Somebody using TGB1.5B3 with 1.3 games?
by Adam Johnston · in Torque Game Builder · 04/26/2007 (4:49 pm) · 22 replies
Hi guys!
I was out of TGB development for months, I just downloaded the 1.5B3 release today and was comparing the amount of changes (a lot). So instead of doing all the regression path by myself I think is safe to ask here first if somebody has ported his 1.3 games to this release (I have done some modifications to the code base so for me it's more painful to do this)
Somebody?
Thanks.
I was out of TGB development for months, I just downloaded the 1.5B3 release today and was comparing the amount of changes (a lot). So instead of doing all the regression path by myself I think is safe to ask here first if somebody has ported his 1.3 games to this release (I have done some modifications to the code base so for me it's more painful to do this)
Somebody?
Thanks.
#2
So it's much like "finish your current one in 1.3, and start a new in 1.5" or something.
04/30/2007 (11:08 pm)
GG is rewriting all demos using the new behavior apporach, I think it's safe to expect a massive rewrite of your game when 1.5 reach the retail state.So it's much like "finish your current one in 1.3, and start a new in 1.5" or something.
#3
I won't start anything concrete in 1.3, i'll just continu to play around in it ;)
05/01/2007 (1:07 pm)
Thanks for this info,I won't start anything concrete in 1.3, i'll just continu to play around in it ;)
#4
and here you go :]
05/01/2007 (5:33 pm)
You can totally port your 1.3 game to 1.5 right now. I did it, and I already answered how to do it somewhere :Quote:Create a new project under 1.5. Then, take your 1.3 mod folder, rename it "game" and put it in the new 1.5 project (replacing the "game" mod folder), within the game scripts you need to change the path names (mainly for datablocks.cs, do it before trying to run TGB because it would mess up your datablocks) since the mod folder is now named "game" in 1.5.
Beware if you do an extensive use of custom t2dsceneobjectdatablocks (like me), they are not yet supported by 1.5 and if you try to edit a map with objects that use these they will get erased :/
and here you go :]
#5
Read the last news that GG will be implement the behavior system a lot, really looking forward that can really take advantage from.
05/02/2007 (9:47 am)
I've heard this way of porting. I'm just concerned about that the game still works on the 1.3 aspect and not adopt to the 1.5 architecture, and yes, you need to know a few incompatibility and problem to mess.Read the last news that GG will be implement the behavior system a lot, really looking forward that can really take advantage from.
#6
05/03/2007 (2:22 pm)
What is the new "behavior" approach in 1.5? Is there a changelist for 1.5 somewhere? I'd love to hear what is new/different.
#7
I really hope t2dsceneobjectdatablock will be back into 1.5, it's still a great functionality way more useful than any behavior to me.
05/03/2007 (7:10 pm)
Behaviors... It's good and simple, but, it's simple. It does not seems to be very suitable for complex gameplay mechanisms. I clearly wouldn't want to make an entire game using only these (but it may be because I don't try to make casual games ^^'). I don't think we should be especially ashamed to not use behaviors. To me 1.5 is mostly the ticked physics.I really hope t2dsceneobjectdatablock will be back into 1.5, it's still a great functionality way more useful than any behavior to me.
#8
That I definitely agree with :) Whichever way works for you is what is important.
That, on the other hand, I don't completely agree with. At first I thought along the same lines, though when you start to delve into what behaviors are (almost like component functionality), you begin to realize they can be as simple or as complex as you want them to be. AI is one area in which behaviors could be hugely beneficial . Imagine a full AI behavior(s) fully configurable in the Level Builder through the behavior system, or imagine AI chunks separated into separate behaviors that you can drop in on objects (or add via script). The possibilities are endless and in the end it simple is a way to help you organize and share functionality.
05/07/2007 (9:40 am)
Quote:I don't think we should be especially ashamed to not use behaviors. To me 1.5 is mostly the ticked physics.
That I definitely agree with :) Whichever way works for you is what is important.
Quote:It does not seems to be very suitable for complex gameplay mechanisms. I clearly wouldn't want to make an entire game using only these (but it may be because I don't try to make casual games ^^').
That, on the other hand, I don't completely agree with. At first I thought along the same lines, though when you start to delve into what behaviors are (almost like component functionality), you begin to realize they can be as simple or as complex as you want them to be. AI is one area in which behaviors could be hugely beneficial . Imagine a full AI behavior(s) fully configurable in the Level Builder through the behavior system, or imagine AI chunks separated into separate behaviors that you can drop in on objects (or add via script). The possibilities are endless and in the end it simple is a way to help you organize and share functionality.
#9
05/07/2007 (10:24 am)
Still no one has answered my question... where can I read about behaviours and how to use them? Where can I read about what's new in 1.5?
#11
What is this 'mod' folder? Is that the Data folder? I've copied my 1.3 game over to 1.5 and edited the datablocks.cs to update the path, so I can see all my assets in the level editor, but when I click run I just get a black window. Has anybody got any additional information for a beginner on how to get a 1.3 game running in 1.5?
Thanks.
05/16/2007 (7:11 am)
Quote:Create a new project under 1.5. Then, take your 1.3 mod folder, rename it "game"
What is this 'mod' folder? Is that the Data folder? I've copied my 1.3 game over to 1.5 and edited the datablocks.cs to update the path, so I can see all my assets in the level editor, but when I click run I just get a black window. Has anybody got any additional information for a beginner on how to get a 1.3 game running in 1.5?
