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by Ricky Taylor · in RTS Starter Kit · 05/07/2006 (8:28 am) · 41 replies

Hey, has anyone but me thought of trying to get the RTS kit up to scratch by ourselves?

A number of people here have wonderful ideas, and implimentations?

Mmm?

--Ricky
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#1
05/07/2006 (9:52 am)
Up to scratch?

I think there are a number of projects that are using it, maybe I'm not sure what you mean....
#2
05/07/2006 (11:41 am)
What I think he means is
is anyone attempting to make a single thread documentation
of ALL necessary steps and lists of required software
to take a 1.3 RTS and get a FULLY functioning error free RTS 1.4
not with player customizations or individualized FIXES

but rather a true 1.4 version of the downloadable 1.3 RTS starter Kit

to answer him .. YES after 2 weeks I am so close I am having trouble sleeping
two minor issues that dont really have an impact on the RTS are remaining
selection circles are CIRCLES not rings
when you enter game you dont see Fresh RTS Meat as the default player name
because of this there maybe an additional minor bug/error/something missing
however I think I modified my prefs so it would make it a clear field late one
evening and can't seem to recall where the unmodified version is on my system
sorry late nights and no coffee perfect formula for mistakes in record keeping

with all that I have learned in the past couple of weeks since joining the GG community
and purchasing my own License TGE and RTS together I am anxious to finally
create a final install proceedure document with step by step can't misunderstand
type instructions for a new or inexperianced user to make a clean working build
on thier first attempt

something that in the future people will say in answer to questions
refer to forum post ........
right now it is a scattered list and some of the items are from pre VS2005 compilers
or from 1.3 TGE builds can lead a newer user down the wrong path during the
process
#3
05/07/2006 (11:46 am)
I do recall on my second or third day having finished the RTS build using a tutorial.base
as a build foundation having loaded it up and had modified the terrrain and sky
had a nice looking simple mission area and left the room for a few hours to watch
a movie with the wife and kids

when i came back there were 2 people running around in my game

i was shocked that my firewall didnt prevent that
i checked the firewall log and no "suspicious" activity
was present and no threats or dangerously open ports were in the
sumarry.. even did a full port scan while game was open

what I was most pleased with was the TGE could run with an outside world port
and not cause my McAfee grief in the process

In all the hours my computer has had a publicly joinable running session of TGE
not one virus or threat has entered my system
something the IE can not claim
#4
05/07/2006 (11:56 am)
@William, HEH! =)

I meant, SHALL we put it up to scratch.

IE:

* Get a working build w/1.4 on some ftp server.
* Add user mods for all-around functionality: i.e. circular FOW and terrain FOW, building areas, squads, etc, etc.

=)

Anyone up for it?

I have 1.4 w/ mini-map circular view, (Players appear black x_x).

Time to find some FTP space...

You could buy a site from www.screenhosting.co.uk.... Im not not a co-owner. =)

--Ricky
#5
05/07/2006 (12:08 pm)
Quote:Im not not a co-owner.

You're not, not a co-owner... dosen't that mean you are? :p
#6
05/07/2006 (3:37 pm)
Im sorry, but I PWN u ass.... =D

www.7thentertainment.co.uk/gg.com/Image1.png
I have select-circles, build areas, cooler mini-map square, rotatable buildings, and such... =)

Mostly C++.

Also yes, I'm a co-owner of that company. =P (Buy our stuff!)

And yes, THATS WINDOWS!
#7
05/08/2006 (8:34 am)
Shall we put our stuff together then?

Whos in?

Whats needed:

* A TorqueScript redo would be nice, w/ comments.
* PathFinding, (I've started that.)
* Fog-O-War
* Buildings (properly).
* Some stuff that I wont remember at the mo....
#8
05/08/2006 (8:55 am)
I see that you still have black mip map units that means you built your rts on most likely the .fps
you also log in as poser (i suspect the default name) if you add a - console to the load parameters
or examine the console.log file you should see that the
Mapping string: blue to index: 13 or somewhere near index 13 depending on your build

but it should be Mapping string: blue to index: 20 or 22 if 2 players are present

I have found the reason the selection circles are not rendering I am missing alot of files in my build
by (install default) RTS has 706kb of files in C:\Torque\RTSStarterKit\engine\gui
some of which are in this directory in my build C:\Xtra_Torque_RTS\SDK\engine\gui\core
there is no RTS ....enigine\gui\core subdirectory so basically examining these files has shown me
there is a problem with Warning: (c:\xtra_torque_rts\sdk\engine\gui\core\guitypes.cc @ 347)
not from that file or its includes but because of something else missing still working on discovery
here to see exactly what is not only missing but why i see no error about it missing
meaning it isnt in a build as a #include so it isnt seen as missing

As I have said I am trying to preserve the 1.3 RTS as much as possible while still making a 1.4
conversion
oh I have this avail for example\starter.rts\client\ui directory
www.davox.net/build.png
this icon is present 4x in directory build_n.PNG seems to be the active one but repl all 4

also almost done with change in minimap display
using a round compass with map in center to make
way for "camera ROTATION" but may not include in the
RTS conversion project most likely will not include
it will be avail after conversion as a MOD tutorial (I hope)
still working on this one
#9
05/09/2006 (12:26 am)
I fixed units las' nite.

Seems in the RTS 1.3 TorqueScript Files it had variables named: $Pref::Server::TeamInfoX

Whereas in code it was: $Server::TeamInfoX.

