Getting started
by Boris Gougeon · in Torque Game Engine · 04/22/2006 (11:05 am) · 3 replies
Hello,
I've just had torque shader engine and I've some questions about it. I'm trying to do a simple program based on the demonstration. But there is a lot of lines and functions I'll not need. But everytime a try to change the scripts I've bugs and problems. Maybe I don't understand the hierarchy...
Does someone now where I could find tutorials or explanations about the demonstration scripts (How to do the simplest program? ).
Actually I'd like to only load a mission when I start the program (without the -mission parameter).
Thanks for your help,
Boris
I've just had torque shader engine and I've some questions about it. I'm trying to do a simple program based on the demonstration. But there is a lot of lines and functions I'll not need. But everytime a try to change the scripts I've bugs and problems. Maybe I don't understand the hierarchy...
Does someone now where I could find tutorials or explanations about the demonstration scripts (How to do the simplest program? ).
Actually I'd like to only load a mission when I start the program (without the -mission parameter).
Thanks for your help,
Boris
#2
What you have to do first? ( server initialisation, gui initialisation, loading drivers...)
Your help would be great!
Thanks,
Boris
04/23/2006 (8:51 am)
Dave, thanks a lot for your answer. The thing is that you only change the default Mod not the mission. The Mod must have a gui, and a server/client organisation... What I'd like to do, would be the rewrite scripts with only useful fonctions ( a lite version if you prefer). In a first time I don't want a gui,and the server has to be dedicated, is it possible? What are the steps to load a mission? It's what I don't manage to find. What you have to do first? ( server initialisation, gui initialisation, loading drivers...)
Your help would be great!
Thanks,
Boris
#3
Unfortunately the answers are never clear. The only way to find out seems to be to trace all the scripts through from the original main.cs, noting what seems to be essential from either the code or any comments, and then removing stuff and seeing what happens. The thing is, the whole scripting system and directory structure is freeform, so they can be organised any way you like, and named anything you like, apart from the initial main.cs. The order you call things in is obviously important, because if a method is not loaded in the console by the time you use it in another script, you're screwed :-)
There used to be a great "new mission" that you could load from the editor in one version of TGE (can't remember which version, maybe 1.4). It just created a flat chequered square for a landscape with a simple block model for the player. It would be a great place to start this analysis, but it's not in TSE which I use now.
Anyway, I'm still going through this process using the TSE water world demo as a base when I'm not creating new code. It seems that most of the stuff in the TGE/TSE demos up until the game.cs scripts in your new game, are more or less essential for a single player game. The "common" directory is for things like the mission editors etc. and apparently can be ditched from any finished game (or so I've read on the forums) .
Following the thread from the main.cs is a good place to start as I say. The first few scripts load the networking, GUIs etc. and with a bit of time you can see clearly when things start becoming game specific. It's confusing at first, in fact it's confusing later, but it eventually begins to make sense.
There are probably people here who could give you more specific advice, I hope one of them does. But the stuff above is usually what comes up for this kind of question. In other words, the best way to learn this is to read all the docs, all the scripts and experiment.
Personally I'm hoping Maurina's new book will make this an easier process. I haven't seen it yet, although it's in the mail on the way from Amazon. I didn't find Finney's books much help, the coding sections were largely "Copy me and don't ask questions." Maurina's online stuff was more helpful for me personally. Many people might disagree.
Cheers,
Dave.
04/24/2006 (3:31 am)
Boris, that's the perennial question that seems to crop up every time someone buys the engine. In other words "How do I make a minimal game?" I think that's what you are asking? Unfortunately the answers are never clear. The only way to find out seems to be to trace all the scripts through from the original main.cs, noting what seems to be essential from either the code or any comments, and then removing stuff and seeing what happens. The thing is, the whole scripting system and directory structure is freeform, so they can be organised any way you like, and named anything you like, apart from the initial main.cs. The order you call things in is obviously important, because if a method is not loaded in the console by the time you use it in another script, you're screwed :-)
There used to be a great "new mission" that you could load from the editor in one version of TGE (can't remember which version, maybe 1.4). It just created a flat chequered square for a landscape with a simple block model for the player. It would be a great place to start this analysis, but it's not in TSE which I use now.
Anyway, I'm still going through this process using the TSE water world demo as a base when I'm not creating new code. It seems that most of the stuff in the TGE/TSE demos up until the game.cs scripts in your new game, are more or less essential for a single player game. The "common" directory is for things like the mission editors etc. and apparently can be ditched from any finished game (or so I've read on the forums) .
Following the thread from the main.cs is a good place to start as I say. The first few scripts load the networking, GUIs etc. and with a bit of time you can see clearly when things start becoming game specific. It's confusing at first, in fact it's confusing later, but it eventually begins to make sense.
There are probably people here who could give you more specific advice, I hope one of them does. But the stuff above is usually what comes up for this kind of question. In other words, the best way to learn this is to read all the docs, all the scripts and experiment.
Personally I'm hoping Maurina's new book will make this an easier process. I haven't seen it yet, although it's in the mail on the way from Amazon. I didn't find Finney's books much help, the coding sections were largely "Copy me and don't ask questions." Maurina's online stuff was more helpful for me personally. Many people might disagree.
Cheers,
Dave.
Torque Owner Dave
Dave.