Thanks.
#12
05/30/2007 (12:42 pm)
I renamed the folder to "game", renamed the paths also, I was following the scripts to see if they were loading and when I was checking the mainScreen.gui with the GUI editor, the program crashed and closed. It seems no trivial task even for me :)
#13
It's important that you don't copy anything beside your mod ("game") folder. Comon and root folder things must be from an 1.5 new project.
05/30/2007 (12:49 pm)
There's also paths in .gui files ^^'It's important that you don't copy anything beside your mod ("game") folder. Comon and root folder things must be from an 1.5 new project.
#14
now after renaming the paths on the level file *.t2d, (on the scrollerdemo) the map loads on the level editor but when I call the game the level is not loading:
Error loading level ~/data/levels/backup.t2d.dso. Invalid file.
I changed this line to be sure the file is loaded
//startGame($levelEditor::LastLevel[$currentProject]);
startGame("~/data/levels/backup.t2d.dso");
EDIT: Also the file exist and was recompiled with the current engine, I added
exec("./data/levels/backup.t2d");
to the main.cs script
05/30/2007 (1:21 pm)
Hi Benjamin!now after renaming the paths on the level file *.t2d, (on the scrollerdemo) the map loads on the level editor but when I call the game the level is not loading:
Error loading level ~/data/levels/backup.t2d.dso. Invalid file.
I changed this line to be sure the file is loaded
//startGame($levelEditor::LastLevel[$currentProject]);
startGame("~/data/levels/backup.t2d.dso");
EDIT: Also the file exist and was recompiled with the current engine, I added
exec("./data/levels/backup.t2d");
to the main.cs script
#15
05/30/2007 (1:48 pm)
Expandpath (i think this is what it was called, or just expan?) is needed, ~ and . are not parsed to the correct path.
#17
I am new to this forum with the same problem. I copied the original files into the game folder, edited my datablocks file and the game loads into the editor. All looks well but when I try to play the level I just get a black screen. The funny thing is that I can hear the audio I put in game.cs but nothing else. Here is a snippet from my game.cs...
(note that I have a .dso for all my .t2d level files I just commented out the check for some reason)
function startGame(%level)
{
exec("~/gameScripts/jet.cs");
exec("~/gameScripts/monkey1.cs");
exec("~/gameScripts/monkey2.cs");
exec("~/gameScripts/heli.cs");
exec("~/gameScripts/path.cs");
exec("~/gameScripts/bomb.cs");
exec("~/gameScripts/audioDatablocks.cs");
// Set The GUI.
Canvas.setContent(mainScreenGui);
Canvas.setCursor(DefaultCursor);
moveMap.push();
$sound = alxPlay(bckAudio);
//if( isFile( %level ) || isFile( %level @ ".dso"))
// sceneWindow2D.loadLevel(%level);
//revised code
sceneWindow2D.loadLevel("~/data/levels/intro.t2d");
moveMap.bindCmd(keyboard, "enter", "loadStory();", "");
}
08/04/2007 (10:11 am)
Hi,I am new to this forum with the same problem. I copied the original files into the game folder, edited my datablocks file and the game loads into the editor. All looks well but when I try to play the level I just get a black screen. The funny thing is that I can hear the audio I put in game.cs but nothing else. Here is a snippet from my game.cs...
(note that I have a .dso for all my .t2d level files I just commented out the check for some reason)
function startGame(%level)
{
exec("~/gameScripts/jet.cs");
exec("~/gameScripts/monkey1.cs");
exec("~/gameScripts/monkey2.cs");
exec("~/gameScripts/heli.cs");
exec("~/gameScripts/path.cs");
exec("~/gameScripts/bomb.cs");
exec("~/gameScripts/audioDatablocks.cs");
// Set The GUI.
Canvas.setContent(mainScreenGui);
Canvas.setCursor(DefaultCursor);
moveMap.push();
$sound = alxPlay(bckAudio);
//if( isFile( %level ) || isFile( %level @ ".dso"))
// sceneWindow2D.loadLevel(%level);
//revised code
sceneWindow2D.loadLevel("~/data/levels/intro.t2d");
moveMap.bindCmd(keyboard, "enter", "loadStory();", "");
}
#18
08/05/2007 (4:50 am)
That should probably be:sceneWindow2D.loadLevel(expandFilename("~/data/levels/intro.t2d"));
#19
08/05/2007 (10:40 am)
Thanks, that worked perfectly.
#20
Do you mean config datablocks? I'm currently doing a 1.1.3-1.5 conversion and the config datablocks aren't showing up in the edit>scripting menu for level elements (existing level or new). Should these be replaced with behaviors?
09/11/2007 (4:30 pm)
Quote:Beware if you do an extensive use of custom t2dsceneobjectdatablocks (like me), they are not yet supported by 1.5 and if you try to edit a map with objects that use these they will get erased :/
Do you mean config datablocks? I'm currently doing a 1.1.3-1.5 conversion and the config datablocks aren't showing up in the edit>scripting menu for level elements (existing level or new). Should these be replaced with behaviors?
Torque Owner Isaac Barbosa
IQ Games
If that's the case, we should finish actual engine projects and the start a new one in the new release.