Torque 3D Community Edition Discussion Thread
by Kory Imaginism · in Torque 3D Professional · 06/06/2012 (11:03 am) · 347 replies
This thread can be used to discuss everything Torque 3D Community Edition related.
#222
The guys at the studio weren't too taken with the idea of me sharing our in-house template so I ended up just gutting the Full Template and reorganizing it, doing a little clean up along the way. The current functionality is somewhere between that of the stock Empty and Full Templates, and weighs in at a mere 40MB.
It could still use some polish and some further re-factoring, but it should be testable/usable without any major issues.
Check it, like, hate it. We'll do something further with it as you chime in.
08/07/2012 (11:45 pm)
A new Template is committed, the CE-Starter Template.The guys at the studio weren't too taken with the idea of me sharing our in-house template so I ended up just gutting the Full Template and reorganizing it, doing a little clean up along the way. The current functionality is somewhere between that of the stock Empty and Full Templates, and weighs in at a mere 40MB.
It could still use some polish and some further re-factoring, but it should be testable/usable without any major issues.
Check it, like, hate it. We'll do something further with it as you chime in.
#223
08/08/2012 (12:52 am)
Guys, as much as it pains me to admit it, I have NFI what I'm meant to be doing... How to get this from the repository to my drive. Can anyone point me to an explanation please? That way I can inform myself so as not to ask dumb questions later. Cheers.
#224
Once you have it checked out you can right-click anywhere within the local copy for additional options: log file, compare, update, revert, add, commit, etc,... and there should be some documentation about all of those options if they'r not self explanatory enough.
08/08/2012 (1:04 am)
TortoiseSVN is probably the easiest SVN client to use. Once you have it installed you'll need the url to the repository and your login/password. Right-click the location you want to download to and select (shell extension) SVN Checkout, give the repository url, use the default options and hit Ok. Once you have it checked out you can right-click anywhere within the local copy for additional options: log file, compare, update, revert, add, commit, etc,... and there should be some documentation about all of those options if they'r not self explanatory enough.
#225
08/08/2012 (3:13 am)
Thanks Michael. It's embarrassing that after all these years online I still stumble about.
#226
What sets you apart is that you have NFI, but you are willing to learn. Many people are not willing to even contemplate learning new and difficult things. So having NFI and being willing to overcome that knowledge gap is a huge credit to you. I would rather work with someone who admits they have NFI than someone who is unwilling to learn. I ran into this a issue a lot when working with certain PHDs who were very smart, but if you get much outside their field of expertise they had NFI that what they were saying was BS.
Cheers!
@All,
Is there going to be interest in incorporating the Python stuff in the CE? Perhaps a branch? It really can coexist with the rest of the code as it adds some functions, but the engine can still run normally without any Python code. I need to check, but I don't think it would even need a Python install to be present. If it does need that it would probably be best to have a branch so people can add it in as needed. Thoughts on this?
08/09/2012 (4:10 pm)
@Dan,What sets you apart is that you have NFI, but you are willing to learn. Many people are not willing to even contemplate learning new and difficult things. So having NFI and being willing to overcome that knowledge gap is a huge credit to you. I would rather work with someone who admits they have NFI than someone who is unwilling to learn. I ran into this a issue a lot when working with certain PHDs who were very smart, but if you get much outside their field of expertise they had NFI that what they were saying was BS.
Cheers!
@All,
Is there going to be interest in incorporating the Python stuff in the CE? Perhaps a branch? It really can coexist with the rest of the code as it adds some functions, but the engine can still run normally without any Python code. I need to check, but I don't think it would even need a Python install to be present. If it does need that it would probably be best to have a branch so people can add it in as needed. Thoughts on this?
#227
08/09/2012 (4:14 pm)
@Frank, I think that if it doesn't hurt the current code and you don't have to install Python you should go ahead and add it. It is a very useful resource and covers some of the things that have been discussed already (alternative VM etc etc)
#228
08/09/2012 (4:22 pm)
Verify that it won't require a Python installation. If not just #ifdef where ever you need to make additions and use project defines for the end-user to enable if they wish to use it - default to disabled.
#229
I will check the dependencies and ensure Python is not needed. If it is I will add the defines as Michael pointed out.
Edit:
Oh darn. It does load python27.dll even if not started as a library from python.exe. I will have to do some defines to keep it in check. Probably better to do defines anyway as if you don't want it then it can be easily removed. I need to learn how to do this anyway using the project defines.
08/09/2012 (4:27 pm)
@Lukas and Michael,I will check the dependencies and ensure Python is not needed. If it is I will add the defines as Michael pointed out.
Edit:
Oh darn. It does load python27.dll even if not started as a library from python.exe. I will have to do some defines to keep it in check. Probably better to do defines anyway as if you don't want it then it can be easily removed. I need to learn how to do this anyway using the project defines.
#230
Just wanted you guys (Michael and Frank) to know that I appreciate the helps.
08/10/2012 (6:08 am)
@Frank - Thanks mate. I installed Tortoise and got everything set up fine. I then started trans-repositoring (I'm coining that term right now!) but freaked when I saw how much I was actually downloading. So I stopped it. I'm now going to do the same thing but only grab the changed files. I believe this should be possible if I create a backup of my T3D directory and just get Tortoise to grab the difference. I'll find out soon enough. Still reading up on Tortoise and SVN. Just wanted you guys (Michael and Frank) to know that I appreciate the helps.
