Game Development Community

What changes have you made to the engine?

by Vijay · in Torque Game Engine · 02/15/2005 (12:16 am) · 36 replies

Anybody who doesn't mind sharing this information, could you please tell us what changes have you made to the engine for implementing a game or even a prototype of it? It could be anything from simple bug fixes to major new features to any utility tools you've built to make things easier.

Although I say engine, significant changes/features implemented in the script are welcome too.

Thanks in advance!
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#1
02/15/2005 (12:38 am)
I added the Air Control Modification and then I added my own double/air jump modification which I've submitted to be used as a resource just tonight.

Oh yeah I also added an explosion impulse modification I found also in the resources.
#2
02/15/2005 (11:36 am)
So far, I have added the Lighting Pack as well as the Anisotropy Fix. Just getting started. :)
#3
02/15/2005 (12:46 pm)
And I just added Jeremy's double jump modification. :)
#4
02/15/2005 (4:12 pm)
Hmm..from memory:

Base: RTS-SK (we started with original TGE 1.3, but then backported everything into RTS-SK)
--Lighting Pack
--Advanced Camera
---orbit cam (initial) mode
---"right click to move" input primitive
--MySQL db access via ODBC (we're currently promoting to a customized PostGreSQL implementation due to planned performance and feature requirements)
--Day/Night Resource (Celestials), with mod for RTS-SK Map Hud
--(RTS community created and released resource) Resource Harvesting/Management and Building Actions resource
--Player Account creation/authentication management system
--networked terrain deformation (community resource coming as soon as I can get some focused testing support)
--themed gui's
--factored out much of the hard-coded pathing dependencies (.ter files, better searching from a given path, etc.)
--re-worked bitmap arrays
--countless bug fixes and enhancements, both from the community and self-generated


We've also taken a (long, and not particularly successful) stab at leveraging the Terrain Manager (streaming terrain tiles) into TGE 1.3, but after basic success, have abandoned the modification in favor of moving to TSE in the future.

This is all off the top of my head, I know I'm missing a lot more.
#5
02/15/2005 (5:00 pm)
Things I have already implemented:

-Air control
-small modification to display vehicle health
-Tranquilized effect
-ODE (so far unsucessful though >.<)
-Cell Shading (though i disabled it temporarily...)

THings i probably will implement in the near future:
-jet pack
-double jump
-Stencil shadows
-sprinting (except gonna modify it a tad...)
-Advanced Camera resource
-Synapse Lighting (<- looks very awesome =D )
#6
02/15/2005 (7:53 pm)
This is actually a very interesting thread.

-Jeff Tunnell GG
#7
02/15/2005 (8:10 pm)
--> Missing profile ends in the precipitation code where there are mid-function returns.
--> Some network code where sends didn't match receives (I think this was in the interior code).
--> Footprint replication to make sure everybody sees the same footprints (necessary feature in my game).
--> Tractor beam derived from GameBase (created/destroyed on server, only updated on clients).
#8
02/15/2005 (9:23 pm)
I think when i started i added most resources out there.
Real stupid noob move by me ,but V12 didnt have all things :)
Now im only adding small things that i really want .
But i think this is because im closer to finish development
my game then starting.

So the resources i use is
- melee resource
- Turrets
- volymetrics lights
- for the moment both the Ode and Rigidshape.
- most of the fxresources
and most small fixes and bugs.
And made lots of other small changes.

And have another build with all above stuff
+stencilshadows

I have lots of changes in the script , but othervise everything
is base Torque.
#9
02/15/2005 (9:43 pm)
I consider myself a noob, but I enjoy working with the engine. These are just off the top of my head, resources are marked with a "R":

-R-Advanced Camera
-Realm Wars melee and motion trails + modification to use/switch multiple trails for different weapons
-R-Seperate Camera movement
-R-Rigid Shapes
-R-Turrets
-Waypoint GUI
-Targeting GUI
-R-Seeker Projectiles
-Wheeled vehicle modifications
-R-FX grass/TW surface reference/FX foliage
-Object specific explosions for projectiles + small fixes/enhancements
-R-Projectile tracers and physics upgrade
-R-Volume Lights
#10
02/15/2005 (9:57 pm)
I've made it crash repeatedly.
#11
02/15/2005 (10:23 pm)
Some bug fixes I've found on the forums (lost track after the tenth or so)
A couple of wheeledVehicle changes (currently untested, but they should work in theory)
I once rewrote the updateWorkingSet function in script trying to get item collisions to work... that was stupid.
The individualized gravity resource.
Most of the BraveTree code resources.