So I just renamed it in script, (theres no need for it in prefs.cs files).

I havent fixed up any of the rest of the CS files yet, and cant be bothered to enter a name when joining. =)

Also, I was only playing on my own. =)
#10
05/10/2006 (7:28 am)
No-one wants to help me or is even slightly interested in my code?

Im hurt. ;)

--Ricky

BTW, I used starter.rts, isnt that the whole point?

William, what have you done to your TGE??!!
#11
05/10/2006 (8:50 am)
I have done very little to the TGE
its modifying the RTS files to be compatible with 1.4
without altering the intended functions that is hard

its easy to just write a code block of our own
to do something SIMILIAR an get the apparent look
of a conversion .. I am truely trying to make a 1.4 conversion
so this topic will go from forum to download areas
and we can focus on making the RTS pack MORE than what it is
not trying to make it something we can use for more than reading material

I cant figure out where I went wrong in the creation of the selection ring
the fact I have a solid circle that HIGHLIGHTs on mouse over is disturbing me
I am wondering if somehow its my video driver and the object is maybe a ring after all
I keep looking over the code and it seems it should be working
#12
05/10/2006 (9:44 am)
I had a 1:1 1.4 recompile, working fine... I WinDiff'd the files from 1.3....

If anyone wants to help, and they make a contribution**, I'll _GIVE AWAY_ my code.*

* Not including the nifty MMO code..... xD
** Of a decent size, not already done.
#13
05/10/2006 (11:54 am)
@William: One of the design decisions that wasn't very smart in the original RTS-SK code was hard-coding the texture path for the selection circle in the engine itself--check in the terrain's render function (possibly the player's, it's been a while, but I think it's the terrain) to see what the path is.

There is a forum thread dealing with the fix to this issue, maybe search for "selection circle" + " file path" might help.

And while we as a company can't give much attention or support to what you guys are doing right now (unfortunately, much higher priorities exist), we are watching, and are glad that you guys are working on it!

We do plan an RTS-SK 1.4.2 update with bug fixes, but it will be in the future, with no ETA.
#14
05/10/2006 (11:54 am)
Does no-one want an RTS-SK with more stuff?

=O
#15
05/10/2006 (11:56 am)
@GG.com, I will _GIVE_ you this code (its 1.4 compat) with extras, so long as someone helps me do the remaining 3/4 of work!

=/ Why is there suck a lack of interest?
#16
05/10/2006 (12:35 pm)
There is by no means a lack of interest--just a matter of priority and resource assignment. We're releasing 4 different products during the summer, and as has been alluded to in a few recent GG blogs, a lot more that we're working on that will be released in the coming year.

We are very aware of the current state of the RTS-SK (especially me personally--if anyone happens to remember my resource last year, the main reason I now work at GG is due to the RTS-SK!), and will be releasing updates just as soon as we can.
#17
05/10/2006 (3:33 pm)
Im not saying GG doesnt care! Sorry, that came across wrong..!

Its the people who have bought it that havent said anything on this thread!

=/

Just some updates:

* Im working on a NavPath, which is yet to load/save correctly, let alone run A-Star.
* Im working on terrain fog, well, brainstorming.
* Im creating a mysterious file system, prolly gonna end up as part of TGE or as part of my MMO kit. =)
* Im re-coding the .cs files:
* Place building now accepts data blocks as args, so multiple buildings with 1 command.
* Im looking into fog-of-war working, and BTW does anyone know whats going on there, I see a big commented out chunk! (Which I have edited thouroughly).
* Ive added a "CheckPoint" function to visManager, for fog-o-war style stuffs.

TODOs:

* A-Star
* RTSUnit collision
* Non-juttering health bars (Images?)
* Fix NavPath
* Take over the world.
#18
05/10/2006 (4:33 pm)
Ricky making changes to your own build is one thing what is needed most
is a true version of RTS under TGE 1.4 and I suspect TSE 1.4

if you really want to get a community going on your ideas we need a common RTS
solution so that mods are not engine specific or we need two seperate mod communities

perhaps you can tell me because I dead ending here

from terrData.cc

mDynLightTexture = TextureHandle("common/lighting/lightFalloffMono", BitmapTexture, true);
==> mSelectionTexture = TextureHandle("starter.RTS/client/ui/ring_white", BitmapTexture, true);<==

that line is added per conversion suggestion in this forum
however the common/lighting/lightFalloffMono is being colored green creating the green selection CIRCLE
instead of the object target starter.RTS/client/ui/ring_white which would be the intended ring

I need to windiff a few files im sure the process used in the 1.3 version will shed some light on this
but you appear to have created a solution or the forum posted suggested edits worked for you
which torque are you using TGE or TSE?
#19
05/11/2006 (12:15 am)
Im using TGE 1.4, as stated above. And I have the RTS Kit to work 100% as intended. I want to upgrade to TSE soon, and then I'll patch the RTS kit again, but first things first:

I want to make the RTS Kit better, for everyone, but Im a little downhearted that you only want a 1:1 RTS Kit (Not actually very useful for creating complete games....), and that GG are busy.

I will continue, and will probably send the changes to GG anyways, but some help/interest from the community would be nice!

='(

--Ricky
#20
05/11/2006 (6:16 pm)
Well assuming each programmer or team will have thier own goals
I still feel a 1:1 conversion is best as a community resource

and I have no plans to create a RTS game I downloaded it
for a reference I have alot to learn about torque
I like to know all the little details before I try to make
changes
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