New books from Garage Games
by Hokuto · in General Discussion · 03/14/2006 (1:25 am) · 143 replies
Http://www.gamasutra.com/php-bin/news_index.php?story=8502
- GarageGames, an independent game publishing label, has announced a partnership with book publishers A K Peters to create game development-focused books. The first one to be published will be "The Game Publisher's Guide to Torque," a tutorial on using GarageGames' proprietary Torque game engine. "Publishing books is an extension of our efforts to teach aspiring programmers the fundamentals of game development," said GarageGames CEO Mark Frohnmeyer. "We could not have a better partner than A K Peters, a global book publisher with a stellar reputation for publishing high quality texts and references."
- GarageGames, an independent game publishing label, has announced a partnership with book publishers A K Peters to create game development-focused books. The first one to be published will be "The Game Publisher's Guide to Torque," a tutorial on using GarageGames' proprietary Torque game engine. "Publishing books is an extension of our efforts to teach aspiring programmers the fundamentals of game development," said GarageGames CEO Mark Frohnmeyer. "We could not have a better partner than A K Peters, a global book publisher with a stellar reputation for publishing high quality texts and references."
#42
Chapter 7, section 7.4.3 Maze Runner Lesson #6, page 223.
now on page 226 it says...
This caused me some confusion. Was there supposed to be two different files in the Lesson_006 folder?
Yes, I'm back at it again...sorry. I just want to help others from being confused. Great book though! Too much info is hurting my brain... I had to stop for a while to let it absorb all the great info from this book.
03/25/2006 (2:42 pm)
@EFM: Subject: GPGT ConfusionChapter 7, section 7.4.3 Maze Runner Lesson #6, page 223.
Quote:
Copy Required Files
From the accomanying disk, please copy the file "\MazeRunner\Lesson_006\mazerunnerplayer.cs" into "\MazeRunner\prototype\server\scripts\MazeRunner".
...
exec("./MazeRunner/mazerunnerplayer.cs"); //MazeRunner
now on page 226 it says...
Quote:
To get the entire datablock, please copy "\MazeRunner\Lesson_006\MazeRunnerPlayer.cs". to the "\MazeRunner\prototype\server\scripts\MazeRunner" directory.
Loading the Datablock
...
exec("./MazeRunner/MazeRunnerPlayer.cs"); // MazeRunner
This caused me some confusion. Was there supposed to be two different files in the Lesson_006 folder?
Yes, I'm back at it again...sorry. I just want to help others from being confused. Great book though! Too much info is hurting my brain... I had to stop for a while to let it absorb all the great info from this book.
#43
Just to let you know that if you do the Lightning sample ... all of the other samples you select after that will have lightning and thunder in them. You have to exit the mission and reload it. The other samples will run normal until you pick the Lightning sample again, any samples selected after will get back the lightning and thunder in them.
03/25/2006 (4:03 pm)
@EFM: Subject: GPGT 3D Lesson SelectorJust to let you know that if you do the Lightning sample ... all of the other samples you select after that will have lightning and thunder in them. You have to exit the mission and reload it. The other samples will run normal until you pick the Lightning sample again, any samples selected after will get back the lightning and thunder in them.
#44
Another thing I noticed while in the 3D lesson mission: the BoxHover vehicle will not show up in the window or directory tree when you pick it from shapes -> baseVehicles. The BoxCar and BoxFlyer vehicles show up and can mount. You can drop the BoxHover vehicle in by selecting StaticShapes... that's it.
edit: spelling
It does show up and work in the 3D Lesson Selector vehicle sample. Just doesn't drop into the world when selected in the editor mode.
edit: update feedback.
03/25/2006 (7:24 pm)
@EFM: Subject: GPGT feedbackAnother thing I noticed while in the 3D lesson mission: the BoxHover vehicle will not show up in the window or directory tree when you pick it from shapes -> baseVehicles. The BoxCar and BoxFlyer vehicles show up and can mount. You can drop the BoxHover vehicle in by selecting StaticShapes... that's it.
edit: spelling
It does show up and work in the 3D Lesson Selector vehicle sample. Just doesn't drop into the world when selected in the editor mode.
edit: update feedback.
