Game Development Community

TSE Starter.fps download

by Joseph Euan · in Torque Game Engine Advanced · 08/19/2005 (6:09 pm) · 183 replies

img389.imageshack.us/img389/4607/tsesnap8zr.jpg
I got the starter.fps folder ported over to TSE (TSE water and Atlas are working in the starter.fps as well), and I wanted to upload it for people to play around with/use if they want too...

Update:
v1.3 for TSE projects using MS2 or below "here" (23MB)

v1.3.5 for TSE projects using MS3 "here" (18MB)
(the file size is smaller because I used a better compression setting)

More details of v1.3 and v.13.5 can be found here www.garagegames.com/blogs/18010/10218

You can find links for the older versions on my .plan

At the moment it contains 2 maps....

Stronghold: just the same old stronghold mission, but with the TSE water.

Simple testbed: Just TSE water and Atlas terrain, it has 2 platforms and an AI player running around...


img425.imageshack.us/img425/3031/015gz.jpgimg48.imageshack.us/img48/7776/027mo.jpgimg129.imageshack.us/img129/7748/034rt1.jpg
#141
09/02/2006 (12:47 pm)
Same thing same issue same file ill try that thanks
#142
09/02/2006 (12:49 pm)
Dave,

I had a link error when I first did the release build. It had to do with the ljep lib. I rebuilt that individually and then I was able build the release.
Don't know if that would help you.
#143
09/02/2006 (12:49 pm)
Dang it, i refreshed the page.
Sorry.
#144
09/02/2006 (1:05 pm)
Ok made a release build this took away the funny lines but the ground texture/shaders are still not right
have a look.


www.picturehosting.org/images/dmac/wtf.jpg
www.picturehosting.org/images/dmac/wtf2.jpg
#145
09/02/2006 (1:40 pm)
Atlas 1 in milestone 3.5 doesn't work well. Maybe its a problem with the shader or TQT loading, I haven't really looked into it.
#146
09/02/2006 (1:59 pm)
Same terrain problem as Dave MacIsaac, at least there arent any wierd tree lines anymore, also the terrain is very edgy now, lots of triangles

edit:

will MS4 use Atlas 2?
#147
09/02/2006 (3:40 pm)
@ton Whats your video card? mines a ATI redeon X1600 512meg with the latest divers
#148
09/13/2006 (10:14 am)
Anyone working on a version for MS4?

Chris
#149
09/13/2006 (10:30 am)
@ Chris: I'll be starting on it tonight or tomorrow..
#150
09/13/2006 (10:37 am)
You as they say rock Joseph. The starter FPS has been a fantastic asset for me to use as a starting point for my project.
#151
09/13/2006 (10:54 am)
@Joseph - If you want to get a headstart, we made an initial stab at it here:

www.garagegames.com/mg/forums/result.thread.php?qt=50342
#152
09/13/2006 (10:59 am)
@Jaimi, thanks but I'm going to re-port the starter.fps pack rather than just trying to get the last tse port working on MS4


Thanks Tim :)
#153
09/13/2006 (1:00 pm)
Thanks Joseph,

great stuff, cant wait :)!

Chris
#154
09/13/2006 (1:55 pm)
Has M4 been released today???? or are you just preparing it?


i havent gotten any updates about M4:(

can anyone tell me plz?
#155
09/13/2006 (2:00 pm)
MS4 has been out for a few days now in SVN. Just update and you'll get it.
#156
09/13/2006 (2:26 pm)
It's not very hard to port your project to Milestone4. I ported mine in about 15 minutes. All that would be required would be to modify the defined shaders and execute the lighting code from game.cs. Super easy.
#157
09/17/2006 (1:28 pm)
Its pretty easy, as I discovered today...

1. define shaders.. check client\scripts\shaders.cs
2. exec lighting.... exec("common\server\lightingSystem.cs");

3. I had an error saying i hadnt initialized it or something like that, simple add "initRenderInstManager();" without quotations of course, in client\init.cs under exec("./scripts/commonMaterialData.cs" );

4. you may want to replace the terrain and/or missions, interiors folders with those from another mod folder.. check around for other files too (i had a missing skybox).

That pretty much covers a "running" starter mod in MS4. I don't see any problems so far.

Chris
#158
09/17/2006 (1:33 pm)
3. Well yes, remember that this starter.fps was before the new rendering system.
#159
09/19/2006 (8:30 pm)
How go's the new port Joseph?
#160
09/25/2006 (12:58 pm)
In lieu of Joseph completing the complete re-port, can anyone provide concise step-by-step details on changes needed to get the old code functional in MS4, either from working MS3.5 code or the original base code linked at the top of this thread? I've got enough errors right now to make my head spin.

And "define shaders" doesn't do it for me.