Looking forward to adding:
Some 50 other resources I have bookmarked.
The Lighting Pack
Rigid body (if possible without killing net performance)
Terrain deformation (as soon as Stephen is finished with the resource)

Looking forward to writing:
Some ShapeBaseImage modifications
A couple of tweaks to vehicles in general
Localized damage for any object derived from ShapeBase (my favorite, and current project)
Shockwaves

Not looking forward to:
Doing it all on a five year old mac and a PC with integrated graphics.
Frequent crashes.
Frequent hard crashes.
Debugging. Lots and lots of debugging.
#13
02/16/2005 (12:46 am)
3rd Person Action/RPG Single Player

So far I've included the following resources:
- CommanderMap
- Advanced Camera
- SQLite integration but ditched it cause I will take a simpler approach for saving games (SimSets saving to file)
- Drag and Drop GUI but will probably remove it if I can use FlashGUI instead

Plan on using the following:
- FlashGUI
- ODE Physics when it comes out
- Lighting Pack for TSE if it comes out (Product)
- Torque AI Pack when it comes out (Product)
- Torque ShowTool Pro (Product)

Also, various improvements and bug fixes found in the forums or on my own (so far):
- A change in consoleDlg to display error messages directly on the console
- World Editor Axis Gizmos Fix
- GuiAviBitmapCtrl Fix
- Increased network settings to improve loading times for Single Player
- Change applied so that I can save screenshots in a different folder
- Lining / snaping 2 objects together in the Mission Editor fix
- Applied modifications to some GUI controls to suit my needs for the inventory system
...and many more.

And most of my game dependent coding is done in script so that I can easily port it over to TSE. And I write every change that I do in Word documents so that I don't forget to re-apply anything whenever I download HEAD which is typically every 3-4 months.

When my game is released (notice the "when"), the creators of the resources I used will get credited.

Nick
#14
02/16/2005 (1:24 am)
Yeah I was thinking of keeping track of each change as well. Definitely need some form of log.
#15
02/16/2005 (2:36 am)
Not put too much in yet, still learning.

Lighting pack
Modellers utils
Advanced camera
Radar HUD
World editor snap functions
Moving interiors...ARGGHHH
Rigid Shape class
Door scripts
Grenade scripts

Wanting to add
Position changes resource (Swim/crawl)
Laser resource
#16
02/16/2005 (3:01 am)
I have two games in development.

Game 1 "SuperMaze":
- No modifications

Game 2 "Subsonic":
- Self-written flying AI additions
- Homing Missile Patch
- Flying vehicle hover fix (Gonzo's fix)
- GUI Radar
- GUI Compass
- Linux CPU speed patch

Those are the patches that come to my mind. Maybe I missed two or three, but those are the most important ones.

Martin
#17
02/16/2005 (8:53 am)
I used a lot of the resources for learning stuff, but at some point you start trying to figure out how to implement the wierd gameplay that isn't listed in the resources :)

Resources I've used for:
-Air control
-Rigid Shape
-Advanced Camera
-Multi-position players (crouch/crawl/swim)
-Pathed Interiors patch
-Beam weapons
-Commander map GUI
-Server-side Melee

And some custom stuff I hacked up:
-Critter Pack AIPlayer
-Player "auras" (similar to buff/debuff spells in an RPG)
-Multiple GameTSCtrls looking different directions
#18
02/16/2005 (9:22 am)
Resources
(the few I can remember- many I'm sure I can't... in learning I went a little resource crazy lol... important lesson I learned- I really need to document everything I add when I work on a more complete game build)

- Melee System
- Drag n' Drop GUI
- Improve Particle Emitters

hmm 2 and I'm at a loss, know there are more for sure...

My own tamperings in the source
Just a couple things I've tampered with, slowly getting more comfortable doing source changes (still plenty to go)

- Added more particle emitter nodes for weapon states (for flaming sword)

- Modified guiMessageVectorCtrl to return the line number you click on and the line you hover over when you move


My own tamperings in the script
- Have been working on a script based database... like to call it "TorqueDB", its about 40 pages of scripts

- Using "TorqueDB" working on an in-game journal system (99.9% done - one little quirky bug that I haven't had time to address before I release the resource).
#19
02/16/2005 (10:28 am)
From the resources/3rd party:

- Lighting Pack
- Advanced Camera
- Camera-relative control
- Robert's Horse pack
- Mini map resource
- Advanced options screen

Custom:

- Alpha-test support for static shapes;
- Smooth mouse control on advanced camera's orbit mode;
- Smooth rotation for camera- relative control;
- Lots of changes on the Horse pack to fit our specifications and for better animation support;
- Increased shadow strength;
- Enable shadows for characters with transparencies;
- Added extra replication modes on FX shape replicator (line, square and circle replications - we use for placing fences and other stuff);
- Fixed the damn annoying numpad keys "feature" on the editor gui (might make that avaliable soon);
- Suport for walk and run modes for the player;
- Added turning animations for players when turning while standing still;
- Small hacks required by the game (like not using blending for some animations).

Script:

- Context-sensitive actions;
- A nice character interaction and behavior system for our NPCs;
- Scripted cutscene system;
#20
03/11/2005 (1:53 pm)
@Gary: Critter Pack huh??
Any chance of releasing that as a resource? :-)
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