#45
Chapter 7, section 7.7.1, page246 - 248. Says to follow along with the script "SimpleInventoryGeneral.cs". The variable in the book is "%theSimpleInventory" and in SimpleInventoryGeneral.cs the variable is "%theInventory".
03/28/2006 (1:30 pm)
@EFM: Subject: GPGT feedbackChapter 7, section 7.7.1, page246 - 248. Says to follow along with the script "SimpleInventoryGeneral.cs". The variable in the book is "%theSimpleInventory" and in SimpleInventoryGeneral.cs the variable is "%theInventory".
#46
Chapter 7, section 7.7.5, page 257
The script file on disk is PlayerDataMethods.cs that is copied over not PlayerDataConsoleMethods.cs.
03/28/2006 (1:44 pm)
@EFM: Subject: GPGT feedbackChapter 7, section 7.7.5, page 257
Quote:
Take a look in the file " \MazeRunner\prototype\server\scripts\GPGTBase\Player\PlayerDataConsoleMethods.cs". It contains the...
The script file on disk is PlayerDataMethods.cs that is copied over not PlayerDataConsoleMethods.cs.
#47
I've been offline for a little while and tied up at work. I'll be looking into these latest items tonight and will get out answers on the 29th. Sorry for the delay.
Hall Of Worlds - For Gamers
EdM|GPGT
03/28/2006 (4:28 pm)
@Mark,I've been offline for a little while and tied up at work. I'll be looking into these latest items tonight and will get out answers on the 29th. Sorry for the delay.
Hall Of Worlds - For GamersEdM|GPGT
#48
about delays: no problem... I figured you have been busy.
I just got done with Chapter 7. This was quite an in depth chapter. Just as you summarized it at the end of the chapter to re-read it ( 3 or 4 times maybe for me). Are you planning on doing more lessons from this chapter? I think this chapter will create alot of questions. I did find that Codeweaver Development IDE by netMercs was very useful in helping understand and follow through the "simpleInventory" section.
03/28/2006 (6:19 pm)
@EFM: Subject: GPGT Questionabout delays: no problem... I figured you have been busy.
I just got done with Chapter 7. This was quite an in depth chapter. Just as you summarized it at the end of the chapter to re-read it ( 3 or 4 times maybe for me). Are you planning on doing more lessons from this chapter? I think this chapter will create alot of questions. I did find that Codeweaver Development IDE by netMercs was very useful in helping understand and follow through the "simpleInventory" section.
#49
03/29/2006 (12:40 pm)
Does GPGT contain any information about creating models and interiors, or is the book focused on TorqueScript?
#50
Chapter 8, section 8.3.4 Maze Runner Lesson #8, page 278, table 8.3. Parameters: surfaceTexture, shoreTexture, specularMaskTex values = "starter.fps/data/GPGTBase/water/..." should read "prototype/data/GPGTBase/water/..." for the Maze Runner lesson.
edit:spelling
03/29/2006 (4:41 pm)
@EFM: Subject: GPGT feedbackChapter 8, section 8.3.4 Maze Runner Lesson #8, page 278, table 8.3. Parameters: surfaceTexture, shoreTexture, specularMaskTex values = "starter.fps/data/GPGTBase/water/..." should read "prototype/data/GPGTBase/water/..." for the Maze Runner lesson.
edit:spelling
#51
Chapter 8, section 8.4.9 Maze Runner Lesson #9, page 285, step 3.
Only one of the three cloudHeightPer parameters can be change in the Inspector in TGE 1.4. You have to go into the mission file and change the parameters. It must be a TGE 1.4 bug or am I missing something?
Also have a question about canSaveDynamicFields ... what is its purpose? and what values can be used?
03/29/2006 (6:26 pm)
@EFM: Subject: GPGT feedbackChapter 8, section 8.4.9 Maze Runner Lesson #9, page 285, step 3.
Quote:
3. Using the Inspector, be sure that the sky has the settings shown in Table 8.4.
Only one of the three cloudHeightPer parameters can be change in the Inspector in TGE 1.4. You have to go into the mission file and change the parameters. It must be a TGE 1.4 bug or am I missing something?