#231
i also had same problem.too much download.
moreover tortoise sometimes got locked.and i had to delete whole folder.
that is why,downloading folders 1 by 1 is best solution.
then just update them(1 by 1),when u want.
always exclude game folder's full.dll and other dll file.
those are useless as always updating.
u better compile them yourself.
08/10/2012 (6:26 am)
dan,i also had same problem.too much download.
moreover tortoise sometimes got locked.and i had to delete whole folder.
that is why,downloading folders 1 by 1 is best solution.
then just update them(1 by 1),when u want.
always exclude game folder's full.dll and other dll file.
those are useless as always updating.
u better compile them yourself.
#232
So there's probably not much reason to download them since you already have them with the stock T3D install. If you do use any of those templates you can simply copy/paste the tools and core out of the CE version of the Full template but you'll have to merge the scripts mod directory manually.
08/10/2012 (9:36 am)
If you do go the route of checking out individual directories of the repository it should be known that the Empty, Empty PhsyX, Full PhysX, and FPS Tutorial template projects have not been updated for the CE, nor does it look like there is active interest in doing so. We should actually remove those templates if no one volunteers to keep them updated.So there's probably not much reason to download them since you already have them with the stock T3D install. If you do use any of those templates you can simply copy/paste the tools and core out of the CE version of the Full template but you'll have to merge the scripts mod directory manually.
#233
08/10/2012 (8:56 pm)
Cool. Thanks guys.
#234
To fix it do this:
This should fix any lock files or other crap that won't let you resume your checkout. Of course you resume your checkout by right clicking repo folder and selecting SVN Update.
I checked out the entire CE doing this.
08/12/2012 (3:54 pm)
Yes, tortoise appears to get locked, BUT you do NOT have to delete the entire repository you have downloaded.To fix it do this:
- right click on repo folder in Explorer
- select TortoiseSVN->clean up option
This should fix any lock files or other crap that won't let you resume your checkout. Of course you resume your checkout by right clicking repo folder and selecting SVN Update.
I checked out the entire CE doing this.
#235
08/12/2012 (4:21 pm)
I added the ScatterSky Z-Offset hack to my working copy just because I remembered some posts saying that it didn't work in 1.2. It does work. Would this be something we'd be interested in including in the CE?
#236
yes i know that.most of the time it works.but there are several cases when it does not work.i have googled on this cases.many solution was given.sometimes they work for someone but most of the time it does not work.
even in some cases tortoise client itself delete most of the unvirsoned files.
it happened if electricity gone during update process
or if net connection lost
or if i cancel update process.
08/12/2012 (4:25 pm)
frank,yes i know that.most of the time it works.but there are several cases when it does not work.i have googled on this cases.many solution was given.sometimes they work for someone but most of the time it does not work.
even in some cases tortoise client itself delete most of the unvirsoned files.
it happened if electricity gone during update process
or if net connection lost
or if i cancel update process.
#237
08/12/2012 (6:54 pm)
Michael, i don't particularly like this fix.
#238
08/14/2012 (9:33 am)
I need to the t3d added a feature like. So the only collision speed up navmesh generate a game Min-map(Gui), and role in the game, the actual area of operations and generation can be collision of the collision efficiency.
#239
I'm about 75% through the list as of now and am certain that some of the fixes will definitely make it to the CE soon(ish). However, the [expletive] thing has given me a headache so I'm not going to look at it for a few days.
08/15/2012 (2:10 pm)
Some progress is being made on the change list that Konrad had handed off to me a while back. This list was a result of "trouble code" that different static analyzers found -- U32/S32 conflicts, bad pointers, crazy unnecessary (seemingly) conditionals, time-eating loops, wtf logic, etc... Some of the areas marked on the list have already been fixed or worked around by various of Alfio's optimizations. However, some of the suggested fixes would actually conflict with those optimizations, so those will take longer to review.I'm about 75% through the list as of now and am certain that some of the fixes will definitely make it to the CE soon(ish). However, the [expletive] thing has given me a headache so I'm not going to look at it for a few days.
#240
Should I recompile and commit the .exe for the FULL and CE templates after I've made changes, or are we leaving that for people to do themselves?
08/16/2012 (11:02 am)
How are we managing the .exe's of the templates when making changes to the source? Should I recompile and commit the .exe for the FULL and CE templates after I've made changes, or are we leaving that for people to do themselves?
Associate Steve Acaster
[YorkshireRifles.com]
You probably don't need it exposed to the editor at all. I'd suggest just putting the relevant instructions (copy-pasted) from your resource into which ever file is most relevant (again I'd suggest putting a script file with the example info in under scripts/server).
//example taken from resouce %path = new NavPath() { from = "0 1 1"; to = "10 1 1"; mesh = TheNavMesh; }; // The path now contains all the points to navigate between from and to. // Let's change the destination: %path.to = %obj.getPosition(); %path.plan(); // Now the updated path points to the location of %obj