Game Development Community

Community Project

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
#21
06/01/2006 (7:56 am)
I have pathfinding workking 70%. TGE can now generate paths for a level. Once I get the blocking/raycasting working then it will be complete.

Heres a screenie!

www.7thentertainment.co.uk/gg.com/Path1.png
#22
06/02/2006 (10:32 am)
Http://www.garagegames.com/index.php?sec=mg&mod=resource&page=view&qid=10602

More screenies....

Keep your eye on the community page for the resource.
#23
06/13/2006 (11:27 am)
Another screenie! And some news!

www.7thentertainment.co.uk/gg.com/rts-sk/selection.png
I have now fixed the selections, and make a simple "no-image-specified-image". Also, as you can see, the new 1.4 technology shows... Look at the hover-over names!

Next task: Terrain-based fog-of-war.... (not looking forward to that!)
#24
06/13/2006 (1:19 pm)
Another update!

OK, so I didnt go straight to Fog of War, but this is neat also!

Now there are limits to building placement, all in torquescript! Well... 99%... Its close enough... ;)

www.7thentertainment.co.uk/gg.com/rts-sk/selection2.png
#25
06/14/2006 (12:28 am)
And another! Im on a roll! =)

Most of terrain FOW now works... It needs tidying and such... but it works at least...

www.7thentertainment.co.uk/gg.com/rts-sk/fow1.png
#26
06/14/2006 (12:35 am)
Hey im rather interested, but im not using 1.4, any chance of releasing somthing soon I would love your pathfinding and those build areas look interesting. Although tse will use 1.4 when its released....
#27
06/14/2006 (12:43 am)
Wow youve done fow that was quick, does it change for vision distances?

I have partly implemted squad control(instead of single units) btw
#28
06/14/2006 (7:29 am)
John:

It uses my modified visManager, which does the view length.

It checks for each point in the terrain, and checks whether it is visible.

Will be released soon... just touching up!
#29
06/14/2006 (8:21 am)
Very cool indeed
#30
06/14/2006 (11:16 am)
Fixed the Fog-of-War:

rendering times... increased... by about tenfold, gwomp.

After I fix some bugs with the camera on the mini-map ill send it to GG. =)
#31
06/15/2006 (2:19 am)
You could go all the way and add shroud as well (pitch black cannot see anything through)?
#32
06/15/2006 (4:34 am)
How does the white base under your buildings work? I would like a similar feature except I would need grass to display under my buildings.
#33
06/15/2006 (3:06 pm)
Its a big terrain-render mod. Its only visible when building, not normally... =)

Shroud is harder, and I also dont like it... so... I dont think so.. =P
#34
06/19/2006 (4:39 am)
When if you are are you planning to post this?, I got your pathfinding recource havent got round to testing it out yet thought. :)
#35
06/19/2006 (9:23 am)
It'd hardly be a community project if I didnt release it!

Hehe!

I sent it to a GG person... But I think the 15MB file is a bit big for the resource area. =)

Either way, it will end up here soon.

=D

-- Ricky
#36
06/30/2006 (1:30 pm)
Ricky, any word on if/when they're going to release your code?
#37
07/01/2006 (9:54 pm)
If you need hosting for files etc, I can provide that for free same as i do for a couple other projects.

Cheers, Mark.
#38
07/03/2006 (8:40 am)
I dont have a clue whether they will release my code, but it is a big file to host...

@Mark:

Clearly you didn't catch my "buy hosting" joke earlier.... =)
#39
07/05/2006 (12:48 am)
Lol, just skimmed earlier.
#40
08/20/2006 (4:59 pm)
Will this ever be released?, I think the rts kit has been neglected with all the other things going on. Could you not make a resouce for the fog of war as you did with the pathfinding. It looks really neat.