Also have a question about canSaveDynamicFields ... what is its purpose? and what values can be used?
#52
Regarding, canSaveDynamicFields ... You almost threw me for a loop there. You're seeing this when you open the GUI editor and click on GUIs right? What you're seeing there is a 'new feature in progress'.
Let me clarify. Right before we shipped the book/lesson kit GG fixed a bug in the GUIMLTextEditCtrl class. This bug was causing the 'Sample Script Console' not to behave nicely. Basically, you could not type things like arrow keys, carriage return, etc. Needless to say, the crew did a stellar job and fixed the problem. However, to do so, they did their work on a version of the engine that has not yet been released. So, the executable you have on the disk is actually more advanced than any released version. No. Don't go hunting for new features. You'll be very unlikely to find them. :)
I still haven't answered your question have I? Well, I've just peeked at the code (briefly) and I don't quite see the purpose of this function. Yes, the name seems to imply that you can disable saving of dynamic fields, but I'm wondering if there is more to it than that. Tell you what. If I figure this out, I'll write a new response later. For now, however, I suggest ignoring it.
Hall Of Worlds - For Gamers
EdM|GPGT
03/30/2006 (12:12 am)
@Mark Barner - Resolutions, explanations, etc. are posted in an updated errata doc here. You're currently up to 13 and have nobody competing against you as yet. Thank again for all these great finds. Regarding, canSaveDynamicFields ... You almost threw me for a loop there. You're seeing this when you open the GUI editor and click on GUIs right? What you're seeing there is a 'new feature in progress'.
Let me clarify. Right before we shipped the book/lesson kit GG fixed a bug in the GUIMLTextEditCtrl class. This bug was causing the 'Sample Script Console' not to behave nicely. Basically, you could not type things like arrow keys, carriage return, etc. Needless to say, the crew did a stellar job and fixed the problem. However, to do so, they did their work on a version of the engine that has not yet been released. So, the executable you have on the disk is actually more advanced than any released version. No. Don't go hunting for new features. You'll be very unlikely to find them. :)
I still haven't answered your question have I? Well, I've just peeked at the code (briefly) and I don't quite see the purpose of this function. Yes, the name seems to imply that you can disable saving of dynamic fields, but I'm wondering if there is more to it than that. Tell you what. If I figure this out, I'll write a new response later. For now, however, I suggest ignoring it.
Hall Of Worlds - For GamersEdM|GPGT
#53
Do I cover the tools used to create shapes (models) and interiors? No, not really. I do talk a little about some MS3D oddities, but for the most part, No.
Do I talk about the required and optional joints (nodes), animations, and other features of shapes (specifically players, wheeled vehicles, and hover vehicles)? Do I talk about portals, LOD, and other interior features? Yes to both question.
Although this guide is not an art guide, I did give coverage to fundamental features of the shape and interior classes and this coverage does apply to modelling. So, if you want a how-to guide for art, this book won't work for you, but if you want to know what is supported by the shape and interior classes as well as how to get at those features, this book is probably what you want.
Hall Of Worlds - For Gamers
EdM|GPGT
03/30/2006 (12:17 am)
@Matthew JohnsonQuote:"Does GPGT contain any information about creating models and interiors, or is the book focused on TorqueScript?"
Do I cover the tools used to create shapes (models) and interiors? No, not really. I do talk a little about some MS3D oddities, but for the most part, No.
Do I talk about the required and optional joints (nodes), animations, and other features of shapes (specifically players, wheeled vehicles, and hover vehicles)? Do I talk about portals, LOD, and other interior features? Yes to both question.
Although this guide is not an art guide, I did give coverage to fundamental features of the shape and interior classes and this coverage does apply to modelling. So, if you want a how-to guide for art, this book won't work for you, but if you want to know what is supported by the shape and interior classes as well as how to get at those features, this book is probably what you want.
