Game Development Community

No client for Torque 3D after how many years...?

by K. Silver · in Torque 3D Professional · 07/26/2013 (8:01 pm) · 42 replies

After all these years there's no basic server/client for this program? Am I missing something here? I realize there would be tweaking and rewriting, but I am amazed I cannot find something ready-made for this program.
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#21
07/27/2013 (10:27 pm)
Hehe... this is the most fun I've had on the forums for ages!

Let me make myself as clear as possible here:

A client is defined as a client by the very fact that it is a client (slave) to the server (master). Without this server, there can be no real client.

In less esoteric terms, the client can behave as its own server (like any machine hosting a multiplayer map) and this is how T3D is structured. At least, that's my rough interpretation (I'm really trying to help here, but probably making things worse).
#22
07/27/2013 (11:12 pm)
Weird thread.

To be fair, T3D is a bit muddled when it comes to dedicated servers. Dedicated server functionality is certainly supported (and has been forever) but if K. wanted to make an entirely stripped down, minimalistic dedicated server package that had no unnecessary clientside files or script dependencies, that would take a little effort and know-how.

With that said, making a minimalistic dedicated server install has already been explained and resource-ified. In fact, the thread explaining how to do it is on the main forum page -right now-. K. even posted in it!?
#23
07/27/2013 (11:48 pm)
Coincidentally I am working through the client/server section of the documentation to convert it to a database driven rather than file driven process.

Here are the official docs:
docs.garagegames.com/torque-3d/official/content/documentation/Scripting/Advanced...

I also have a copy of 3D Game Programming All in One by Kenneth Finney. In chapter 7 it has some nice pictures and diagrams to explain the client server system. A lot of the file names and function names have changed, but the primary concepts remain in tact.
#24
07/28/2013 (12:14 am)
@k-silver tbh the answers were fair given that you werent entirely clear, and the backlash was against you initiating with disparaging sarcasm... ants dont bite till you step on the nest..


@eveyone else
To be fair, i have never really understood why there has never been an official and real separation of client and server even if its only a different set of build files, with a different set of defines as well as clearly separated, client/server/common folder.

I know theres a dedicated command, but there still a lot of cruft, and separating client form server in the game folder itself isnt exactly trivial because of the layout imo.

@anybody who knows how
I know this is a troll thread, but perhaps something good can come out of it, maybe somebody who understands the structure and concepts better can rework the game folder so that separation of client and server can be trivialised. This could be yet another step towards user friendliness of the engine.
#25
07/28/2013 (12:38 am)
@Bloodknight,
"If" this is a troll thread, does that make Richard Ranft the Third Billy Goat Gruff?
#26
07/28/2013 (1:31 am)
Dear K,

In this thread you were asking about issues with the river. A few people tried the usual process of elimination with the hope of finding a solution, and it was Ron (or Michael) who basically said it's a bug, and would be addressed as soon as possible.

For my own part, I threw out the idea that it might have been caused by reflection settings (you don't know until you ask, right?), as my rivers haven't yet caused me any problems.

"Maybe the river surface issue is tied to the reflections? I haven't had the problem at all, but I set reflections to strength=0.25 and size to 1024. I also set emission to true. Worth looking into if for no other reason than to check those off the list."

You said:

"Okay, I am game..... Where do I find those variables for modification? I have looked under the 'Reflect' tab of the river...... not there. Ya got me stumped."

So I posted a screenshot showing exactly where those variables are (find it here) and heard no other comment about the issue.

As that thread also dealt with the collision issues you were experiencing with the Cheetah vehicle on user created terrains and not the stock terrains, I'm guessing the issue wasn't with the Cheetah at all, but with your terrains. There are a myriad ways problems can arise with the terrain, and I've probably done all of those things myself. However, as my previous attempt to help was ignored, I didn't bother to post anything more.

It is clear to me now that your collision issues were indeed due to your own innocent mistake, or inability to read any of the documentation found here on the site. My best guess would be that you tried to create a massive landscape (probably populated with dense forests - I've done that one too) and your system consequently ground to a halt.

You say that after a single day of "research", you discovered the perfect community and engine for you, but I have to ask the question: How does that community feel about you? Also, if you make a game and sell it for $5,000,000, how are you going to feel about handing a million bucks over to Crytek for your use of the engine? Or if you make $500, how will you feel having to give $100 to Crytek? It makes no sense to me.

I've heard the question asked many times here before, and I feel I should ask it again now: Can you even make a game? If you absolutely must have an out-of-the-box solution to make your game, then you probably should not even be thinking about making a game. The industry leaders are such because they could make a cracking good game with an engine like Torque.


@Richard - I know you help when you see that someone is trying to help themselves. I hope I didn't give you the impression that I was having a stab at you.
#27
07/28/2013 (6:43 am)
OP goes:

Quote:No client for Torque 3D after how many years...?

Dan asks politely:

Quote:The default templates can act as either client or server. Are you after more advanced functionality?

Demolishun breaks in with some knowledge:

Quote:There is as much a client/server for T3D as there was in TGE. T3D can be used purely as a client if you choose. It all depends on how you configure the engine. T3D can also act as a server on a headless machine.

