Game Development Community

This is insane!!!

by Matthew Shapiro · in Torque Game Engine · 05/05/2001 (7:54 pm) · 15 replies

This is the first time in my whole life on the internet i've seen this! When quake came out many people wrote tutorials about mod-making and the same with other games. But tribes 2 comes out, everyone scripting, but noone has a tutorial out or even ANY documentation on scripting!

Someone please prove me wrong :(

#1
05/05/2001 (10:36 pm)
umm this is your FIRST time on the internet?!
#2
05/06/2001 (4:22 am)
I think he means it is his first time he's seen something like this happen...
Or else he's just totally amazed at the information he's seen on the internet because it is his first time... Either way...
#3
05/06/2001 (5:16 am)
And I think Braden is pointing the fact that Shapiro hasn't looked hard enough... hence maybe being his first time on the internet could be his only excuse for posting something arguable like that.

Matthew, if you actually have the game... while I'm no coder or scripter (I do have understanding of how it works though) I have found a wealth of information in the comunity forums IN the game itself... no screenshots there but still enough information to get you started, as for tutorials for mapping and modeling, well modeling isn't really started yet since the SDK is incomplete AKA no docs yet and because mapping isn't that easy to learn with T2.
#4
05/06/2001 (5:29 am)
First time on the internet??? heh no. It was late, probably typed the wrong thing in. I meant the first time i've seen this happen on the internet. I've looked real hard and was unable to come up with ANY documentation or tutorials for tribes 2 scripting except for a function list, which doesn't explain which function does what...

and i'm talking abotu pure scripts. NO i don't have tribes 2 cause I don't have a job and i'm spending my money on the engine and i have to save the rest for when i go out of the country this summer. I'm trying to get one of my team members to get it...
#5
05/06/2001 (6:09 am)
Ahh, there is the problem.

I have been doing a lot of Tribes 2 scripting, and I found it easy. I learned what I know from 2 majot sources:

1) My Tribes 1 scripting experience. The language is quite similar, though there are some tricky changes.

2) Looking at the Dynamix scripts. The game comes with over 200 script files, and you can usually find one of them with an example of what you want to do.

It is rather surprising how many peopel here don't have enough money to buy Tribes 2. I guess a lot of the people are high school students or whatnot. I wonder how you guys afforded Visual Studio or CodeWarrior....

Twostep
#6
05/06/2001 (7:44 am)
yep high school student :P
I got Visual Studio from my computer programming class at school so that we could work at home. It's the same with our whole team...
*shrugs*
we asked the school, they agreed, we broguth back the cd when we were done....
Maybe it's illegal maybe not... If it is don't tell me casue I don't know...

anyways...

Being 16 without a job and parents who don't believe in spoiling their kids, i had to do a lot of house work to get the $100 for the engine.
#7
05/06/2001 (10:20 am)
Ahhhhh i see, i read your post at around 1am with a pounding headache so i didnt get it right away.
#8
05/06/2001 (10:47 am)
How do you test the scripts you write without Tribes 2? As far as docs, the code for the scripts is your best source - and probably always will be. Spend the $40 friend and see what all the buzz is about.
#9
05/06/2001 (1:41 pm)
heh that's ok :) it was late when i wrote it, i see how it could be mislead.

One of my team members was going to get it but they didn't have it at electronics boutique when he went..
#10
05/06/2001 (9:14 pm)
Really? that's funny.. it may be possible to wait for the demo, has there been any word on whether you can mod it at all or not ?
#11
05/07/2001 (12:11 am)
Proving you wrong:

hosted.tribalwar.com/t2faq/

I'm so sorry I had to do that :)

Unfortunately, there's not much else besides the few useful forum entries; the links to which are too nebulous for me to provide.

--Timothy "Drake" Ford
#12
05/07/2001 (4:09 am)
thank you for proving me wrong :)
#13
05/08/2001 (7:56 pm)
One of the I haven't even touched the MOD side of T2 is the inability to release a MOD and have my work protected. I went through enough fighting over the rights I should have had to my own code, that I don't even want to bother with it this time.

Without the guarantee that I can protect some of the things I have written it isn't worth my time to share any of it.

Currently we can release code for T2 in a psuedo-compiled form, but we have already been told that this will be going away because it is a "security" risk for players and server administrators.

So now I learn what I can and wait for the release of the V12 engine.
#14
05/09/2001 (9:13 pm)
The V12 demo will have the same MOD capabilities as Tribes2. Remember all the Tribes2 specific code has to be removed according to our license with Sierra so I don't expect to be creating any Tribes2 clones by MODing the demo. I have actually spent the last couple days improving the ease of making MODs for the V12 demo (and fixing s couple T2 MOD bugs).

I talk to the guys at Dynamix frequently and have not heard anything about them removing the compiled script code. It just doesn't make sense -- the compiled scripts are am optimization, they run MANY times faster than interpreting them each time. And don't worry we have no intention of removing it either.

--Rick
#15
05/09/2001 (10:32 pm)
Rick - The last thing we had been told was that the individual compiled .DSO format was being depreciated and that a single compiled .??? format was being worked on.

Perhapse this has changed, No one from Dynamix has mentioned it since it was first brought up. I will ask again as there are some things the Scripting group would like to simplify by just releasing the .dso files.

Personally I was hopeing for a Private Key encryption type of service. Where the .vl2 files could be password protected and each Scripter / MOD Team would register their password with Dynamix. Upon connection to the servers the encrypted passwords would then be downloaded to the client.

This could be taken a few steps further... ie.. requiring all scripts to be "digitally signed registered" and passing those scripts to the server and letting the server decide which scripts to allow on the server.

Like an extension of the Package command... where the server could de-activate any unsigned script or any signed script that wasn't approved for that server (or match).