Hall Of Worlds - For GamersEdM|GPGT
#54
Thanks for the reply. I have already ordered the book and it should be here any minute :). I was putting together a training document and wanted to know what parts of 3DGPAi1 to include, and which parts of GPGT. I know both hold a tremendous amount of information on several topics, but I wanted to avoid as much overlap if possible.
On that note: Is there an online table of contents published for GPGT? One that is more detailed than what is on the Hall of Worlds site?
03/30/2006 (7:17 am)
@EdwardThanks for the reply. I have already ordered the book and it should be here any minute :). I was putting together a training document and wanted to know what parts of 3DGPAi1 to include, and which parts of GPGT. I know both hold a tremendous amount of information on several topics, but I wanted to avoid as much overlap if possible.
On that note: Is there an online table of contents published for GPGT? One that is more detailed than what is on the Hall of Worlds site?
#55
03/30/2006 (7:26 am)
Is this book available now? The GG page doesn't really say and Amazon still lists it as coming out sometime later in April.
#56
03/30/2006 (9:45 am)
Thank you so very much, Mark!, please keep it up, as I haven't purchased a copy of this book yet... The 3dGPAI1 books had so many editing gaffs, it made following along with the text extremely timeConsuming. Editing and QA are very important & frustrating. For Badlands, I was used as a checker of the RC-installers. I would act as a typical enduser and follow the steps and make notes on what was incorrect or misleading....:). I installed/uninstalled UTv436 sooooo, many times. Nobody likes hearing 'bad' news, but I've found; it needs to be dealt with, ;).
#57
03/30/2006 (10:44 am)
Anyone ordered this book from the Garage Games website? I ordered the book a week ago now and my CC was charged and suposedly the book was shipped yet here I am still waiting for it. I have sent emails asking how it was shipped and when I should expect the book and noone has answered from GG. I wish now I had just ordered the book from the publisher instead now.
#58
03/30/2006 (11:32 am)
Call Amazon if that is where you ordered it from or check it on the tracking.
#59
http://www.garagegames.com/pg/product/view.php?id=87
I should have just ordered from the publisher, at least then I might have gotten a reponse to the multiple inquiries I have sent off regarding the status and whereabouts of the book.
03/30/2006 (11:46 am)
No my mistake was I ordered it directly from Garage Games from herehttp://www.garagegames.com/pg/product/view.php?id=87
I should have just ordered from the publisher, at least then I might have gotten a reponse to the multiple inquiries I have sent off regarding the status and whereabouts of the book.
#60
@EFM: Thanks for the updates.
I actually saw this in the Inspector window parameters when I went to change the values for cloudHeightPer [0],[1] and [2]. I saw it again in the mission file above the cloudHeightPer [0]. I guess it is new, but just was wondering what it did.
edit:spelling
03/30/2006 (1:52 pm)
@Rex: I have 3DPPAI1 and understand what you and everyone went through who bought that book. I had posted several bugs/errors on that book as well to the author. Edward asked for feedback, so he is getting it ( probably more than he wanted). I am going through his book like if I never used TGE before. I just hope it helps others from getting frustrated while trying to learn. Edward's book is packed full of information and is a great resource.@EFM: Thanks for the updates.
Quote:
Regarding, canSaveDynamicFields ... You almost threw me for a loop there. You're seeing this when you open the GUI editor and click on GUIs right? What you're seeing there is a 'new feature in progress'.
I actually saw this in the Inspector window parameters when I went to change the values for cloudHeightPer [0],[1] and [2]. I saw it again in the mission file above the cloudHeightPer [0]. I guess it is new, but just was wondering what it did.
edit:spelling
Torque Owner Mark Barner
mbarnatl
%object = new TSStatic() { position = "0 0 0"; rotation = "1 0 0 0"; scale = "1 1 1"; shapeName = "~/data/Shapes/Lessons/GeneralLessonShapes/egg.dts"; [b]<--"~" sends you into console mode[/b] };If I enter this in the lesson kit "Sample Script Console"... when you hit "~" sends you into the console mode. I have to enter the full directory of the dts to make it work. Is there a special way to enter the "~" in without it going into the console mode?
Copy and paste from another editor works. Just can't type "~" in the window.
Thanks for the updates!