Game Development Community

TGEA Startup

by Ilidrake · in Torque Game Engine Advanced · 02/26/2009 (1:55 am) · 3 replies

I just started messing with Torque(was using another engine) and I'm really impressed with it, although I am not impressed with the lack of documentation.
I have looked at several tutorials and books but what I need is a sort of guide that shows me from start to finish how to use the thing. I know how to script but not real sure how to utilize what I script. Like if I create a dialog script for talking to NPCs rpg style how do I add it to the project? Would I need to recompile the whole project? I mean the information is pretty vague on everything. Any info you guys can give would be great. I'm constantly pouring through the forums.

Another thing, is the TDN down or something? I own a license for the TGEA but it won't let me log into the network. Thanks in advance.

#1
02/26/2009 (6:00 am)
The script (cs) files compile every time TGEA starts (it doesn't compile with the source code), if it's newer than the dso files already compiled (if there's an error in the script file, it will skip that file, and if there is a dso present you may wonder why the changes didn't take effect).

There is some documentation that comes with TGEA in html format that you can go through- I haven't gone through most of it except the script reference, so it may or may not be as helpful as you'd like. For getting scripts into the game, you basically want to do the following:

1) Create your new script in one of the appropriate folders (ie, client\scripts, etc).
2) Create a line like the following:
exec("./foo.cs");
3) If that foo.cs file is a client-side file (ui or a client script), then you want to put that exec line in client\init.cs. If it's a server-side script, then the line would go in server\scripts\game.cs (or server\init.cs, depending on when you need to exec the script, but game.cs works just fine for 99% of things).

You should also do a search for Yack Pack in the product section if you're working on NPC dialogs, since there's a product out that addresses that, and might help you.
#2
02/26/2009 (3:48 pm)
Okay thanks. A few other things I could use clearing up on are compiling the initail engine when I get it. I can run any of the demos without compiling them and after compiling nothing happens. Why does it say I need to compile but they work without compiling? Do I only need to compile the engine if I modify the source files?

And how does one go about starting a complete blank project? I mean no GUI, mission or anything. And how would you link missions together to create game levels? I've searched for tuts on these subjects but can't find much and most is not helpful at all. Thanks again.
#3
02/26/2009 (5:52 pm)
You only need to compile if you make source changes (C++). If you have compiled with no changes, nothing is really going to happen if it works, other than the date of your executable will change.

I have actually found it easier to pick the demo closest to what I want, then remove the GUIs/missions or edit. Granted, I believe you can learn as much changing as you can building from scratch.



The first thing you need to ask is what do you really want to do? Most of what you are asking is in the documentation that came with the Engine. Spend some time with it:)


Sometimes what you are looking for is not going to be in the tuts. GG can't cover every topic of every type game out there or they really would have a "make my game" button.

Try searching the forums... Sometimes the best and most innovative information comes from there.

For mission loading.... Not sure what you are really asking. Are you looking to load a new mission once the current one is done? I consider a mission a level, so not sure what you are thinking when you say linking unless you are thinking your game world is going to be so large you have to page next levels or objects in? I would get to know the engine better before I worry about that.

If so is this something you will find helpful?

http://www.garagegames.com/community/forums/viewthread/36327