Ultimate Guide News Update
by Robert Fritzen · 11/14/2014 (7:59 am) · 5 comments
So, let me start by saying, this is taking a lot longer than I originally anticipated, and to be honest, this is actually turning out to be a very good thing, it's allowing me to cover some topics that are usually left in the dark here, and to go into very specific details. But as many of you saw, I did say that I was hoping to be done by late October, now it's mid-November, and hey, guess what, still a lot to do and I know that many of you want to dive in and get going with my reading on the guide here.
So, what's been taking a long time to finish up? Well, Chapter 11 specifically, and it's supposed to be that way because I'm pretty much wrapping all of the TorqueScript topics together at that point. So, what exactly is taking a long time here?
Well for starters, when you get to this point, we open up with a quick review, and cover some new things, even stretching back to the World Editor:

I get into the details of how to set up things like Triggers to create a scripted event in your maps. Then I move into talking about in-game objects, which as you know require the usage of Datablocks, so I decided, hey, let's actually make a descriptive table of the datablock's properties so people know how to use them:

There went like 5 more days or research and work for the datablocks I decided to cover for Chapter 11. And then finally, I decided to be very nice, and to do this for you guys:

Yep, I have a set of weapon archetypes presented there, and I show you how to set them up. Now, there's still a lot of work to do with this chapter, and I know that people are wanting this, and preferably soon, and for me to have to complete what I still find to be the largest and hardest part of the guide (C++) as well as the topics of 11/12, would take just way too long to have it out in a timely manner.
So, here's what I'm going to do. In terms of work progress, I'm currently about 90% done with all of the TorqueScript chapters through 12. Once I finish all of that work, I'm going to package it up and release it and then continue the actual work through the remainder of the guide which will consist of the C++ side of the guide. And to be absolutely fair about this since I was taking longer than expected, I'm going to dock the price down to $15 for this release, and it will come with the current chapters as well as a free upgrade to the full version when it's done.
I had a basic page setup on my website here to prepare for this, and I'll be using it once I finish up in the next 2 weeks. I'll post another blog when I finish my current work to get this out and into your hands while I trek forward to finish the rest!
See you soon!
So, what's been taking a long time to finish up? Well, Chapter 11 specifically, and it's supposed to be that way because I'm pretty much wrapping all of the TorqueScript topics together at that point. So, what exactly is taking a long time here?
Well for starters, when you get to this point, we open up with a quick review, and cover some new things, even stretching back to the World Editor:

I get into the details of how to set up things like Triggers to create a scripted event in your maps. Then I move into talking about in-game objects, which as you know require the usage of Datablocks, so I decided, hey, let's actually make a descriptive table of the datablock's properties so people know how to use them:

There went like 5 more days or research and work for the datablocks I decided to cover for Chapter 11. And then finally, I decided to be very nice, and to do this for you guys:

Yep, I have a set of weapon archetypes presented there, and I show you how to set them up. Now, there's still a lot of work to do with this chapter, and I know that people are wanting this, and preferably soon, and for me to have to complete what I still find to be the largest and hardest part of the guide (C++) as well as the topics of 11/12, would take just way too long to have it out in a timely manner.
So, here's what I'm going to do. In terms of work progress, I'm currently about 90% done with all of the TorqueScript chapters through 12. Once I finish all of that work, I'm going to package it up and release it and then continue the actual work through the remainder of the guide which will consist of the C++ side of the guide. And to be absolutely fair about this since I was taking longer than expected, I'm going to dock the price down to $15 for this release, and it will come with the current chapters as well as a free upgrade to the full version when it's done.
I had a basic page setup on my website here to prepare for this, and I'll be using it once I finish up in the next 2 weeks. I'll post another blog when I finish my current work to get this out and into your hands while I trek forward to finish the rest!
See you soon!
About the author
Illinois Grad. Retired T3D Developer / Pack Dev.
#2
11/17/2014 (4:56 pm)
I have been learning a lot from this so far. Keep up the great work!
#3
I'm overhauling the entire system I wrote on there for my pack's purchasing and downloading systems. Everything's going to be unified under one key for your entire thing now, and I'm also going to add a simple username/password system to replace the old email thing. Should be done in 1-3 days, until then however all of the purchasing systems will be down.
People who own packs from me will still be able to access the pages by means of the old system until the new one goes live at which point I will have everyone switch over to the new system (Don't worry, all your pack download info is still safe).
11/20/2014 (11:18 am)
Also kind of a little sub-announcement regarding my website.I'm overhauling the entire system I wrote on there for my pack's purchasing and downloading systems. Everything's going to be unified under one key for your entire thing now, and I'm also going to add a simple username/password system to replace the old email thing. Should be done in 1-3 days, until then however all of the purchasing systems will be down.
People who own packs from me will still be able to access the pages by means of the old system until the new one goes live at which point I will have everyone switch over to the new system (Don't worry, all your pack download info is still safe).
#4
You can grab the guide individually ($15), or as part of the PGD Torque Pack. As I also advertised two months ago, with the release of the guide the Full Pack has moved up from $60 to $70, and contains all of my original packs, as well as the Guide now.
The remainder of the Guide will be offered free of charge to all who grab it now when it's done in a few months, for those who don't get it now, it will likely go up to $20 if you wait for the full release, but I haven't decided on that yet.
Anyways, I hope you enjoy the full version, and if you want a preview, the first seven chapters are available free of charge to read here.
11/25/2014 (11:49 am)
And The Guide's Volume I is now out for purchase!You can grab the guide individually ($15), or as part of the PGD Torque Pack. As I also advertised two months ago, with the release of the guide the Full Pack has moved up from $60 to $70, and contains all of my original packs, as well as the Guide now.
The remainder of the Guide will be offered free of charge to all who grab it now when it's done in a few months, for those who don't get it now, it will likely go up to $20 if you wait for the full release, but I haven't decided on that yet.
Anyways, I hope you enjoy the full version, and if you want a preview, the first seven chapters are available free of charge to read here.
#5
Seem really good... thanks Robert.
1) before releasing the book, it will update to the latest version of Torque3D? 3.6.3?
2)You will continue updating the book to the last version of torque3D? adding the new stuff?
If yes to the two questions, I would buying it.
01/11/2015 (7:44 am)
Is this the content of the book? http://www.garagegames.com/community/blogs/view/22817/1#comment-198513 approximately how many pages are for the final version? There is a new chapter?Seem really good... thanks Robert.
1) before releasing the book, it will update to the latest version of Torque3D? 3.6.3?
2)You will continue updating the book to the last version of torque3D? adding the new stuff?
If yes to the two questions, I would buying it.

Torque Owner James Novosel
Default Studio Name
Something like this should have been in TGE 1.x and has been lacking for what- 10-15 years ?