Game Development Community

Tkoth Tdm Ctf For Tgea

by SETTIMO EUGEN CRISTIAN · in Torque Game Engine Advanced · 08/07/2008 (3:43 pm) · 4 replies

Anyone have ready script for multi game type.. ctf-tkoth-tdm for tgea?

I have tested more script and modifyed it but i'm at start livel i cannot continue
without help.


Anyone have idea about convert software who convert all tge to tgea script?


I think is super idea..

If anyone can tell me about what diferenced code i must put in i test to make
one if i can..

Please tell me this question si very important for me..

ps: or tge to tgea porting soft.. with automatic onverter etc..

Lol..many peole think me creazy but many want to see this idea reallly...

#1
08/07/2008 (5:00 pm)
Settimo, I have a difficult time understanding your posts. So I looked at all of your posts to get an idea what your looking for.
If I understand your question, which has been asked before, then I will try to answer.

If you own TGEA and have it installed, you'll notice that the directory structure is not the same as TGE.
TGEA is used more like a reference for your Game.. that is you draw on parts of the resources to make your build.

TGE is opposite TGEA in that TGE "IS" the game .. you do not draw off of the resources since the entire engine is your game.

Both TGE and TGEA have a multi-player First Person Shooter ( FPS ) demo. I believe Stronghold is available for both.

There is no need to convert TGE script into TGEA script.. since the engines are both written with C++.. your script language ( TorqueScript ) is your means of accessing your C++ engine code.. so that you can weave your scripts aound the functions available to you in each engine.

a TGE script will work with TGEA provided you make sure the paths are properly made.
a TGEA script will not always work in TGE because TGEA has added functionality .. the TGEA script will likely be using the new C++ functions in TGEA.. and those functions are obviousy not in TGE.. So.. TGE is not Forward compatible.
I am trying to explain this in different ways for you to understand.

If you seek to make a Multi-Player game in TGEA then you'll need to get comfortable with TGEA engine code.
If you know C++ then getting comfortable with the TGEA engine is easy. And if your using TGEA then you are a C++ coder and the scripting should be like second nature.
If you are not yet familiar with C++ but eager to make a game with TGE ( not Advanced ).. then I recommend
Game Programming for Torque Game engine.. so your familiar with scripting with TGE.
Or..
Buy the TGB engine, Torque Game Builder is a great place to start. You'll learn TorqueScript as you continue with the sample projects, and you'll learn the TGB engine code if you buy the Pro version.

There is no shame in re-evaluating your coding strengths and weaknesses.. If your current version of TGE or TGEA seems to be a bit more then your ready for... ( And only you can truthfully answer that ).. then come to terms with your abilities.. step back and start from the beginning.. Start with TGB.

Please understand that my post here does not assume anything about your abilities as a programmer.
My post here is in response to your request for an automatic cross-engine script modifier... which sounds to me like your in need of a new direction.. or atleast a pointer to where to start.

And if this post doesn't help you or answer your question at all.. then please disregard this entire post.
#2
11/29/2008 (9:46 pm)
Well I can see how it would be useful if you had, say, written an entire game in TGE and decided to port it to TGEA. However, the complexity of converting all TorqueScript syntax would be too much. Many functions are completely different all together so the program would have to know EVERY class, EVERY function, EVERY array, and so forth and EXACTLY what each one did in order to make a successful conversion. It would be less work just to sort through and rewrite pieces that need to be rewritten yourself, as a programmer.

Not to mention, the program would also have to re-organize your project around TGEA, because it is structured completely differently as Scott pointed out.
#3
03/22/2009 (3:51 pm)
Now i have learn more and now i know is not very fast to port starter from tge to tgea but i have tested more model and script and work good in tgea.

The problem and solution for TGEA is to put one STARTER KIT for real game make who have not time for more scripting...

I propose to GG to put one TDM - CTF - TKOTH starter kit for fast work of game make to modify and put material in.

This give to anyone who want to make the game "more time"..

Stongold for example is good start "but nothing is in for Multiplayer.".

I like to see one day one starter kit with more features "team play" with team selection , with little loby ...and with little integration for fast put vehicle "any type" .. weapon .. ..etc for fast mount it to player "like the invetory system of tge "... but all this material can be present in one new Starter Kit of TGEA ..


This is my idea..
Thank you.
#4
03/22/2009 (9:35 pm)
Going back to your original post, multi gametypes are really quite simple to add once you understand the principle of function over-riding through packages. Mission Type Objects is a good place to start. It's only an example of how to set up multiple gametypes but used in combination with the Teams Implementation resource and any of the gametype resources that you mentioned (TKOTH, CTF, Conquest, and several others) will give a you an almost feature complete Quake 2 style multiplayer game with stock Torque.

Take a look at Zod's Multi-Gametype FPS starter kit

You may soon get your wish for a "new" starter kit. One has been mentioned many times.

I think there is also a couple of lobby system resources around, as well as various in-game chat mechanics.

Quote:Stongold for example is good start "but nothing is in for Multiplayer.".
Actually that gives you basic multiplayer Deathmatch gameplay, which is all or more than most people need to get started with a FPS. It is also the exact same (almost) as the old starter.fps, but ported to TGEa and renamed as Stronghold.

I will also maintain that for the things you mention, porting from TGE to TGEa is a relatively simple and pain-free process. Everything in your request is simple script, exists as a resource, and is easily ported. I integrated everyone one of those "old" resources linked to above for use in TGEa in less than one day.