Ranft points out in a civilized manner that:

Quote:This post confuses me; have you never read the documentation? You can run any installation as a dedicated server, as a host(as in, you can use your "client" to host a multiplayer session), as a client or as a single player game (actually a host/client hybrid). These options have been available for over ten years.

Lundmark says politely:

Quote:T3D *is* client/server. Not sure what you're asking.

K kind of says need another community and engine:

Quote:Hmmm.... I think I need to find a new engine-Cryengine is looking very promising-and find a different community.... Best of luck Ron...

Demolishun answers in a very civilized way:

Quote:Perhaps that is why you were placed on this planet. To bring your vision of a proper client / server to Torque. I am not being sarcastic here. It is obvious to me your definition of client/server is different than ours.

Good luck on your endeavors.

Perry from Garage Games breaks in with more useful information:

Quote:@K. Silver - Torque 3D is built entirely on client/server architecture. A game that is launched by T3D can be either. Were you perhaps asking if there there was an implementation that is dedicated client only? No networking at all?

Lukas ask some questions and inform about some issue with Cryengine:

Quote:1. Did any of these posts offend you? And why did they? They were all proper answers.
2. Whos Ron?

Edit: Also unless you are willing to pay a million bucks for a CryEngine license, then you can't use CryEngine for commercial games. If you are just using the free version of CryEngine then you can't in any way earn money from the products you develop with CryEngine. Just a heads-up.

K pretty much says Lukas you know nothing:

Quote:It is good to know what you're talking about:

I dare ask if this was a troll as I found the OP's whole reaction and way of communicating rather different from what I have seen before even on gamedev.net, where people are not near so forgiving as here:

Quote:
To troll or not to troll, that is the question we all ask?

K pretty much explode and use the word arrogant:
Quote:I worked (wasted) for days on the problem only to find out it is still an unresolved issue. I have no problem with that, but don't preach to me how great Torque is.... and get arrogant because you're you have no other basis to stand on. You call paying customers.... yes, that's right.... I paid for my products....... you call them trolls because they refuse to stand for your arrogance???

Conclusion:
All the people here have been asking questions and been trying to help but all we got was some bye bye and anger in return.



#28
07/28/2013 (6:57 am)
Relax, take a drink and a deep breath!

Finally when you're all Zen'ed-up, go do sumfink useful like making a game!


i-dropper.net/torque/troll.jpg
#29
07/28/2013 (7:03 am)
@Nils pff who makes games? Thats for losers!
#30
07/28/2013 (7:33 am)
Quote:@Nils pff who makes games? Thats for losers!

then I am a very proud looser :o)
#31
07/28/2013 (7:45 am)
I hope that one day we can all meet at E3 or PAX. That would be awesome. I'll buy you all a beer if that ever comes to pass. Except Lukas. He's too young to drink, and we'll need a driver anyway.
#32
07/28/2013 (7:50 am)
@Lukas; I see you're becoming a true Zen master already.
But to actually reach enlightenment one have to forget he or she is a loser.
#33
07/28/2013 (7:54 am)
@Dan I've been drinking since I was 13....
In Denmark we aren't too strict with that, alcohol is part of our culture!
Besides I'm 20! Only 1 year before I can drink in them states.

@Nils I see what you mean... Really, we aren't losers.. Because we are all losers.. And we are all winners! And when we both win and lose we are not one or the other.. We are but men like everyone else, we are all even.. We are all.. One!
#34
07/28/2013 (8:38 am)
Failure is the mother of success, hence their is no losers, just minor setbacks.

#35
07/28/2013 (4:24 pm)
I still think Richard is the third Billy Goat Gruff...

Don't you know:
Drink a beer and hot women appear...at least that is what advertisers program you to think.

No, there are losers. Those that choose to risk nothing end up gambling everything. Most men live a life of quiet desperation. They want to BE more, but sadly choose to be armchair jockeys instead. It is never too late to BE more. It is a choice.

Failure is an indication that you need to change something before the next attempt. Plan, Do, Check, Adjust. The cycle of excellence.
#36
07/28/2013 (6:57 pm)
So the secret answer to the cycle of excellence is recursion :o)
#37
07/28/2013 (7:44 pm)
Sorry mate, that's iteration, not recursion ;).
#38
07/28/2013 (8:14 pm)
This threads turnin into a classic, been a while since i saw one here lol
#39
07/28/2013 (8:17 pm)
Quote:cycle of excellence is... iteration

Is that sumfink like "Go forth and tessellate!" ?

...

Tesselate... mmmm... I think I start a new topic ;)

---

Quote:Really, we aren't losers.. Because we are all losers.. And we are all winners! And when we both win and lose we are not one or the other.. We are but men like everyone else, we are all even.. We are all.. One!

@Lukas; You should be a songwriter for U2!
#40
07/28/2013 (10:39 pm)
@dB,
Perhaps iteration with a dose of memoization. Also, need the ability to unmemoize crap that did not work so well. Maybe a learning relational database would be better.