Game Development Community

Combining common and starter.fps

by Robin Degen · in Torque Game Engine · 08/12/2005 (2:55 am) · 9 replies

I have been working on my game for some time now, and the 2 directories are starting to annoy me a little (i'm just randomly putting things in common and in starter.fps).

would combining the common and mod dir (i.e. starter.fps) work? I dont see the use in modding compatibilities for my game. Before i get started on this, would this actually work (if done right)? Because it's quite some work, i would like to know if it can.

#1
08/12/2005 (4:41 am)
It works, and it's good practice if you want to learn a bit how the scripts work, what you need, and what you don't need. Etc :)
#2
08/12/2005 (6:03 am)
Thanks! Then i'll better get started on it, it will save me a lot of time later (i dont have to look wether something is in common or starter.fps.)
#3
08/12/2005 (9:55 am)
I was thinking this too, or possibly just renaming the folders. Am I right in assuming I'll have to go through many files and find and change the directory location of some script calls?
#4
08/12/2005 (11:40 am)
Its actually a fun little exercise, and you really get a feel for whats going on.

Reading this resource may be useful while you are first playing around. I didn't do it exactly like him, but it was helpful to look at his approach.

I stripped mine down to something a cross between tutorial.base and starter.fps - I was playing around with just getting a simple single player game with linking missions going.

One thing I found helpful was making a copy of the log from a clean unedited example first. then you can compare later to what errors were already there and what you've created yourself. you'll find you can actually clean up a fair few errors yourself (quitgui etc) from the original examples.
#5
08/12/2005 (12:22 pm)
Lol having errors made after you added something is a bad thing. I wont go on to the next thing untill i have all previous erros fixed heh. It takes a bit longer, but the result is so much better.

thnks for the resource :) , i'll follow it, and then remove additional things i dont need.
#6
08/12/2005 (3:37 pm)
Well if you look in the log from a clean example, you'll see some non critical "errors", missing files and the like. If later on you go searching your log, you'll want to know what was originally there before you meddled, so you don't spend too much time chasing red herrings (I think I fixed all but the non validated shapes messages).
#7
08/12/2005 (3:53 pm)
I didnt find any script errors, the only error i had was that there's no player debris (or it has some error). Never got to fix that.
#8
08/13/2005 (9:03 pm)
I did it, and did learn a lot. It became a liability when merging in updates from GarageGames, though, and I ultimately switched back when I ported to TSE. Because of that, I wouldn't quite recommend doing it unless you plan on freezing one of the major releases and running with it for your game or unless you plan on keeping the filenames and organization the same.
#9
08/14/2005 (9:53 am)
For my mmorpg the scritps have to be totally changed anyway, and having a seperate folder is only somewhat annoying. Thanks for the tip though. I do plan on porting it to TSE (when it's better)