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!
Page«First 1 2 Next»
#21
03/11/2005 (4:52 pm)
I added bugs - I can release that as a resource if you'd like! ;)
#22
03/11/2005 (6:18 pm)
LoL how good are they? they just wander around and attack if ur near?
#23
03/11/2005 (9:28 pm)
- swinging doors, from a resource here
- video recording fixes
- non-repeating terrain, from a resource here
- (coming Real Soon Now) downhill skier physics
- Splash screen fade-in/out

That's all so far. In most of our work, we haven't yet pushed the limits of the existing engine and TorqueScript far enough to require messing with the source code.
#24
03/12/2005 (12:12 am)
I couldn't even begin ti figure it all out, but...

fixed plenty of bugs
added in tons of tweaks, both my own and those published to the boards
improved code reliability in dozens of places
some improvements to the Particle Emitters
improvements to both GuiMLTextCtrl and GuiMLTextEditCtrl
datablock export
MASSIVE script overhaul a'la SuperStarterPack
PhP support
string CRC32
MD5 Encryption
database login verification

Lighting Pack
Advanced Camera


And plenty more that I can't remember at the moment, lol.
#25
03/28/2005 (4:19 pm)
I'm at the beginning of the learning curve so basically I added community resources, anyway until now :

Lighting pack with bump mapping shader support hacked in
Rigid Shape
AiGuard + Ai Patrol
FxGrass
Car Pack
Tank Pack

My todo list :

Understand well how to add other shaders using Melv's Fxrenderobject
Turrets
Night Vision googles
Flashlight + laser pointer (I'm trying to hack it in lighting pack)
Stencil shadows
Doors
Ode (when and if it will become a resource)
Modifications to aiguard to create some new aiclass (bots allied to the player and capable to attack other side's bots)
Grenades
Multi-position players (crouch/crawl/swim)


and some more during this phase of customizing the engine (actually I'm trying to learn the more I can before starting a project).
#26
03/28/2005 (9:48 pm)
I haven't done much... but I did a little bit.... Basically, they are all made myself. I'm planning on releasing information on how to do them in resources, but it takes forever for a resource to be approved and I'm not sure if I'm doing it right or not (I don't get any kind of errors or anything.....)

Anyway:
Variable Movement -- Allows runForce, ForwardSpeed, etc to be modified on a per-player basis.
Player Update -- Extention of Variable movement. Increases efficiency of networking by only updating the clients with the information when they need it.
Extended Jumping -- Allows player to specify how high he jumps with how long he holds the space bar... designed for games where the player can jump REALLY high.
Player Flight -- Allows the players to fly without use of vehicles.
Realm Wars Melee

Todo:
More Animations - So that the animations change to how fast you run and if you're flying or not.
Complete Script Overhaul (perhaps I'll use the SSP if its released fast enough :-P)
Vehicle Modifications -- Players can mount things on their vehicle to make it faster
Hand-to-Hand/Weapon Melee system designed for RPGs
Aura systems -- Anime Auras.
Cel Shading (might just do it through TSE though)
Beams -- Like Dragon Ball's Kamehameha
Convert everything to TSE after its completed (I'm keeping good documentation!)
#27
04/19/2005 (10:38 pm)
I stopped coding with Torque for a couple of years, but a couple of weeks ago I joined the RenWerX team. I don't remember much of my first "play" session... mostly just worked on two-wheeled vehicles, two-legged vehicles and shatterable glass.

Recently:
Teams
Advanced Radar -- External radars with a destroyable radar network controller
Radar / Compass Hud -- Still needs work and need to be integrated with the Advanced Radar; it's currently only LOS
Visible Mission Boundary -- Ported an old resource that no longer worked with the head version, then made some minor changes.
Jetting -- Well, copied a resource (Jetting and Air Control) then made enhancements for better control.
Skiing -- Combined with the jetting resource, but with my own additions for better control and terrain carving
#28
11/21/2005 (5:29 pm)
Just wondering if anyone has gotten the swim mod working with TSE. I was able to compile the mod into the engine, but it appears that anything to do with determining water depth is not currently implemented.

Hope somebody has gotten past this point!
#29
11/21/2005 (6:46 pm)
When you say the swim mod, are you talking about this one?

http://www.garagegames.com/index.php?sec=mg&mod=resource&page=view&qid=4348

Or are you using a different mod, or one you built. Just curious.
#30
11/21/2005 (7:22 pm)
Yes it is. I added it in hopes that I could get my character to swim up and down in the TSE water. Sure would look great if I could get it working!
#31
12/24/2005 (12:59 am)
On the topic of engine modifications: how do people manage this with revision control?

i.e. I do cvs update to get HEAD revision of TGE from GG, my source tree is updated, but also populated with CVS entries everywhere. Now I want to also make some of my own changes, add stuff in, etc, and also check that into CVS... how do I manage that?

One thought is to have alternate CVS dirs for the GG official source and my own local changes, e.g. CVS.gg for tracking to GG updates, and normal 'CVS' for tracking my own changes. But I can't see how to do that with cvs.

I don't want to start adding stuff into the engine until I have a good way of keeping track of changes I make vs official updates.
#32
12/24/2005 (2:11 am)
We have added ODE physics, for our game.
#33
12/24/2005 (9:07 am)
Jeremy - Get your hands on a good merge tool and get stuff going. Don't merge the CVS directories. Problem solved - I use this technique to manage a good dozen checkouts of various Torque projects, with few problems.
#34
12/24/2005 (10:39 am)
Jeremy, if you use Subversion locally for your project, check out this page in the Subversion manual on "vendor branches":

svnbook.red-bean.com/nightly/en/svn.advanced.vendorbr.html

I use this technique with several vendors to customize their source code. (Most give me zip files, but one gives me access to a Visual Source Safe repository.) It works great with the GG CVS drop.
#35
12/24/2005 (10:45 am)
@Kenneth: I haven't used SVN yet, guess I've just been waiting for a reason to learn it. Sounds like this is a good reason...
#36
12/24/2005 (11:55 am)
If you use Fedora, it's relatively easy to set up a Subversion server as an Apache module. Just install the mod_dav_svn package with your favorite package manager. (Eg. "yum install mod_dav_svn".) Then edit /etc/httpd/conf.d/subversion.conf, using the commented-out example, and restart Apache. Create an empty repository using the svnadmin command. (I created "/srv/svn" and put all my repositories under that directory, owned by user "apache". I recommend "su apache; svnadmin create --fs-type fsfs /srv/svn/my_first_repo".)

My subversion.conf:

LoadModule dav_svn_module     modules/mod_dav_svn.so
LoadModule authz_svn_module   modules/mod_authz_svn.so

<Location /repos>
        DAV svn
        SVNParentPath /srv/svn
        # Require SSL connection for password protection.
        SSLRequireSSL
        AuthType Basic
        AuthName "Subversion repository"
        AuthUserFile /var/www/passwd/svn
        Require valid-user
        SVNIndexXSLT "/Subversion/svnindex.xsl"
</Location>

This can be accessed with "svn checkout https://myserver/repos/my_first_repo".

You'll also want to copy the files from /usr/share/doc/subversion*/tools/xslt to /var/www/html/Subversion and edit svnindex.xsl to give the relative URL to svnindex.css (ie. "/Subversion/svnindex.css"). This makes the web view look pretty.

The Subversion book (available free online) is very readable, and free of the "fluff" I find irritatingly time-wasting in other tutorial books. (You want the "nightly build" version.) The first 3 chapters give you the concepts, and the rest is the how-to.
Page«First 1 2 Next»