/12/2005 (11:46 pm)
Additionally, I thought that perhaps some of the textures were hardcoded in as you mentioned but I can't seem to find where they are or why this would happen. I simply renamed the starter.fps folder (which contains everything except the demo.exe, the common folder, the .dlls, and the main.cs file) to starter.fp, modifying the main.cs file in the parent directory of course and the terrain textures with the exception of the detail map were gone.

Any clues as to where these hardcoded paths might be? Seems odd to me considering it's the parent directory name I changed and not a directory name under one of the .cs or .mis files in the directory tree.
#4
02/12/2005 (11:56 pm)
OK, well I guess it has to do with the editor being under the common files and it attaching the name of the directory to the texture when it's loaded. So if I change the name of the directory and then reload the textures I'd imaine it'd work.
#5
02/13/2005 (1:13 am)
The path to the textures is saved in the .ter file. If you rename the folder that the texture is in you need to re-edit the terrain and reset all the textures.
#6
02/13/2005 (10:43 am)
Check game/net/serverQuery.cc for the client side of the master server support in Torque. There is a proprietary protocol that provides that support; many Torque games use that. The TNL website (www.opentnl.org) has the full TNL source available under a GPL license, and it includes a master server implementation.
#7
02/13/2005 (11:53 am)
I see the master server project and files but how should I implement this. I can't seem to complie any of the workspaces without errors.
#8
02/13/2005 (5:49 pm)
Any of which workspaces?
#9
02/17/2005 (2:00 am)
The ones in TNL. I can compile say the TorqueDemo workspace just fine but for some reason I cannot compile the TNL workspace.
#10
02/19/2005 (4:19 pm)
How are you trying to compile them? What errors are you getting? Which workspaces are you using, the VC6 or VC7 ones?
#11
02/19/2005 (5:18 pm)
Ah perhaps that's the problem I only see one .dsw file I don't see separate VC6 and VC7 folders as in TGE.